The Long Dark - hinterland_community


Dear Community,

We’ve just hotfixed The Long Dark to v1.40 [42090].

You’ll find the complete changelist for the hotfix below.

CHANGELIST v1.40 [42090]

*[ALL] Added online messaging feature to distribute game news through the Main Menu.
HITMAN™ - contact@rockpapershotgun.com (Katharine Castle)

Despite it being only Wednesday, the Black Friday deals jamboree is well and truly under way. With more deals than you can shake a stick of RAM at, now is the time to get some tasty PC gaming deals on the cheap, especially if you’re after some nice new hardware. To help you make sense of all the deals madness, I’m here to help, as I’ve gone and gathered up all the best PC gaming Black Friday deals I can find, including deals on graphics cards, gaming monitors, SSDs, laptops and more. Yes, my soul is now nothing more than a withered husk, but at least it saves you the trouble of trawling through the internet yourself in search of the best savings. On that note, let’s get down to the business of all them deals, shall we? Here are the best Black Friday deals the internet has to offer.

(more…)

The Long Dark - contact@rockpapershotgun.com (RPS)

The world ended this week. We documented the whole thing. But the RPS podcast, the Electronic Wireless Show, will not go quietly into the abyss of human history. It’s not going to be felled by the atomic blast of Fallout 76. It s going down screaming. Screaming about the best post-apocalyptic games out there, that is.

(more…)

The Long Dark - hinterland_community


Is there something that you've been wanting to ask about The Long Dark? The game's Creative Director Raphael van Lierop has been answering fan questions on our official forums. Fans of the game can ask questions, and for each Dispatch a handful of those are selected and answered.

You don't need to be a member of our official forums to read the answers - though if you do sign up you can ask your own questions!

Be sure to read past Dispatches to see if your question has already been addressed!

So get your questions posted on our official forums now to be considered for the next Mailbag.

Stay informed on the Milton Mailbag and The Long Dark by our newsletter.
The Long Dark

Hinterland Studio creative director Raphael van Lierop delivered some disappointing news yesterday when he announced that the third episode of The Long Dark, which had been set to go live in December, isn't going to make it. But that bad news actually arises from bigger-picture good news—although the good news in question is the result of even more serious bad news. It's all kind of complicated, so I'll let van Lierop explain. 

"Some of you might be clued in to recent industry turmoil and a spate of closures, Telltale being the highest profile of these. A bit lesser known, but really big news for our local Vancouver game dev community, was the complete shutdown of Capcom’s Vancouver studio," he explained in a blog post. "About 200 people lost their jobs, and in the weeks following we scrambled to interview people to see if we could help them, and to see how we could build up our own development strength." 

"Fortunately for us, we already had several ex-Capcom Vancouver people in the studio, so we were able to identify high performers who would fit in to our culture well. As a result of the Capcom situation, along with some other people we were interviewing at the time, we’ve hired six new team members in the last month. This is Hinterland’s most significant growth in the past five years." 

Hinterland was able to "bulk up" its animation department in particular—limitations in its technical capabilities are why the first two episodes of The Long Dark shipped with voiceless dialog scenes—with two new animators and the purchase of Capcom Vancouver's "nearly new" motion capture equipment. It also added two new programmers, a new artist, and a new tester, and it's continuing to interview other people, including former Telltale employees. 

It's enough that the studio is considering splitting itself into separate teams, one working on the Wintermute story and the other dedicated to the sandbox survival mode, and it's also completely changed the studio's outlook on The Long Dark development going forward. There's the rub. 

"Suddenly having access to all this new development talent and the motion-capture gear makes a huge difference to what we can accomplish in Episode Three. I’ve decided that I’d like to be able to use these new resources—along with the new motion capture equipment—to add more content and polish to Episode Three," van Lierop wrote. "This means it won’t be ready for us to ship in December." 

There's no word on when episode three will be out, but on the bright side, he confirmed that the Redux versions of episodes one and two will be ready in December. "Everything has been re-written, re-recorded, and re-animated. There are also new mission beats that didn’t exist before, things that flesh out the experience and story of Wintermute," he continued. 

"In December, you’ll be able to play these Redux episodes and get a great sense of what to expect in Episode Three and beyond, as these now serve as the template for how we’ll approach all our mission and narrative content moving forward." 

The darker side of the bright side (I told you it's complicated) is that existing saves won't be compatible with the Redux release, so Hinterland will be deleting them. If you haven't started playing Wintermute yet then you should probably wait until the Redux chapters are live, and if you're in the middle of a playthrough and want to finish it, get on it. 

The Long Dark is currently on sale on Steam, by the way, for 75 percent off—that's $7.50/£6/€6.

The Long Dark - contact@rockpapershotgun.com (Alice O'Connor)

The third episode of survive ’em up The Long Dark’s story mode Wintermute will not arrive in December as planned, developers Hinterland have announced, though the revamped ‘Redux’ versions of the first two should hit next month. The reason for the delay is good news, really: they’ve picked up new team members and a 36-camera motion capture setup from recently-closed studio Capcom Vancouver and want to put them to good use on episode 3. If I got a fancy toy like that, I’d also probably put a lot of things off while I played with it.

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The Long Dark

Developer Hinterland has announced that it's delaying the release of sub-zero survival game The Long Dark's third Wintermute story episode. It will no longer be launching in December, as had originally been anticipated.

Episode Three, which follows on from the last year's duo of opening chapters, continues the adventures of Dr. Astrid Greenwood, and will include new survivors, a new region to explore, plus new details on the First Flare event that engulfed Great Bear Island in the endless winter. However, writing in a new blog post, The Long Dark director Raphael van Lierop explained that the studio has chosen to delay its release "to add more content and polish".

This, van Lierop explained, follows a number of new hires from the now-defunct Capcom Vancouver (Hinterland says it's also looking to bring on ex-Telltale staff with a narrative background), enabling the developer to significantly expand its team. The new art, animation, and programming talent - not to mention the acquisition of Capcom Vancouver's motion capture equipment - has made "a huge difference to what [the studio] can accomplish in Episode Three", and Hinterland says it intends to take full advantage of these new abilities.

Read more…

The Long Dark - hinterland_community
HINTERLAND GROWTH, EPISODE THREE DELAYED, WINTERMUTE REDUX & SURVIVAL MODE IN DECEMBER, SAVE WIPE!


Hello community,

I have some news and a progress update to share on how things are going with various parts of the game, and the studio. Some of it is good news, some of it will be disappointing. I hope that for the vast majority of you, the news is mostly good.




HINTERLAND GROWTH

Some of you might be clued in to recent industry turmoil and a spate of closures, Telltale being the highest profile of these. A bit lesser known, but really big news for our local Vancouver game dev community, was the complete shutdown of Capcom’s Vancouver studio. About 200 people lost their jobs, and in the weeks following we scrambled to interview people to see if we could help them, and to see how we could build up our own development strength.

Fortunately for us, we already had several ex-Capcom Vancouver people in the studio, so we were able to identify high performers who would fit in to our culture well. As a result of the Capcom situation, along with some other people we were interviewing at the time, we’ve hired six new team members in the last month. This is Hinterland’s most significant growth in the past five years.

One area we were really able to bulk up was animation, which has always been a challenge on this project. Our current animation team of three has been able to do some truly incredible technical and creative work over the past 18 months, but we’ve always been limited on how much content we could produce and that’s held us back in some areas of the project. For example, the decision to ship unvoiced dialogue scenes in the original Episode One and Two. We just couldn’t produce all the animation needed to support full voice over.

For Redux, we adopted some new facial animation technology, and things have improved significantly, to the extent that we’re able to ship Redux Episodes One and Two with full voice-over and fully animated characters. I think this really elevates the quality of the narrative presentation in the game.



We were also able to purchase Capcom Vancouver’s nearly new motion capture studio (or the equipment from it anyway). This purchase gives us a 36-camera set-up which will be more than enough to carry us through the next few projects. Having our own motion capture equipment means we no longer have to plan our production around a motion-capture studio’s availability, which will give us a lot more flexibility to shoot, iterate, reshoot, etc.

In addition to the two animators, we also hired two new programmers, a new user interface/visual effects artist, and a new tester. We’re also interviewing additional people who may end up joining us, including some folks from Telltale and other studios that specialize in narrative experiences, all people who’ve been recently let go and are looking for a new home. This is a great opportunity for us to build up our team in anticipation of future work on The Long Dark, and our next game.

This team growth means we’re big enough to seriously consider splitting the current team into two production teams -- one focused in WINTERMUTE, and another focused on Survival Mode. We’ve long struggled with trying to produce enough content to keep both Story and Survival sides of the project fully resourced. So I’m feeling pretty hopeful for the future of The Long Dark, and our update progress moving forward. Being able to have two dedicated teams will help ensure we can make more consistent progress in both areas of the game.




EPISODE THREE DELAYED

Suddenly having access to all this new development talent and the motion-capture gear makes a huge difference to what we can accomplish in Episode Three. I’ve decided that I’d like to be able to use these new resources -- along with the new motion capture equipment -- to add more content and polish to Episode Three. This means it won’t be ready for us to ship in December.

There’s not much more to say about that at the moment. I know this will be disappointing.


EPISODES ONE AND TWO "REDUX" IN DECEMBER

This may be bittersweet after the Episode Three delay news, but we’ll be delivering the updated “Redux” versions of Episodes One and Two in December.

While the high-level narrative of these episodes remains the same, the details and the implementation of the missions and narrative content is significantly different from what you played last year. Everything has been re-written, re-recorded, and re-animated. There are also new mission beats that didn’t exist before, things that flesh out the experience and story of WINTERMUTE. In December, you’ll be able to play these Redux episodes and get a great sense of what to expect in Episode Three and beyond, as these now serve as the template for how we’ll approach all our mission and narrative content moving forward.

This also means that with the December “Redux” update, we’ll be deleting your old WINTERMUTE saves. They will no longer be compatible with the game after the update, as so much has changed. So, if you haven’t already started playing WINTERMUTE, we suggest you wait until our December update. And if you really want to finish your current WINTERMUTE playthrough, we recommend you do it soon! If you finished the original Episodes One and Two and want to roll right into Episode Three when it launches, you can also do that, although we hope you’ll go back and experience “Do Not Go Gentle” and “Luminance Fugue” again, as they are much changed and improved since their original iterations.




SURVIVAL MODE UPDATE IN DECEMBER

Just so that we don’t leave you without something entirely new to look forward to before the end of 2018, we’re releasing another free update to Survival Mode this December.

I don’t want to spoil the contents yet -- that deserves its own dev diary -- but I can say the update will include the following: New Craftable Hat, New Challenge Mode, New Condition Buff, some UI fixes, some gameplay tweaks, and general bug fixes as well. There may also be a few other surprises in there, if we can get them finished in time.


STORY MODE SAVE WIPE IN DECEMBER

Remember: we are deleting all current WINTERMUTE saves with our December update.
  • If you are just starting WINTERMUTE and don’t mind waiting a bit, we recommend you wait for December so you can play the revised and much improved Episodes One and Two.
  • If you have an in-progress WINTERMUTE game you’d like to finish before we wipe the save, please finish it soon! Pre-Redux (Predux!) WINTERMUTE saves will not be compatible with the game, post-update.
  • If you completed the original Episodes One and Two, Episode Three will be unlocked for you when it releases.
  • This save wipe has ABSOLUTELY NO EFFECT on Survival Mode games. We will not be wiping those. If you play Survival and don’t care about WINTERMUTE, simply carry on.


We’ll release more info about the December Survival Mode update when we get closer to launching it. Thanks for reading, and if you’d like to discuss this dev diary with other members of the community, please jump into the conversation here in our official community forums.


Thanks for reading!

- Raphael
The Long Dark - contact@rockpapershotgun.com (Ewan Wilson)

Whilst raw forms of horror work through shock and disgust, the eerie is felt more as a threat. Perhaps something seems to hover over or follow you — there s a rustling just behind you, or a shimmering in your peripheral vision. Usually eeriness pertains to places rather than people. Places that seem to move, shift or even act when they really should lie still. This sense is just as likely to be found in an empty room as an open moor. Sometimes, however, this sense manifests, becoming a force that can reach out and grip us. (more…)

The Long Dark - hinterland_community


We've added a few more hours to 4 Days of Night to give you more time to work towards the badges. The event will now end on November 1st 10am Pacific Time.

Keep sharing your stories, images, gifs and livestreams with us by tagging them with #4DON and make sure you follow us on Twitter at @hinterlandgames.

Thanks for playing, and Happy Halloween everyone!
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