DLC

The Long Dark: WINTERMUTE

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PC
The episodic story-mode for The Long Dark, WINTERMUTE, includes four of the five episodes that form WINTERMUTE. Episode Five is in development, and is slated for release at a later date. This will bring the WINTERMUTE storyline to its conclusion.
38%Steam レビュー1576 件のレビュー
発売日: Aug 1, 2017
Survival · Open World Survival Craft · Open World · Exploration · Atmospheric
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制作スタッフ

R
ディレクター
Raphael van Lierop
founder and creative director of Hinterland Studios Inc., a game development company from Canada
代表作漫漫长夜
R
シナリオ
Raphael van Lierop
founder and creative director of Hinterland Studios Inc., a game development company from Canada
代表作漫漫长夜
音楽
克里斯·貝拉斯科 · 萨沙·迪克西安
開発
Hinterland Studio Inc.
販売
Hinterland Studio Inc.
声の出演
马克·米尔 · 伊利亞斯·托菲斯
8.5
総合スコア
外部評価38%Steam レビュー1576 件のレビュー
グラフィック
8.5
サウンド
8.5
ゲーム性
9
ストーリー
6
ボリューム
8

A single-player atmospheric survival benchmark where cold, hunger and fatigue are the only enemy — sublime sandbox, flat story mode

編集部の総評

Pull all six dimensions together and the shape of The Long Dark comes clear. It is not a game that wants to please everyone. It is a game that wants to do one thing to the edge of what is possible.

A piece of subtraction, swimming upstream

To understand its weight you have to go back to the year it set out from. In 2014 early access and a 2017 full release, the survival genre was all but occupied by zombies and the walking dead — putting a horde behind the player was the laziest way to manufacture tension. Hinterland did subtraction instead. No zombies, no supernatural enemy of any kind, only the cold, the hunger, the thirst, the fatigue, and one merciless stretch of Canadian wilderness.

At the time, that subtraction was a gamble against the current. In hindsight it was the most far-sighted move it made. The game all but single-handedly founded the atmospheric-survival subgenre, turning the framework from "human versus monster" to the introspective "human versus nature, human versus solitude."

It proved that a purely single-player, purely PvE, purely natural survival game could become an evergreen hit, not a curiosity. The poetic, mood-driven survival titles that came after all carry, to some degree, the trail it broke — and in a market that rewards spectacle and noise, that quiet influence is the more remarkable achievement.

A pure-nature survival design that swam against the current

Who should buy in, and who should walk past

So who is this wilderness for? If you are the kind of single-player survivalist who savours a slow tempo, chases deep immersion, and will gladly count every resource to outlast each freezing night, this game is all but tailored to you. What it offers is not instant gratification but a tightrope focus, and the bone-deep satisfaction of having weathered a storm. The people who love it tend to love it for hundreds of hours.

But if what you want is fast combat, player-versus-player conflict, or someone clearly telling you where to go and what to do next, it will most likely disappoint you, maybe even turn you away outright. Its pace is glacial, its penalties heavy, its hand-holding close to zero. Those traits read as soul to the people who love it and as a wall to the people who don't. GameSpot's 6 back in the day came largely from that "not for me," and there is nothing the game could patch to change it. There is no right or wrong in it; it simply never set out to please everyone, and it has been entirely honest about that from the first hour.

Recommended setup and the final call

If you do decide to step in, my advice is this: start with the base game, then add the Tales from the Far Territory expansion as you see fit — those four new regions and their mechanics keep the wilderness fresh. Don't buy the whole bundle up front, though; confirm with the base game that you can stomach the pace before committing to the rest. As for the way in, newcomers can start with the story mode, drill the basics over fifteen hours, and only then move into the survival sandbox for what the game truly is. Opening straight into a high-difficulty sandbox is, for a beginner, close to dying on repeat.

Back to the question we opened with — what is hardest about it to copy? The answer lives in the contrast with DayZ. That lineage builds tension out of conflict and plunder between players, while The Long Dark loads every ounce of its tension onto a lonely standoff between a person and nature. That purity is something the loud multiplayer survivors cannot give you. Five million copies sold, roughly ten million players reached, multiple 2018 Webby honours, and the sequel Blackfrost: The Long Dark 2 announced at the end of 2024 — together they confirm one thing. This solitary peak in the frozen wild still, to this day, has no one who can truly take its place.

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