Gaming
First Impressions on The Long Dark Story Mode: Wintermute
After three years in early access on Steam, The Long Dark from Hinterland Studio has released the first two episodes of their story mode, called “Wintermute”. Episodes One and Two, which are titled: Do Not Go Gently and Luminance Fugue respectively, follow Canadian bush pilot Will Mackenzie and Dr. Astrid Greenwood after their plane crashes during a geomagnetic storm. It is up to the player to bring these two together after becoming separated after the crash.
As of writing this, I have not completed either episode of Wintermute, and as such I will not be reviewing the story being told. Instead, I will be sharing my thoughts on how the mechanics of the game are employed by the narrative to deliver its story, as well as a few points for players who might not plan to pick up the game for some time. I’m playing this on PC, though it has been released on Xbox One and Playstation 4 as well (A European release on PlayStation 4 will be coming August 8th).
Wintermute gives long-time players like me the motivation to keep surviving. The game stands strongly on its own as a survival game, and the challenge modes added in a 2016 update certainly gave players more to do, but without a greater story to follow, the game quickly becomes an exercise in self-imposed storytelling. The simple quest “Find Astrid” becomes so much more complicated by the now-familiar mechanics of the game. Scavenging for food, crafting better gear, fighting off dangerous wildlife and struggling to keep warm are all brought together into a perfect storm of obstacles to level against the protagonists as they fight to find one another in the quiet apocalypse.
Once Will wakes up, the game begins its tutorial, keeping the player confined in a small ravine. Over several days, the game teaches you about fire-starting, first-aid, gathering food and resources, all while Will is recovering from the injuries he sustained in the crash. Astrid is nowhere to be seen, and as soon as Will is strong enough he sets out to find her.
In this opening section, the combination of strong mechanics and narrative is illustrated beautifully. The player is trapped with Will and needs to learn how to survive to progress in the story. Each element of survival is explored individually, and when the player knows all they need to get started, Will has the strength to climb out of the ravine and find Astrid. After leaving this tutorial area, the player is left largely to their own devices to track down Astrid.
After spending some time in this tutorial, we see a cutscene introducing us to the protagonists, who appear to have a not-so-happy history together. Astrid needs to fly out to the backwoods of Great Bear Island in the Canadian wilderness, and Will reluctantly agrees to assist her. In the middle of a terrible storm, a geomagnetic event causes the plane to lose power and it crashes. This whole cutscene shows off the absolutely beautiful art style of the game, giving an almost watercolor treatment to a survival title. It lends itself to a serene, yet harsh environment, and when put in motion it looks wonderful.
Eventually, the player will encounter wolves, and here is where my journey got a lot more interesting. After being attacked by one wolf, and left bleeding out, I learned that Will’s pants had been irreparably torn to shreds in the attack. There I was, standing out in the Canadian wilderness, at night, slowly dying, and pantsless. I rushed to find shelter of any kind but was forced to spend most of the night by a small fire under a rocky outcrop, struggling to recover enough to find a more reasonable shelter. Somewhere in the middle of the night, I found an abandoned church and made it inside before another wolf attacked.
At this point, I realized that this was a very different experience from the sandbox mode I had played before. Yes, the mechanics were the same, but the very fact that I had a mission immediately raised the stakes. I wasn’t just struggling to survive, I needed to stay alive to find Astrid. To find out what all of this means, why she needed to fly out here in the first place.
As of now, I’ve made it to the town of Milton, and I’m happily wearing pants again. After some more serious preparation, I’m eager to see where Wintermute takes me in this quiet apocalypse.
The Long Dark is available for purchase on Steam, the Playstation Store, and the Microsoft store.
Gaming
Ubisoft says that future Assassin’s Creed games will need more time to be made
As Assassin’s Creed Shadows is about to sneak up on people in November, Ubisoft says that the time between developing games needs to be longer to find the “right balance.” Shadows has been in development for four years, longer than any other game in the series up to this point. That includes the huge open-world epics Assassin’s Creed Odyssey and Assassin’s Creed Valhalla.
Shadows lead producer Karl Onnée (thanks, GamesIndustry.biz) says that the latest AC game took 25% longer to make than Valhalla. He says this is necessary to keep the quality of the series that it is known for: “It’s always a balance between time and costs, but the more time you have, the more you can iterate.” You can speed up a project by adding more people to it, but that doesn’t give you more time to make changes.
Onnée says this has as much to do with immersion and aesthetics as it does with fixing bugs and smoothing out pixels. This is because the development team needs time to learn about each new historical setting: “We are trying to make a game that is as real as possible.” We’re proud of it, and the process took a long time. In feudal Japan, building a house is very different from building a house in France or England in the Middle Ages. As an artist, you need to learn where to put things in a feudal Japanese home. For example, food might not belong there. Get all the information you need and learn it. That process takes a long time.”
You’ll have to wait a little longer for Ubisoft to work on each game. Are you okay with that? In what part of Shadows are you now? Is it interesting to you? Leave a comment below and let us know.
Gaming
You can now pre-order Lollipop Chainsaw RePOP on PS5
You can now pre-order Lollipop Chainsaw RePOP, a remaster that Dragami Games and Capcom both created. You can now pre-order the PS5 game on the PS Store for $44.99 or £39.99. If you have PS Plus, you can get an extra 10% off the price.
The company put out a new trailer with about three minutes of gameplay to mark the start of the pre-order period. Lollipop Chainsaw RePOP is a remaster of Grasshopper Manufacture’s crazy action game from 2012. You play as Juliet, a high school student who fights off waves of zombies.
The remaster adds RePOP mode, an alternative mode that swaps out the blood and gore for fun visual effects. It also adds a bunch of other features and improvements that make the game better overall. You can expect the graphics and sound to be better as well.
The game will now come out on September 12, 2024, instead of September 12, 2024. Are you excited to get back to this? Please cheer us on in the section below.
Gaming
This Call of Duty: Black Ops 6 zombies trailer is way too expensive
Is there really anyone who is following the story of Call of Duty’s zombie mode? We’ve known about the story in a vague way for a while, but we couldn’t tell you anything about it. It looks like the “Dark Aether” story will continue in Black Ops 6, but we don’t really know what that means.
For those of you who care, here is the official blurb with some background: “Requiem, led by the CIA, finally closed the last-dimensional portal, sending its inhabitants back to the nightmare world known as the Dark Aether, after two years of fighting zombie outbreaks around the world during the Call of Duty: Black Ops Cold War timeline.”
Wait, there’s more! “Agent Samantha Maxis gave her life to seal this weird dimension from the inside out.” Even worse things were to come: senior staff members of Requiem were arrested without a reason by the Project Director, who turned out to be Edward Richtofen.
Black Ops 6 will take place about five years later, and it looks like it will show more about Richtofen’s goals and motivations. The most important thing is that you will probably be shooting an unimaginable number of zombies in the head. This week, on August 8, there will be a full reveal of the gameplay, so keep an eye out for that.
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