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Photo: Artem Podrez
The Longing The Longing is a 2020 point-and-click adventure game created by the indie developer Studio Seufz. Set in an underground kingdom, it follows the Shade, a creature tasked with watching over a sleeping king for 400 days. The player explores caves, draws pictures, and reads books as they wait out the 400 days in real time.
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Read More »The Longing was influenced by idle games such as Clicker Heroes. Although he was impressed with them at first, Pyta disliked their repetitive gameplay and lack of an ending, only to quit playing due to the absence of a profound conclusion. He decided to create a story-focused idle game containing adventure-based elements,[13] choosing to include stakes that provoked a emotional response from his audience.[4] Pyta was interested in exploring time-based and waiting mechanics, believing that video games were the only widely-used medium through which time could be especially used in storytelling.[13] The developer surmised that waiting could be paired with the correct premise to create an emotional feel, but felt challenged in avoiding redundancy with his designs.[4] Pyta defined The Longing's core elements while he was studying. He began listening to dungeon synth music and residing in a cellar, which helped him imagine the theme of loneliness, and describe the subterranean atmosphere, respectively.[13] Gameplay was primarily envisioned along three possible "routes" that the player would take; they would do nothing but wait for the timer to advance, try to make the Shade's life comfortable while waiting, or abandon the king and leave the caves. Pyta found the first route useful, because it did not cause stress. On the contrary, the third route was visualized as the most audacious way to play, forcing the player to solve numerous puzzles while they travelled through increasingly dangerous caves on the way out.[13] The Shade was designed so that the player could compare their own feelings of loneliness to the character's. Pyta deliberately made the Shade's appearance and emotions cryptic, in order to allow his audience to interpret its traits how they saw fit.[13] As a result of the intentionally slow pacing, Pyta needed ways to keep the player engaged and remind them that progress was occurring, even if it was not readily apparent. To do this, he implemented certain behaviors for the Shade such as self-talking and sleeping, and showed rocks falling in the cave to act in the place of a day-night cycle underground.[6]
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Read More »Prior to launch, the game was featured at PAX West in 2019[21] and a demo was showcased at AdventureX 2020.[22] The Longing was published by Application Systems Heidelberg[1][2] and released on March 5, 2020, to Steam for Windows, macOS, and Linux,[23][5] followed by a version for Nintendo Switch on April 14, 2021.[24] Reception of the game was largely positive; It won the "Best Debut" award at the 2020 Deutscher Computerspielpreis[25] and was nominated for the Nuovo Award at the 2020 Independent Games Festival.[26] On the review aggregate website Metacritic, the PC and Switch versions received "generally favorable reviews".[27][28] Critics praised The Longing's experimental premise. Adventure Gamers recommended it to players who liked unusual gameplay, or observed video games as an art form.[3] PC Gamer in Swedish called it a "fascinating experiment" with plenty of atmosphere.[20] The Washington Post said that its creativity helped him better understand what video games could do.[2] Critics enjoyed improving the Shade's environment,[14][29] and reviews of The Longing repeatedly alluded to the Tamagotchi virtual pet.[14][30][31] Specific commentary centered around The Longing's atmosphere, which was variously described as "gloomy",[9] "lonely"[32] and "eerie".[14] The visuals were highlighted as a strength.[9][33][34] Nintendo World Report felt that the caves were well-drawn and distinct,[33] while 4Players and Der Spiegel compared the art to that of German cartoonist Walter Moers.[9][30] In a more critical review, Nintendo Life accredited the art and sounds for their boldness, but found the atmosphere to be dull and uninteresting.[11] The soundtrack often received praise from critics.[3][34] Adventure Gamers appreciated the music for displaying a medley of emotions, feeling as though the songs expressed the breadth of the kingdom and the Shade's small size in comparison.[3] The Games Machine similarly felt that the sound did well blending the movement of the Shade with the atmosphere.[34] Reception towards the slow-paced gameplay was mixed. Nintendo Life called the game "perhaps the most boring we have ever played", saying that although The Longing acted as a thoughtful reflection on loneliness, the large amount of waiting made it feel like a waste of time.[11] 4Players, Adventure Gamers, and The Games Machine said that many users would become impatient while playing, and the sedate pacing would not be for everyone.[9][3][34] On the other hand, The Washington Post enjoyed the slowness, comparing it to the works of filmmaker Béla Tarr and saying it helped the mind wander.[2] Likewise, Hardcore Gamer said that the appeal of the Shade helped pass the time, and ease the player into the pacing naturally.[7] Due to the release during the COVID-19 pandemic, commentators frequently compared playing to life under quarantine.[3][14][29] GamesRadar+ analogized The Longing to experiencing a COVID-19 lockdown, saying it "best sums up life in the 2020 pandemic".[29] Adventure Gamers questioned whether The Longing would have found an audience outside the pandemic. The reviewer opined that players would have had little interest in topics of loneliness, and the game's appeal would have been aided through isolation brought by the lockdowns.[3] The circumstances under which Pyta released the game were not what he originally expected, and the developer himself thought the pandemic allowed for players to better connect with the Shade. Wired agreed with his assessment, writing that the Shade felt alive in a magical way, and that The Longing best captured "2020's sad and surreal lockdown energy".[14]
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