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      The Light at the end of The Long Dark -- Launch Date, WINTERMUTE, Next Sandbox Update   05/16/2017

      For the latest information on WINTERMUTE (story mode in The Long Dark), as well as details on the final sandbox update prior to our August 1 launch, check out our recent Dev Diary here: http://www.thelongdark.com/news/posts/light-at-the-end/ And while you're there, be sure to have a look at our new FAQ as well: http://www.thelongdark.com/news/posts/frequently-asked-questions/
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      PS4 pre-orders are now available in some regions   07/18/2017

      If you or someone you know has been looking forward to playing The Long Dark on PS4, it's a good time to place your order. The game is now available for pre-order on the PlayStation Store and currently has a 20% discount! UPDATE: This offer is limited to most regions of North and South America. Please check the PlayStation Store to see if pre-ordering is available in your area. Things are pretty busy on our side, but we're on track to officially leave Early Access / Game Preview on Tuesday, August 1st, 2017 and launch the first two episodes of, Wintermute, The Long Dark's story mode. As always, general information about the game and the upcoming launch is available on our stylish new website, TheLongDark.com . If you'd like to get news and announcements about The Long Dark by email, you can sign up for our newsletter.
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question
Additional vocalizations [POLL]

Additional vocalizations by player   55 members have voted

  1. 1. Should there be more verbalizations by the player?

    • Yes
      43
    • No
      3
    • Not sure / Don't care
      8

Please sign in or register to vote in this poll.

51 posts in this topic

15 minutes ago, NotThatGuy said:

I have a firm belief that Canadians sing "Alouette" to themselves pretty much all the time as they go about their daily lives. I blame these guys for this, of course.

 

Sigh, shouldn't have watched that clip. I'll have the song stuck in my head for the rest of the day :D

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On ‎2‎/‎4‎/‎2017 at 11:38 PM, Bjern said:

This just made me think...What about depending on your character's mental state, their vocalization changes? So when they are mentally 100%, they speak more positively, but when they are mentally not coping then they will speak more negatively? They already have negative comments when very injured or physically going terribly - which they could also extend on, especially depending on what ails your character. Is s/he in a lot of pain? They could certainly express this more, which we humans tend to do in real life when in a lot of pain.

Maybe the crazier your character gets, he could randomly burst out laughing at the worst possible moment (probably high-pitched or something like that) and could give away his location to nearby threats or start muttering nonsensical phrases under his breath.

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1 hour ago, CalNieDaGtarGuy said:

Maybe the crazier your character gets, he could randomly burst out laughing at the worst possible moment (probably high-pitched or something like that) and could give away his location to nearby threats or start muttering nonsensical phrases under his breath.

Hmm...How likely is it that people go to a state of mad laughter during survival situations when their mental state is poorly?

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19 hours ago, Bjern said:

Hmm...How likely is it that people go to a state of mad laughter during survival situations when their mental state is poorly?

I once went into a state of mad laughter while hiking in a thunderstorm and falling down an embankment that had its steps washed out :D

Conversely, I may have been exhausted and soaking wet (we'd been hiking in the rain about 4 hours at that point) but it definitely wasn't a survival situation.

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20 hours ago, Bjern said:

Hmm...How likely is it that people go to a state of mad laughter during survival situations when their mental state is poorly?

People are pretty unpredictable. MWAHAHAHA... sorry.^_^

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2 hours ago, cekivi said:

I once went into a state of mad laughter while hiking in a thunderstorm and falling down an embankment that had its steps washed out :D

Conversely, I may have been exhausted and soaking wet (we'd been hiking in the rain about 4 hours at that point) but it definitely wasn't a survival situation.

Maybe it would be realistic to add it. We don't seem to hear of this sort of thing very often, but I know it does happen. Thank you for sharing your experience!

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50 minutes ago, Bjern said:

Maybe it would be realistic to add it. We don't seem to hear of this sort of thing very often, but I know it does happen. Thank you for sharing your experience!

You're welcome. The moral of my story is that while the weather report is frequently wrong it isn't always wrong :D

Edited by cekivi
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On 2/7/2017 at 7:19 PM, Bjern said:

Maybe it would be realistic to add it. We don't seem to hear of this sort of thing very often, but I know it does happen. Thank you for sharing your experience!

It all depends on how someone tries to cope under levels of extreme stress.

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5 hours ago, CalNieDaGtarGuy said:

It all depends on how someone tries to cope under levels of extreme stress.

What ways of trying to cope would lead to this, and how could they be implemented into this game?

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Well, laughing would be one, maybe breaking down and crying, screaming, or hyperventilating could be some options. I figure if something traumatic happens, it would cue in one of these, but it would especially be unique if you could choose "characters" like the roadmap suggests.

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Nooo!  There are too many as it is.  I'm on day 35ish and I'm ready to mute the game because of the PC's constant whining.

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I'd be ok with more variety, but I'd hate to have my survivor go back into buttercup mode.  There was a time after one of the updates when the comentary was endless.  I also have to say I prefer the female survivor to the male survivor on vocalization.  I find her comments slightly more amusing.  "Whew, right on" in a slightly sarcastic tone is beautiful.

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10 hours ago, Jolan said:

I'd be ok with more variety, but I'd hate to have my survivor go back into buttercup mode.  There was a time after one of the updates when the comentary was endless.  I also have to say I prefer the female survivor to the male survivor on vocalization.  I find her comments slightly more amusing.  "Whew, right on" in a slightly sarcastic tone is beautiful.

I find her constant whimpering and whining about the cold dreadful. I love the sarcastic stuff but the whining over and over reminds me of my ex.... lol

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At the moment I have one simple idea to solve the problem of finding the audio feedbacks when freezing etc boring or out of touch with your playstyle. Make them ironics from time to time.

I get that the character is actually dying but think about it. Let's say after X days of survival your character is more used to take hits in order to do things. So she/he approach even strong difficulties with a different mindset. She know she is dying but instead of being scared she laugh between her teeth about it. It could pop up a percentage of times. The text something like:

"The sound of my stomach will keep wolves at bay."

"I'm freezing but not as much as that big bear" (if she killed one)

 

etc

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7 hours ago, togg said:

At the moment I have one simple idea to solve the problem of finding the audio feedbacks when freezing etc boring or out of touch with your playstyle. Make them ironics from time to time.

I get that the character is actually dying but think about it. Let's say after X days of survival your character is more used to take hits in order to do things. So she/he approach even strong difficulties with a different mindset. She know she is dying but instead of being scared she laugh between her teeth about it. It could pop up a percentage of times. The text something like:

"The sound of my stomach will keep wolves at bay."

"I'm freezing but not as much as that big bear" (if she killed one)

 

etc

I don't quite understand the last one...

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On 2/5/2017 at 0:22 AM, Pillock said:

I tend to get into arguments with mine, especially when he says stuff like "I've never been so hungry in my life", when in fact he was in a much worse state of starvation earlier that very same day.

I realized after the first 100 hours that I had nicknamed my character "Princess."  As in "shut up, Princess, you'll be fine," or "Deal with it Princess, you can sleep when you're dead."

:D

 

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9 hours ago, katiebour said:

I realized after the first 100 hours that I had nicknamed my character "Princess."  As in "shut up, Princess, you'll be fine," or "Deal with it Princess, you can sleep when you're dead."

:D

 

for me it was Buttercup. :) 

 

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Ha! I say to my character, when he states he's freezing: "don't be a *****!"

Back on topic, I founded myself repeating Will's phrases instead. Precisely when I had some walks in town at -20°C: "I feel so cold... I'm warming up again.."

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at first i thought that more vocalizations were a good idea but after a while i thought "wouldn't it be kind of annoying to have your character always talking". although i would be okay with him/her having more vocalizations as long you have the ability to tone down the amount of times they talk. 

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I kind of agree with you anyway, but I'm conflicted.

A lonely person would feel the need to speak, more often than necessary probably. In the movie "Cast Away" we've seen Tom Hanks creating a fictional character made with a ball just to interact with something (that turned to be "someone"), because I think communication it's a human need.

That said, I think it's perfect how it is now after all.

I just enjoy the noise of my boot on the snow, the sound of the wind, the beautiful and magic musics coming up when you don't expect them, the silence surrounding me.

Edited by Rico78
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On ‎2‎/‎21‎/‎2017 at 7:11 PM, Rico78 said:

Ha! I say to my character, when he states he's freezing: "don't be a *****!"

Back on topic, I founded myself repeating Will's phrases instead. Precisely when I had some walks in town at -20°C: "I feel so cold... I'm warming up again.."

Same!

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you DO realize that Fluffy's head would get mounted and one would greet him every time you come back in the dam! "Ahh thank goodness you are still right where I left you!" ;-)

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