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* CreepyCrows: Flocks of them mark corpses by circling over them and cawing loudly in the process. But considering the dead body of a human may hold vital equipment (i.e. food and tools), and the cadavers of animals may provide the player with meat, leather, and guts, they're not really bad news.

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* CreepyCrows: Flocks of them mark corpses by circling over them and cawing loudly in the process. But considering the trope is subverted in that, they are definitely not bad news; quite the contrary, as the dead body of a human may hold vital equipment (i.e. food and tools), and the cadavers of animals may provide the player with meat, leather, and guts, they're not really bad news. and the crows themselves also drop valuable feathers that are required to make arrows. Really, to call them creep is nothing but ungrateful.
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* SmashingSurvival: When pinned by a mauling wolf, the player must mash the left mouse button as fast as possible to charge up power, then press the right mouse button to attack. It's especially heart-pounding because your condition drops ''so fast'' while you're getting ripped to shreds--and you have to dole out two fully-charged attacks ''twice'' to kill the wolf. Sometimes it'll run away afte one, if you're lucky, but otherwise, it's game over.

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* SmashingSurvival: When pinned by a mauling wolf, Completely played straight after the 0.256(1 August) update, in which the player must mash needs to smash the left mouse button to dissuade the wolves from killing the player character. This used to be more harsh and complicated, to the point where first time players are doomed to die from a wolf struggle, as no one could have read the instructions fast as possible enough to charge up power, then press the right mouse button to attack. It's especially heart-pounding because your condition drops ''so fast'' while you're getting ripped to shreds--and you have to dole out two fully-charged attacks ''twice'' to kill the wolf. Sometimes it'll run away afte one, if you're lucky, but otherwise, it's game over.save their lives, semi-literally.
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* HitPoints: The player's health is represented by a percentage called Condition. It is damaged always over time by extreme coldness, starvation, exhaustion, dehydration and maulings; the damage over time also stacks additively, the player will die a lot faster if they are freezing, starving, dehydrated and exhausted; although they would probably die before they get all 4.

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* HitPoints: The player's health is represented by a percentage called Condition. It is damaged always over time by extreme coldness, starvation, exhaustion, dehydration and maulings; the maulings. The damage over time also stacks additively, the player will die a lot faster if they are freezing, starving, dehydrated and exhausted; although they would probably die before they get all 4.

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* HitPoints: The player's health is represented by a percentage called Condition. It is damaged by freezing, starving, sustaining injury, going without rest, or dehydrating. It replenishes over time when the player character is not under duress (i.e., dying) and is not currently in need of first aid.

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* HitPoints: The player's health is represented by a percentage called Condition. It is damaged always over time by extreme coldness, starvation, exhaustion, dehydration and maulings; the damage over time also stacks additively, the player will die a lot faster if they are freezing, starving, sustaining injury, going without rest, or dehydrating. It replenishes dehydrated and exhausted; although they would probably die before they get all 4.
** Certain afflictions are capable of taking a chunk of condition away at once -- lacerations from a wolf's claws, for example, will take 10% of condition straight off.
** Condition replenishes, also
over time time, when the player character is not under duress (i.e., dying) averting the aforementioned situations) and is not currently in need of first aid.aid. The stacking also works the other way, so if the player's warm, well fed and hydrated, a night's sleep will heal them significantly.
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* SteelEarDrums: Averted. Firing the rifle while in the steel corridor located within the Hydro Dam will temporarily deafen the player.

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* SteelEarDrums: Averted. Firing the rifle while in the steel corridor located within the Hydro Dam indoors will temporarily deafen the player.
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* SteelEarDrums: Averted. Firing the rifle while in the steel corridor located within the Hydro Dam will temporarily deafen the player.
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The most recent upgrade features a choice: Pilgrim (Easy), Voyageur (Medium) and Stalker (Hard). In Pilgrim, you are more of an explorer with no wolves attacking you. Just you having the world to explore without danger. Voyageur is more balanced where you are part hunter, part survivor and face a reasonable challenge in the game. Stalker is where nearly everything is trying to kill you around every corner.

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The most recent upgrade features a choice: three difficulty levels alter the challenge in significant ways. In Pilgrim (Easy), Voyageur (Medium) and Stalker (Hard). In Pilgrim, you are more of an explorer with no wolves attacking you. Just you having the world to explore without danger. Voyageur (Medium) is more balanced where you are part hunter, part survivor and face a reasonable challenge in the game. Stalker (Hard) is where nearly everything is trying to kill you around every corner.
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The current Early Access build of the game offers a sandbox survival mode. The final version of the game will also feature a story mode campaign. The map is pre-made rather than being procedural generated, but the placement of items is random.

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The current Early Access build of the game offers a sandbox survival mode. The final version of the game will also feature a story mode campaign. The map is pre-made rather than being procedural procedurally generated, but the placement of items is random.
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I got the trope wrong the first time.

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* BearsAreBadNews: Black Bears were recently introduced to the game and ''boy'', are they mean. You won't die from their mauling, but if you're not quick with getting to shelter or don't carry medical supplies, chances are you're gonna rather quickly after the mauling.
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* Angrish: When being attacked by an animal, your character will explode into an outburst of barely-intelligible words as you stab it to death.

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* Angrish: {{Angrish}}: When being attacked by an animal, your character will explode into an outburst of barely-intelligible words as you stab it to death.
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* Angrish: When being attacked by an animal, your character will explode into an outburst of barely-intelligible words as you stab it to death.
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* AWizardDidIt: In reality, wolves are not as hostile as they are in the game, but their antagonism [[RuleOfFun makes the game more interesting]]. The loading screen notes this, and blames their behaviour on the geomagnetic disaster.



* WizardNeedsFoodBadly: Food affects both your hunger meter and your calorie count. If your hunger meter maxes out or your calorie count drops to 0, you're in ''big'' trouble.

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* WizardNeedsFoodBadly: Food affects both your hunger meter and your calorie count. If your hunger meter maxes out or your calorie count drops to 0, you're in ''big'' trouble.
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A resemblance isn\'t the same as a reference.


* WholePlotReference: The overall setting and concept has been compared multiple times to ''Film/TheGrey''.

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* BreakableWeapons: Tools like the hunting knife, hatchet, and hunting rifle will wear down as you use them (the hunting rifle will go from 100% condition to broken after only 20 shots, although that's generally most if not all of the bullets you can find in the entire map). You can repair them, but this uses up finite resources such as scrap metal.

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* BreakableWeapons: Tools like the hunting knife, hatchet, and hunting rifle will wear down as you use them (the hunting rifle will go from 100% condition to broken after only 20 shots, although that's generally most if not all of the bullets you can find in the entire map). You can repair them, but this uses up finite resources such as scrap metal.metal.
* CreepyCrows: Flocks of them mark corpses by circling over them and cawing loudly in the process. But considering the dead body of a human may hold vital equipment (i.e. food and tools), and the cadavers of animals may provide the player with meat, leather, and guts, they're not really bad news.
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[[caption-width-right:349:Good Question]]

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[[caption-width-right:349:Good Question]][[caption-width-right:349:''[[Film/TheGrey Once more into the fray...]]'']]
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-->'''Death by hypothermia:''' ''You faded into the Long Dark.''

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-->'''Death by hypothermia:''' -->'''Text:''' ''You faded into the Long Dark.''
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->'''Death by hypothermia:''' You faded into the Long Dark.

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->'''Death -->'''Death by hypothermia:''' You ''You faded into the Long Dark.''
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->'''Death by hypothermia:''' You faded into the Long Dark.
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[[quoteright:349:http://static.tvtropes.org/pmwiki/pub/images/7b6c8e5a6617f0d1c0e79b2b16096fac.jpg]]
[[caption-width-right:349:Good Question]]
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* SceneryPorn: While the great outdoors is trying to kill you in any number of ways, it is also absolutely beautiful. Players have been known to get themselves killed by paying more attention to a particularly lovely vista (and trying to line up a screenshot ''just so'') than where they're going/the weather/impending wolf attack.
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* IdiosyncraticDifficultyLevels: The sandbox mode has three available difficulty settings, the easiest being 'Pilgrim' (more resources, wolves are scared of the player), the regular one is called 'Voyager' and the hardest one is 'Stalker' (much more and also more aggressive wolves, resources are extremely scarce).
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Felt it had to be added.

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The most recent upgrade features a choice: Pilgrim (Easy), Voyageur (Medium) and Stalker (Hard). In Pilgrim, you are more of an explorer with no wolves attacking you. Just you having the world to explore without danger. Voyageur is more balanced where you are part hunter, part survivor and face a reasonable challenge in the game. Stalker is where nearly everything is trying to kill you around every corner.


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** This can now be averted with the Pilgrim setting, where the wolves just run away from you when you get too close.
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* FinalDeath: When you die, you're dead. Your savegame is lost, you have to start all over.
* GhostTown: Naturally, the coastal town on the Coastal Highway map. It's usually guarded by wolves.


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* GuideDangIt: If you try to read the help for how to fight a wolf, which only appears if you're fighting a wolf, you will die.

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[[http://intothelongdark.com/ ''The Long Dark'']] is the inaugural title from independent developer Hinterland. It is an immersive first-person survival simulation with a certain elements of survival horror stemming from the atmospheric nature of the game and the dangers that the player faces.

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[[http://intothelongdark.com/ ''The Long Dark'']] is the inaugural title from independent developer Hinterland. It is an immersive first-person survival simulation SurvivalSandbox with a certain elements of survival horror stemming from the atmospheric nature of the game and the dangers that the player faces.


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* SurvivalSandbox: The alpha consists entirely of this, with the goal being to live off the land in the sandbox for as long as possible.
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* SuperPersistentPredator: Averted. The wolves will chase you for a distance, but if you can manage to outrun them and/or break line of sight, they'll give up eventually.
** Of course, you might be too weak at the time to run fast enough or long enough.
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* BorderPatrol: In Coastal Highway, wandering too far out onto the open ice results in falling through and drowning, which doesn't happen if you stay away from the world boundaries.
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* SmashingSurvival: When pinned by a mauling wolf, the player must mash the left mouse button as fast as possible to charge up power, then press the right mouse button to attack. It's especially heart-pounding because your condition drops ''so fast'' while you're getting ripped to shreds--and you have to dole out two fully-charged attacks ''twice'' to kill the wolf. Otherwise, it's game over.

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* SmashingSurvival: When pinned by a mauling wolf, the player must mash the left mouse button as fast as possible to charge up power, then press the right mouse button to attack. It's especially heart-pounding because your condition drops ''so fast'' while you're getting ripped to shreds--and you have to dole out two fully-charged attacks ''twice'' to kill the wolf. Otherwise, Sometimes it'll run away afte one, if you're lucky, but otherwise, it's game over.
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* ResourceManagementGameplay: To be expected, considering it's a survival game. You need to manage resources such as food, water, firewood, and medicine while dealing with tools that wear out over time. There is also a finite amount of food, matches, medicine, and bullets on the map, so no matter how good you are, you will eventually run out of a vital resource, and die. The game is also set up so that gather any given resource costs you another resource (i.e. gathering firewood burns calories, while melting snow into water requires starting a fire which uses up firewood, tinder, and matches.) so for every action you need to weigh your gains against your costs.

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* ResourceManagementGameplay: ResourcesManagementGameplay: To be expected, considering it's a survival game. You need to manage resources such as food, water, firewood, and medicine while dealing with tools that wear out over time. There is also a finite amount of food, matches, medicine, and bullets on the map, so no matter how good you are, you will eventually run out of a vital resource, and die. The game is also set up so that gather any given resource costs you another resource (i.e. gathering firewood burns calories, while melting snow into water requires starting a fire which uses up firewood, tinder, and matches.) so for every action you need to weigh your gains against your costs.
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The current Early Access build of the game offers a sandbox survival mode. The final version of the game will also feature a story mode campaign. The map is pre-made rather than being procedural generated, but the placement of items is random.

''The Long Dark'' is more grounded in reality than most other games in the genre. The game's Steam page emphasizes the fact that there are no zombies, only you vs. the wilderness.

Many game actions are accomplished via menu tabs, rather than as in-game actions (i.e. you gather wood by selecting the "gather wood" command in the menu, rather than by punching trees).


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* BreakableWeapons: Tools like the hunting knife, hatchet, and hunting rifle will wear down as you use them (the hunting rifle will go from 100% condition to broken after only 20 shots, although that's generally most if not all of the bullets you can find in the entire map). You can repair them, but this uses up finite resources such as scrap metal.


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* HollywoodDarkness: Averted. Nights in the game are ''dark'', even with a storm lantern equipped you can't see more than a couple feet in front of you.


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* OurLawyersAdvisedThisTrope: The game's opening screen warns that despite the game's dedication to realism, it should absolutely ''not'' be taken as a substitute for real-life wilderness survival training. It also states that the animals in the game are abnormally aggressive due to the geomagnetic event; in real-life predators are not murderous human-hating kill-beasts and the development team does not condone the unprovoked killing of wildlife in real life.


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* ResourceManagementGameplay: To be expected, considering it's a survival game. You need to manage resources such as food, water, firewood, and medicine while dealing with tools that wear out over time. There is also a finite amount of food, matches, medicine, and bullets on the map, so no matter how good you are, you will eventually run out of a vital resource, and die. The game is also set up so that gather any given resource costs you another resource (i.e. gathering firewood burns calories, while melting snow into water requires starting a fire which uses up firewood, tinder, and matches.) so for every action you need to weigh your gains against your costs.


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* WholePlotReference: The overall setting and concept has been compared multiple times to ''Film/TheGrey''.
* WizardNeedsFoodBadly: Food affects both your hunger meter and your calorie count. If your hunger meter maxes out or your calorie count drops to 0, you're in ''big'' trouble.
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Creating the page for the game. Hope I\'m doing it right!

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[[http://intothelongdark.com/ ''The Long Dark'']] is the inaugural title from independent developer Hinterland. It is an immersive first-person survival simulation with a certain elements of survival horror stemming from the atmospheric nature of the game and the dangers that the player faces.

The game's background story, from its [[http://thelongdark.gamepedia.com/The_Long_Dark_Wiki official wiki:]]

"Imagine the lights go out, never to return. Bright aurora flare across the sky, and all humanity’s technological might is laid to waste, neutralized in a kind of quiet apocalypse. Everything that has shielded humanity from the disinterested power of Mother Nature is suddenly wrenched from us, dropping us a few links down the food chain. Food and water are scarce. The roads are no longer safe. And winter approaches… "

The player must survive in the wilds of northern Canada in the depths of winter after they fall victim to a plane crash. There are several species of wildlife currently implemented, including the hostile wolves which pose a threat to the player. The game features other challenges in the form of hunger, thirst, and, of course, the bitter cold.

''The Long Dark'' is currently in alpha, and was released for Steam Early Access on September 22, 2014.

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!! This video game provides examples of:
* AbandonedArea: As of the current alpha, there is not another living human to be found in any of the locations in Mystery Lake or the Coastal Highway. Plenty of dead ones, though.
** The official wiki suggests that there will be other survivors to interact with in future builds, however.
* ApocalypseHow: The geomagnetic disaster that wiped out all electronics' functionality seemed to affect ''all humanity'', so it is likely a Planetary destruction. However, it's difficult to determine the severity--it could range from Societal Disruption to Societal Collapse, depending on which part of the world is in question.
* {{Autosave}}: The player's game is saved whenever they enter a structure. However, the game cannot be saved from the pause menu, and does not auto-save when quitting, either.
* CriticalExistenceFailure: Averted--if the player's Condition is low, then the player character's ability to function will be affected.
* CutAndPasteEnvironments: The outside world is lovingly modeled and rendered, but many of the abandoned houses are clearly copies of each other--some even have the same items lying in the same places.
* EndlessGame: It doesn't end, unless you die. There are achievements for surviving for certain lengths of time.
* GoodiesInTheToilets: Subverted. There are no ''goodies''--just precious, precious clean water.
* HitPoints: The player's health is represented by a percentage called Condition. It is damaged by freezing, starving, sustaining injury, going without rest, or dehydrating. It replenishes over time when the player character is not under duress (i.e., dying) and is not currently in need of first aid.
* HowlingToTheNight: Actually averted. While the wolves can howl at dawn or dusk, it's not for the express purpose of heralding the sun or moon--it means there is a pack nearby, and it is communicating. It is a good idea to take shelter when the player hears howling or barking wolves.
* NothingIsScarier: The industrial dam house of Mystery Lake's Carter Dam is fairly creepy: it is silent, dark, spacious, and lends mundane sound effects an especially unnerving echo that can come as a stark contrast after all of the primarily wooden cottages and cabins. Players are bound to expect something to jump out--but, of course, all the buildings in the game have been uninhabited so far...
** [[spoiler:Then you hear the snarling...]]
* PurelyAestheticGender: There doesn't seem to be much of a gameplay difference between the nameless male and female protagonists of Sandbox mode.
* SavageWolves: And ''how''. The wolves will always attack if you are close enough and if you give them a direct line of sight, and they are ''vicious''.
* SmashingSurvival: When pinned by a mauling wolf, the player must mash the left mouse button as fast as possible to charge up power, then press the right mouse button to attack. It's especially heart-pounding because your condition drops ''so fast'' while you're getting ripped to shreds--and you have to dole out two fully-charged attacks ''twice'' to kill the wolf. Otherwise, it's game over.
* SurvivalHorror: While not necessarily a horror game, it has certain elements that make it an adrenaline-pumping experience--the looming threats of death by exposure and violent wolf attack included.
** The fact that certain houses have wolves spawn right outside the front door is enough to inspire paranoia when heading outside.
* TitleDrop: On the death screen resulting from when you die of hypothermia.

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