“This is a game we give a shit about,” was the note I got from my editor. The name, The Long Dark, sounded vaguely familiar, but I couldn’t place it. After checking up, this was indeed a game we give a shit about. That’s because it’s a game of vivid Canadian wilderness, stippled with salmon sunsets and daubs of evergreens, striving not so much for realism as it is for the way you feel when you enter a scene of overwhelming beauty: like little bells are jingling. It’s painterly. We have a feature on it here. But I’ll shut up now so you can check out the screens.