Reviews from

in the past


https://medium.com/@vehemently/the-longing-is-one-of-the-best-quarantine-games-and-its-not-even-about-covid-6c0b90936f26

We have fed you all for a thousand years,
And you hail us still unfed,
Though there's never a dollar of all your wealth,
But marks the workers' dead,
We have yielded our best to give you rest,
And you lie on crimson wool,
And if time be the price of all your wealth,
Good God! We have paid in full!

When playing this game, the thing that immediately stood out to me was how perfectly accurate the title was in relation to the profound experience that the game provided, a resonance that became increasingly powerful as time went on. Everything about this is based around the concept of desire, or longing, from the moment that it begins and you're told by the king to wait 400 days to awaken him in order to "end all fear and longing". What this does is twofold, not only providing the player with a vague goal that gives a sense of mystery, but establishing a vague idea about the player's character, someone created to fulfill the duties of this mysterious king and longs to do so. The almost complete lack of dialogue past this point, with the main thing to read being the inner monologue of the shade who you play as, makes a lot of room for player driven narrative to begin emerging, with a gigantic cave system to explore.

This approach of player driven narrative is handled extraordinarily well and is the main reason why I found the game to work so well, as despite the game never telling you to outright do anything other than wait for the king, the goals one should be striving for feel relatively clear, or at least they did to me. This is handled through paying attention to the shade's general mood, starting off with the player wanting to explore the seemingly endlessly branching cave systems to discover the secrets potentially hidden within. Once the player finds some loosely scattered pieces of paper or perhaps some other bits and pieces laying about, and heads back, they'll find that the shade's home is more welcoming and comforting than anywhere else. This skews the player's goals from aimless exploration, to finding more objects to brighten up the shade's home and fulfil his desire to be able to make waiting a less painful, empty experience.

The way the game continuously is able to give the player new goals ties perfectly into the themes it presents throughout, where no matter what situation we're in, we continue to desire things in a constant cycle, with us reaching our goal just making way for the next thing we desire, now that it feels that much closer to achieve. The connection one establishes with the shade as the game progresses is also tantamount to it being so successful at what it goes for, seeing the increasingly lonely, sad nature of him causing the player to try and figure out how to to end this constant, empty desire he has. This becomes especially powerful once more about the world of the game is revealed, to the point where what once was a meaningless exploration of the cave systems, followed by trying to make waiting feel less tedious, to attempting to figure out if there's any possibility of escape. At its core, The Longing is a game about loneliness and desire, and it's able to impactfully convey these concepts through every aspect of itself.

The gameplay has mostly been sidelined until now simply because it's one of those experiences where it feels secondary to the other aspects present, along with something that I feel a bit more mixed on. What I mean by this is mainly that I feel incredibly sorry for those who tried consistently actively playing this without doing anything else at the same time, because this game is very slow, almost meditative at points. One of the core aspects of gameplay that rears its head time and time again is waiting for things to happen, and it certainly makes sure that it takes its time at certain point, with some puzzles making you wait for decently over 10 minutes in the same spot for something to happen as an example. There are many aspects of the game that are rather cryptic as well, with a lot of experimentation and time needing to be put into figuring some of them out, though it's almost all within the bound of reasonability if you just stick with it and use what little information the game gives you to devise solutions. While this is certainly not for everyone, this sort of approach to gameplay is something that I love, making every small discovery feel like something absolutely massive.

There's not much more I can really say before I start delving into specifics and spoiler territory, but I must say, this was a profoundly moving experience that definitely won't be for everyone, especially those who want their games to be more gameplay oriented. Nonetheless, despite some issues I had, such as wishing that there were a couple of quality of life improvements to cut some of the more pointless tedium that started creeping up about halfway through the game, I would definitely recommend this to those who are looking for something truly unique. The sense of loneliness the game evokes is absolutely astounding, with the understated dungeon-synth OST and impeccable art direction further contributing to my love of this one of a kind experience.

Definitely would be an 8.5/10 if I could rate it that.

I got the worst ending and depression with it. What have I done

¿Cómo es posible que un juego basado en el tedio, la espera y hacerlo todo exageradamente despacio, funcione tan bien? Quiero comprender esta extraña magia negra que han usado.


This review contains spoilers

Waited hours at the bottom of a well for a bucket that never came, so I jumped off a cliff.

Fuck the king. Sleep forever, bitch.

I barely even played it but I know I'm not going to enjoy it. The concept is fantastic, and from the little tidbits I've read about where it ends up going, the execution is pretty good too, but I cannot stand games that deliberately make themselves boring as sin for the sake of 'artistry'. You're not clever, you're just annoying. Fuck off.

questa merda si gioca da sola
originale ma ancora troppo povero di contenuti per i miei gusti. ho giocato per 100 giorni circa, completato tutto quello che sono riuscito a completare e dormito e letto per il resto della run. si può fare di meglio

Today, in the lemony light by your grave,
I recited Merrill: Why did I flinch? I loved you, then touched
the damp and swelling mud, blue hyacinths
your mother planted there—
ants were swarming the unfinished plot of earth
like the black text of an infinite alphabet. I couldn’t
read it. There was no epiphany, just dirt, the vast curtain
between this realm and the other. You never speak to me,
I thought, not even in dreams.
- excerpt from "Dirt and Light", Aria Aber

launched this back up today to see if it'd been long enough to finish the thing and stop guilting myself every time i looked at my steam library over not returning. the easy answer would be if i could say i'd dropped it specifically because she was gone but of course i know i'd put it down before then bc it's still there, when i go back through the chatlogs.

a piecemeal approach to the prosecution of enlightenment
it is very unsurprising, now, that you put down the longing
whereas i mainlined it until i found "the wonder"
and i think you might come out ahead, in the end

closing the book on this game has not led me to any great revelation, merely the continued knowledge that for external reasons i pretty much lost all desire to engage with/potential to get anything out of it a long time ago, even if by its very nature i was still 'playing along', in a way. an unsatisfying end, but what else is new.

🌫️

This game is difficult to assign a rating to, since it's hardly a game. The atmosphere, art, dungeon synth soundtrack and minimalist storytelling are all extremely well-executed.

It's a game where you wait for 400 days. In real time. There are areas in the game that you can't get to for at least a month or two after starting.
You can have the shade wander (slowly walk lol) around the subterranean castle, grow plants in real time, find objects to furnish his bedroom with, read the entirety of Moby Dick (for real), and a ton of other things that I don't want to spoil.

My biggest complaint is that there are ways to increase the flow of time, so that the game doesn't literally take 400 days to play. This isn't clearly communicated, so I spent a lot of time thinking my game was glitched, or the timer was wrong.

A fantastic and atmospheric anti-idle non-game

The Longing tem uma proposta bastante interessante, mas acho que o conceito não foi explorado tão bem assim. Eu gostei do jogo, mas acho que tinha o potencial de ser bem melhor.

a unique little experiment worthy of four hundred of your earth days.

me, the most impatient person in the world, reading about a game centered on needing almost superhuman patience: yeah this seems like a good fit for me

(a really respectable, impressive game, but I'm an idiot for not realizing that it would be a special kind of torture for me)

this game is ultimately a glorified clicker game that you leave open in the background until it reaches a time you need and then you do your thing. its tedious but not fully pointless? the solitude of it really gets to you eventually and i think its meant to. the art and music/sound deisgn is exactly where it needs to be as well. the most accurate title a game has ever had

I only played this game for 7 hours out of the 9600 hours, This game is any impatient person's worst nightmare. The house expanding part is fun. After you finish your house you usually just don't play the game for a year.

a very experimental and interesting little game, I am convinced THE LONGING is faultless in doing what it set out to do. this is the kind of game where knowing almost anything about it can make it less engaging, as a large part of the fun in this game is personal exploration and trial-and-error.

the most spoiler-free summary of the game I can manage is that you are tasked with the upkeep of a cave for 400 days. 400 actual real-life days that pass in real-time. now of course you can wait all that out, but the true objective of the game is to explore this enormous cave as much as you can and find ways of speeding up time so that you may complete your task. it's really something.

plus the art is just incredible, it's got a very unique charm and grittiness to it. and all of the music is dungeon-synth that flows flawlessly into the game. if you've got like a week to kill playing this game off and on, I definitely recommend it.

This review contains spoilers

O final do meu jogo me deixou triste, mas ele é o que é... e é bom.

This game goes on without you there. Much like Animal Crossing, but with an ending that you long for, and maybe even dread, that steadily marches closer and closer.

The more time you put into this game, the more you will get out of it. One of the most unique and thought provoking experiences I have had. Atmosphere and soundtrack are 10/10.

This game took me 21.5 hours, sprinkled across 3 months to complete.

I have spectacularly conflicting feelings about this game.

My first few hours with The Longing were something very strange and special. Those first couple days of exploring this underground cave system, looking for purpose, and trying to see all the grim, lifeless wonder you can find down there, were meditative, mystifying and at times even magical. In these opening hours The Longing has a thick atmosphere of loneliness, solitude and yearning, and I was left wanting to spend more time in this world exploring these emotions.

After those early couple days though, a little over a three months ago, the game lost and never really regained that sense of wonder. There are two big reasons, the first being the time-gating the game utilises to stretch its content out over its advertised 400 days. You'll find areas you can't access until a week, two weeks or even a month after you initially discover them. The justifications for these are often very entertaining (well, I have to wait for moss to grow over that rock down there so that I can land on it safely, should take about two weeks), and this delightful mix of dry and absurdist humour is laced throughout the whole game, but the effect these enforced waits had on my playthrough were disastrous.

Whenever I'd finish all the content I could find I would leave the game for a couple weeks to come back post-time-gate, invariably forget that I was meant to return so leave the game waiting twice as long as I'd intended, would have forgotten a lot about the world and its layout by the time I did return, and would then be impatient to get to the new content having waited a few weeks to be able to access it. The ways the game asks you to be patient when playing it largely worked for my early days with it, encouraging the meditative tone I relished there, but the ways it encourages patience on a wider more meta level asking you to wait a substantial amount of time to access content were greatly to its detriment.

The other problem is that the game's attitude towards patience and waiting whilst playing was just pushed too far for me beyond a certain point in the game, around about the point when I found the mattock. Breaking crystals with the mattock can often take ten minutes, digging through walls can be similarly problematic, and that's not to get into the Hall of Eternity. I'm one of the people who found the meditative nature of the early game really rewarding and even I was ultimately forced to read whilst my shade did things, or to turn off the game whenever a particularly long task was initiated with the intent of returning later once my Shade had completed it.

I get what the creators were going for with all this, and I'm glad it seemed to resonate with some people very strongly, but ultimately I just wanted to be able to immerse myself in this world, my Shade's explorations, and the strange, ominous mood found here, and found the game pushing back against that frustrating. My first five hours of playtime were spent over my first couple days of playing and were very enjoyable; my latter five spread over three and a bit months ultimately resulting in me going for the worst ending as I felt like I had been done with the game for a long time already.

I love the idea and was ready for a very slow burn game but ironically, The Longing is too short for what it promises. Still a worthwhile experience though.

What if predatory freemium mechanics were art?

The only good thing I have to say about it is the music and artstyle. God, I wish this game was more.

innovative experiences like this are the ones which'll be remembered far from now in the future

I don't even know how to describe how this game hit after spending a year indoors. I know part of why it was so effective for me was the timing of when I played it, but it’s absolutely masterful at conveying its feelings of isolation. I still find myself missing checking in on the little Shade.

(Advertencia: el juego trata temas relacionados con la depresión y pensamientos suicidas)

En The Longing, la espera se convierte en la mecánica principal con la que te ves forzade a entender el mundo. Lo que años atrás criticaría Arin Hanson en su ahora olvidada reseña de Ocarina of Time como un accidente de diseño, aquí se explota y mezcla para crear una experiencia en la que las fuerzas de la soledad, la curiosidad y el aburrimiento juegan un equilibrio muy delicado entre ellas. A veces The Longing cae en el peligroso abismo de hacerte sentir que realmente estás perdiendo tu tiempo, que te valdría más la pena hacer trampas o jugar a algo que te dejase hacer más cosas más deprisa. Pero la oportuna salida de esta obra en tiempos de la pandemia debe haber calado bastante hondo entre una población de jugadores que, al verse imposibilitades de salir y mantener el contacto con el mundo exterior, tal vez pensaron apaciguar la soledad de esta Sombra aunque fuera un tanto. A mi manera de ver, The Longing es una ejecución soberbia de un concepto que, en cualquier otra época, se habría tomado a burla o como estrategia facilona con la que llamar la atención, pero que ahora, tras haber experimentado lo que realmente es sentirse sole, mucha gente puede entender por fin. Que algo así se haga, precisamente, en un molde como la aventura gráfica, donde el puzzle y la exploración mantuvieron desde siempre una alianza inquebrantable para contar historias de muy diversa índole, demuestra hasta qué punto este aparentemente minoritario género sigue teniendo la fuerza que tenía hace veinte o treinta años.

--------------------------------------------------------------
(Content warning: the game deals with themes of depression and suicidal ideation).

In The Longing, waiting becomes the one mechanic with which you are forced to negotiate the meaning of the world. What Arin Hanson criticized years ago in his now-forgotten review of Ocarina of Time as an accident of design, we see it here mixed up to bolster an experience in which loneliness, curiosity and boredom delicately interact with each other. Sometimes the game sits close to the edge of making you feel like you're really wasting your time, that you'd be better off cheating or playing something faster. But the timely release of this work must have struck a deep chord among players who, seeing how it was impossible to go out, perhaps thought about spending more time with their Shadow instead. In my opinion, The Longing is a superb execution of a concept that, at any other time, would have been received as a joke or as a gimmicky way to attract attention. But now, after having experienced what it's really like to be alone, I think I understand. That something like this is being done, so precisely, in the classic graphic adventure mold shows how much vitality this supposedly fringe genre still has, even twenty years after its "golden age".


this takes 400 real days to finish and I haven't checked on it in a while I should pick it up though cos its really cool

I really wanted to explore all of it, but after I played for a bit I basically abandoned it for a year thinking "well, I will still have loads of time later". And when I eventually started it up again... yep, the timer was over, so I just woke up the king. Still cool

I never fully finished this game yet, but I absolutely love it. The slow progress really makes every small piece you do, make or travel rewarding. I get not everyone likes slow game play, but for me, I really just enjoy walking around as this little guy and reading books. This game made me actually read moby dick, which I would never do otherwise, and honestly it was quite the experience. I don't know, my brain is a bit stupid so even the minor tasks in a game make me want to do them, maybe that's the completionist in me talking.
Artstyle-wise, I really love this game as well. The scruffy lines and muted colors really fit the game. The quietness of the halls really calms me down in a weird way. I really need to replay this game...

In a nutshell; comforting loneliness