The survival genre and I have never really gotten along. I can appreciate the challenge you can create out of just existing but for me these kinds of games just never satisfied me. The act of survival is typically one of repetitive tasks and if I wanted to do that I’d go back to playing MMORPGs. Still enough people in my gaming circle had said that The Long Dark’s story mode, Wintermute, was worth the look in, with many comparing it to Firewatch. I’ll have to strongly disagree that the experiences are comparable but, at the very least, it’s reaffirmed my aversion to this genre.
Set in the present day The Long Dark takes place after a great “geomagnetic disaster” which wiped out the power grid for many. You play as Will Mackenzie, a pilot who services many of the remote towns in the Canadian wilderness. After a brief reunion with Astrid, his ex-wife, you agree to take her to where she needs to go without asking too many questions. On the way there however you hit rough whether and your plane comes crashing down long before reaching its destination. Stranded in the isolated wilderness you have to survive and, if you can, try to find Astrid before its too late.
Aesthetically The Long Dark opts for stylized/cartoony visuals much like that of Firewatch and games from Telltale. This does mean that the visuals are relatively simple and uncluttered, something which is a blessing when you’re scrounging around for things to help you survive. Interior buildings are a bit more detailed but then it’s more clutter than anything, which can make scavenging buildings a little more challenging. Fitting in with the simple visual theme is the lack of in-game physics on a lot of things, something which I think many of us have simply grown accustomed to seeing everywhere. Back when The Long Dark was first released I’m sure this visual style would have been quite impressive however, this being 2017, they do seem a little dated. I don’t expect that to change though.
Given The Long Dark’s 3 or so years in Early Access the survival game play is quite well developed. You’ve got a number of attributes that you need to keep up including food, water, heat and sleep. At any time you could be affected by any number of conditions ranging from things like food poisoning to wolf bites to good old fashioned hypothermia. Should you not manage your attributes properly your “condition” will start to deteriorate and, should it reach zero, you will pass into the long dark. Everything you need is available in the wilderness but it won’t be easy and you’ll have to make sure that you can survive long enough so you can…keep on surviving. This is all happening whilst you’re following the story line which, for the first hour or so, serves as an extended tutorial of sorts. Past there it becomes somewhat optional, although following it does have its benefits.
Just like in real life the business of just plain surviving in The Long Dark isn’t exactly a pleasant one. You’ll find yourself doing the same basic tasks time after time just to make sure you have a fire that will last, enough food to not starve and a small stash of emergency supplies should you fall down or get attacked by wolves (or worse). It’s these kinds of activities that turn me off these kinds of survival/sandbox simulators as I’m really not interested in having to gather firewood for the hundredth time or trying haphazardly to hit a rabbit with a rock so I won’t starve. Additionally, and I’m not sure if this was a limitation of the story mode, it seemed like I didn’t have a lot of options to improve my ability to survive beyond scavenging. Certainly the crafting menu was never populated with any beyond some simple things, despite me finding all sorts of materials.
Credit where it’s due though as the game really does a great job of simulating all the various things that drastically alter your chances of surviving. It didn’t take me too long to realise that venturing out at night was a fools errand, especially if I didn’t have a torch in my hand. I learnt this after following what I thought was a road for some time, only to find out it was a path to literally no where. Trudging along the same path during the day I could see where I went wrong and it became all too clear how easy it would be to get lost in the dark in bad weather. From there on I’d often spend just as much time indoors waiting out the time so I didn’t have to expend a ton of resources just to stay alive out in the night.
The Long Dark’s story starts off well however as the time between major events starts to draw out I started to become disinterested in it. The longest part of the story arc that I played (which is Episode 1, I gather) consisted mostly of fetch quests for a NPC, something which I’m not the biggest fan of even in the MMORPG genre. This means that the main story kind of stalls at this point and the ultimate conclusion to it doesn’t feel particularly satisfying at all. Firewatch by comparison had great pacing for both the main arc and the sub-plots ensuring that you always felt like whatever you were doing was leading somewhere. The Long Dark, at least in its first 4 hours, doesn’t have that and I’m not enough of a fan of the survival genre to forget that.
The Long Dark’s time in Early Access has resulted in a well crafted game but it’s unfortunately just not for me. I can appreciate the simplistic aesthetic it’s going for, especially when it produces something as gorgeous as the screenshot above, but it is erring on the dated side now. The survival mechanics are deep, requiring a lot of effort on the part of the player to make sure your character doesn’t simply freeze to death on the first day. The story’s strong opening fades relatively quickly and, should you not enjoy survival games as a rule, there won’t be much else to carry it on past the first few hours. Overall I can appreciate the craftsmanship of The Long Dark but it’s simply not a game for the likes of me, but it could very well be for you.
The Long Dark is available on PC, Xbox One and PlayStation 4 right now for $34.99. Game was played on the PC with a total of 4 hours playtime and 10% of the achievements unlocked.
The search for life beyond that of our planet is a complicated one. As it stands we only know of life arising in a particular way, one we can’t be sure isn’t unique in the universe. Still it’s the best model we have to go by and so when we search for life we look for all the same signs as we do for anywhere here on Earth. The one constant that binds all life on Earth is water and so that is why we search so fervently for it anywhere in the solar system. Surprisingly there are many places to find it but none are more spectacular than Saturn’s moon Enceladus.
Enceladus is a strange world, truly unlike anything else in our solar system. Its surface is incredibly young, mostly devoid of the numerous pockmarks that are common among other atmosphereless celestial bodies. This is because it’s in a constant state of change, it’s icy surface splitting and cracking open to reveal a new unsullied surface. Enceladus is like this because Saturn’s massive girth warps the tiny moon as it makes its orbit, generating incredible amounts of heat in the process. The same process is responsible for the amazing cryovolcanoes that dot its south pole, spewing forth tons of water per day into the depths of space. Whilst it’s easy to confirm that there’s liquid water somewhere on Enceladus (those cryovolcanoes aren’t magical water spouts) the question of where the reservoir is, if there even is one, has been the subject of much scientific study.
It has long been thought that Enceladus was host to a vast underground ocean although its specifics have always been up for debate. Unlike Europa which is thought to have a layer of liquid water underneath the ice (or a layer of “warmer” ice) the nature of Enceladus’ ocean was less clear. However data gathered by the Cassini spacecraft during its flybys of the moon in 2010~2012 show that it’s very likely that there’s a subsurface ocean below the area where the plumes originate. How they did this is quite incredible and showcases the amazing precision of the instruments we have up in space.
The measurements were made by using the radio communications between Cassini and Earth. These stay at a relatively fixed frequency and thus any changes in the craft’s speed will manifest themselves as slight Doppler Shifts in the frequency. This is the same principle behind how the sound of an approaching ambulance changes as it gets closer and farther away and it allows us to detect even the smallest changes in Cassini’s speed. As it turns out when Cassini flew over Enceladus’ south pole, which has a great big depression in it (meaning there’s less gravity at that point) the change in speed was far less than what we expected. What that means is there’s something more dense below the depression that’s making up for the lack of matter in the depression and, since water is more dense than ice, a giant hidden sea is a very plausible explanation.
There may be other explanations of course, like a giant deposit of heavy elements or just plain rock, however the fact that there’s water gushing up from that location gives more credence to the theory that it’s an ocean. The question now turns to nailing down some of the other variables, like how big it actually is and how the water gets to the surface, which I’m not entirely sure the Cassini craft is capable of determining. Still I wasn’t completely sure it was capable of doing this before today so I’m sure the scientists at NASA have some very interesting ideas about what comes next for Enceladus.