I have repeatedly written about all sorts of simulators of survival and always stressed that against the background of an incredible abundance of entertainment of this kind of such a game, it is necessary to stand out with something. What is noteworthy for many frosty The Long Dark , which became even before the official release of one of the most visible and anticipated projects in this genre? And why, after the release of the brainchild of the Canadian studio Hinterland, even more firmly entrenched in the survival-Olympus?
About The Long Dark , probably did not hear only in the remote Siberia (although the local game is the closest thing), and we also wrote detailed previews . Therefore, immediately to the matter, more precisely, to the search for an answer to the question asked.
At first glance, on the contrary, everything is quite familiar and standard for the genre. The lonely, ever freezing and starving William McKenzie, who has a catastrophe over the Canadian forest, wanders through the snow through a blizzard and blizzard, feeds on greens, collects sticks, branches, bark, berries, throws stones at hares, deters wolves with torches, cuts deer carcasses into meat and skins, periodically breeds a bonfire, warms himself with it, so as not to die from hypothermia, prepares food and drink, darns clothing, traps, bows and arrows for hunting.
The meat not fried at the fire, of course, can lead to poisoning, falling from a hillock or a wolf's bite to injury, and sleeping on an empty stomach to death, for the calories in which health is calculated are also expended during sleep. The torches go out, the matches end, the list of available drawings and recipes for the "craft" gradually widens, we drag everything that lies badly into the backpack, and we learn to rummage in drawers, cabinets, cars and pockets better than any homeless person and burglar.
There is also an unpretentious role-playing system. Basic skills - in repairing, cutting carcasses, cooking, campfire, fishing, using a gun or bow - are trained as you successfully engage in relevant activities, that is, fresh carcasses, cook, fish, build a fire, shoot and so on . All this is understandable, familiar and more than once seen in other survival-games.
But, as you know, the devil is in the details, and to The Long Dark this applies to the fullest. First, there are many details, details, giving the game a very accurate, true degree of realism. Clothes get wet, causing more freezing and hurting, the backpack gets heavier, why we walk more slowly and spend more endurance while running - and you need to run, so that, for example, you can quickly escape from thin ice and not fail.
Clothing is generally a lot - different types and almost all parts of the body: all things vary in their parameters (including the preservation of heat and protection from the wind), and the authors are directly advised to put on several layers to be warmer and more reliable - Running will be harder, because even the weight of socks is taken into account.
In the dark, you can not do almost anything - tinkering, repairing equipment and doing other things. The bastard is not bred automatically, but with a certain chance, which greatly increases if you add some combustible liquid. In the wind, it's almost useless to try, and it will die out quickly. Sleep better at the fire, in sleeping bags or in warm, but at least just closed, rooms, getting a bonus to heating and restoring health.
The gun must be cleaned to prevent misfiring, water must be boiled or disinfected, the jar of food must first be opened and then the contents welded, and the car's luggage can only be scrapped or nailed. And for all this - and for the breeding of a fire, and for collection, breaking, boiling, making, even for igniting a simple match - calories are wasted, and precious time, with which you are increasingly hungry and thirsty.
Therefore, it is necessary to act quickly, accurately, optimally, verifying and planning your actions, as in any strategies - that it is now necessary, whether it is necessary to chase that hare, whether it is necessary to spend ten minutes to chop a chair for firewood, there is it makes sense to load a backpack and try to freshen the carcass of that moose, if a wolf is wandering around and around, and the surroundings are already getting dark and the wind is intensifying. Or is it better to run to the house and spend the night there hoping that the famine will not have time to kill you in a dream?
It is clear that the game is a lot invented - and the very anomalous geomagnetic storm that formed the basis of the whole setting The Long Dark, and the behavior of the same wolves, who in fact do not usually attack people (here they are aggressive because of the anomaly). And the authors honestly warn about it, not advising considering the game as a survival guide and repeating it all in real life.
Nevertheless, because of these exact details and details in The Long Dark, there is some kind of rough truth of life - and the first-person view only strengthens this feeling. There are no really fantastic things like zombies or alien flora and fauna, so everything is perceived as a real life situation, like the one that happened to the hero Leonardo DiCaprio in the "Survivor" - this is often not enough for many isometric "survivors".
Secondly, The Long Dark is surprisingly many for such content games. In addition to the free survival mode, which in the early access was the main one (where you choose complexity and find yourself in the open spaces created by the "manually" world), there are still different scenario-tests: in one, for example, you need to survive in conditions when you are hunting a wild bear in the other - to hold out for three days in the marked locations.
For achievements in free mode and trials, the so-called "feats" and "badges" are issued, which here are equated with "perks". Spent a hundred days in the open area - now you are resistant to cold and get a constant bonus of +2 degrees to the temperature by sensation. They ran fifty miles - now running burns 25% fewer calories, jogos friv http://www.friv5online.com/jogosfriv
With a full release in the game there was also a story campaign, more precisely, the first two episodes. And it's not just something background, but quite an interesting story about how Will Mackenzie took his ex-wife Astrid to somewhere on the Bear Island, but crashed and now follows her trail, trying to survive and find out what happened. Directing at the height, beautifully shot videos are intriguing, and in the relationship between Will and Astrid there is a nerve, some hidden history.
At the same time, on his way, the hero will meet other people, and even some sectarian environmentalists. Communicating with the characters and carrying out their tasks, we raise our reputation, learn something new about the science of survival, about other people, about what happened and where to go next. If you try to clean someone else's house or belongings - the reputation will deteriorate.
Finally, in The Long Dark , the hand of real professionals is felt all over the place, as people who worked for Relic , Ubisoft Montreal , worked on Neverwinter Nights , Jade Empire , Company of Heroes , Far Cry 3 , Mass Effect . Accordingly, technically everything is almost perfect, there are no problems with management or inventory, everything is done very intelligibly and conveniently. This does not reduce the complexity (and the game, in fact, hardcore), but it makes the process more understandable and more comfortable.
The Long Dark - almost perfect "survivalist". Realistic, complex, but at the same time quite understandable and not bulky, workable, licked to shine, beautiful, atmospheric, with an abundance of content, an interesting story mode and proper sound design. The authors are going to continue to develop it, adding new opportunities and story episodes - and we call on all of them to equal.
Pros: realism; atmosphere; The worked out and various mechanics of a survival; an abundance of content, there is an interesting story mode; pleasant external and sound design; stability of work.
Cons: the plot is not yet fully presented.