Blinkin

TLD Backer
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About Blinkin

  • Birthday 03/01/1989

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  1. I'm not very active here anymore but still play the game from time to time. I just wanted to say thank you for the communication. And stay say out there, take care.
  2. Yeb I haven't noticed this change yet but it always bugged me that that message completely ignores the game language. I agree that this state should be considered a bug not the other way around.
  3. Cool idea! It looks really nice. If I may add a little feedback: don't let the snow fade-in or fade-out. Something I can easily change with video editing software so no problem. But I expect to constantly see all snow fading out is getting annoying or at least distracting really fast for the viewer. Again lovely idea!
  4. Nice update! I hope all of you are still healthy and stay that way. Good luck with all the home working and the limitations (and possibilities) it brings.
  5. I'm more the opposite of it. 80-90% of my games are bought on Steam, rest on physical copies or other platforms (steam is like 10 games I think hahaha). But the thing that annoys me a bit about GOG, which isn't GOG's fault imo, is that most developers don't use the beta channel on the platform. Most of them offer it on Steam and ignore the beta channels on GOG. It's mostly small indie studio's using GOG's beta channel functionality.
  6. Gog has the same ability for a beta branch as Steam has so that shouldn't be any problem as far as I'm aware. GOG even lists the 5 most recent versions for every game by default (not the same thing I know). It would be interesting for those who don't have access to the earlier builds.
  7. Nou dat wachten op die uitgaves gaat nog wel even duren denk ik. Jaartje verder en nog steeds aan het wachte, is het wel waard denk ik. Inmiddels zitten we in onze eigen Long Dark met Corona, bijzondere gedachte.
  8. Wow, I'm, impressed too. That's very fast. I think they've been this quick once before though. But yeah pretty impressive. I'm happy with it!
  9. Thanks! It has been a while since I've been reading the forum. I see I've got to read a lot of Milton Mailbags haha. 40 Canadian dollars. I got very intrigued by the pure survival aspect. Back then the 3 proof of concept video's that existed where prototype footages of a dead deer, the inside of a house and a tent in the middle of a frozen forest. While approaching the dead deer a text comes onto the screen "Would you eat?". Walking towards the tent you hear 2 people inside having an argument and one screaming "Shut up! Shut up!". In the house (dark with fire as lightning) you're looking at a door at the other side you hear wolves barking followed by a man shouting "Open up!" followed by smashing on the door and a woman screaming for her live. Text on screen: "Would you open the door?". After each of the 3 video's a text appears "How far will you go to survive?". One of the things that intrigued me a lot where the open world, the full control you have as a player and the survival factor "Willpower". Willpower never got made into the game because it's something difficult to implement along with the other survival factors like hunger, thirst, temperature, etc. Willpower was going to be the mental and emotional state that surviving requires the most. The idea was that you would have a photo of your family inside a locket or a Polaroid photo. Looking at the photo slightly wears out the photo but it reminds you what you're fighting for and gives you the strength to go on with surviving. You would only use it sparingly and events in the game could 'recharge' the photo, but it could be a game changer when in danger. I kinda miss this aspect in the current game but at the same time I don't as I understand how difficult it would be to introduce something like this. Especially without making it a boring feature which is only about looking at a photo every once in a while. But yeah, this was one of the many aspects that got me into backing this game. Mostly the decision making you do as a player; "How far will you go to survive?". Looking at the ways you can survive and fail...man the game has gotten really far! I remember playing the beta and being overwhelmed by the fact that I got killed by what turned out to be my most intriguing enemy: cold temperature. I never expected that this game would get an open world with the size I could only dream of. Let alone the huge amount of surviving skills, objects to interact with and the huge amount of crafting. Looking back at it, if I would have known, I seriously would have thought about backing it for 80 or maybe even 120 Canadian dollars. Which is extraordinary for me as I tend to say that $60 is a whole lot for a computer game. In case anyone of Hinterland reads this: thank you for the great journey so far! Both the game and the whole community around it. Happy holidays!
  10. Man that was a great update video. Amazing! I think I'm going to play this game a lot more the coming weeks. It looks very very nice. When I backed this game in early 2014 I didn't expect any of this, and it gets better and better over time. Great work Hinterland team, enjoy the holidays!
  11. I wasn't expecting this to be annouced so early. Amazing Hinterland team, you've outdone it again.
  12. Interesting. If smoking food a thing in the game I would now shout 'free smoke'!.
  13. Hi Raphael and team, I think that the Lost & Found system is a lovely addition without breaking immersion. What a great idea! Dropping support voor de x86 version of the game is also a nice progression. I hope this will end some annoying bugs for you. Nice update! I hope you'll soon enjoy some spare time and see how everyone plays the new version. 😀
  14. Wow I was just checking the forums again. That's a nice surprise. Looking forward to the video! Sounds great!