So...The Longing. It's pretty amazing. Kinda breathtaking in effect.
But it's gonna go down as one of the hardest sells in quite some time.
Steam descriptions says, "An unusual mix of adventure and idle game. In utter loneliness deep below the surface, it's your task to wait for the awakening of your king... for 400 days."
That's 400 days in real time. There's a big countdown timer at the top of the screen and once you start a new game, the clock will continue to count down the days, hours, minutes, seconds. Even after you've exited the program.
So you point & click your little dude around the map, exploring the underground cave network of adjoining rooms. Some have lite puzzle elements but that's not the game's focus. You can pick up items to help pass the time with. Coal chucks the randomly drop from the ceiling to be used for drawing. Occasional books to read...real-world variety that are complete (i.e. Moby Dick).
Sometimes your progress is time gated. I entered a room with a stairway leading up. It had a huge gap in it but there was a stalactite on the ceiling over it. My guy said something like, "That looks like it'll probably drop in a couple weeks." (Two weeks in real time?!?) Another time I got to a huge set of stone doors that I activated. I could hear the stone slowly grinding open. Ol' yellow eyes says, "That'll likely take a couple hours to open."
Those are the only time-related roadblocks I saw in the first couple hours, so I don't think it's prevalent. But it's an interesting element nonetheless.
The true game-breaker for most will be the main character's walking speed. It's utterly glacial. It's by design. And you'll either love it or hate it. The authorial intent is plain as day. But that doesn't mean many or even most will be willing to put up with it. Crossing a single screen-sized room takes about 30 seconds. The game is very vertical and going up 3 or 4 switchbacks can take 60. So what gives? What's the point?
Pacing.
The Longing is a meditative game. You're one little guy. By himself. Underground. Alone for 400 days waiting for your god to wake back up. You're not forced into the situation. You're not unexpectedly lost and looking for a way out. Your job is to...wait.
As you slowly plod from one room to the next exploring new areas, your guy talks to himself. Reflecting on the nature of being. The impact of loneliness. Sense of purpose. The slow pace of traversal puts you into your character's shoes. You feel the weight of 400 days in isolation. It's a melancholy experience. And the game triumphs in transporting you to that moment. But at the same time it asks a lot of the player to get there. It urges one to give themselves up to the glacial pacing. I can honesty, with zero judgement, see how many will view it as a bridge too far.
It's like Mondrian's
Composition No. 10 . Do you see art there? Many see it. Some don't.
But ultimately it's a harder sell than Rembrandt, who's finely detailed craftsmanship is easier to appreciate at first glance.
Quick note on presentation. The Longing is a damn fine looking game. The art is all hand drawn and it reminds me of 70s-era French animation. Soundtrack is synth-somber and suits the mood well. Foley effects are sparse but on point (the slap, slap, slap of bare footsteps on marble, etc.).
I think the title of the game is pretty genius. Because the whole experience reaches in and touches that lonely, longing part of us all. That existential, "We really are alone in the world." tenderness inside that we spend so much time unconsciously covering up with extracurricular activities and relationships.
The Longing may be more of an experience than an actual game. Well I guess that's just semantics as there is gameplay, but I think the experience part is the bigger selling point. It's certainly a mood piece. A successful one at that. Not gonna be for everyone, but it doesn't need to be. It's gonna resonate for many. And those few are gonna discover a valuable experience that just doesn't come along very often.
Highly recommended.