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Also the king and shade survive after the 400 days. He ends the rest of the world. The King and the Shade are all that remain.
I would spent money for dlcs for more things to do and explore.
But I like this type of games. So I knew when I saw this game for the first time that I will love it.
why you should play trough all 400 days? go to the suicide option in about 2-3 hours and gg.
im not mad cause is A "GRIM" ending. i expected something bad to happen to the shade. but what about the whole intro? "i need to sleep to ghater my remaining strenght" what for???
the kingdom is already a ruin, and the more you explore, more this is clear. falling floor, crumbling walls.. ok this place is gone. fine.
The king is a rock giant! if he really want to "die and bring his kingdome whith him" just kick a wall. the cave will collapse! and it will eventually collapse on his own even if he didnt!
but you know what? Ok, lets say i can be fine with this, lets just pretend i AM fine with the "we all gonna die" ending ok?
whats the story?
who is this king? why there is a talking face? why there are a normal man and a troll girl? what happen to this kingdom..why there is nothing in king size but the throne room? whats the secret tower? whats angst (the guy in the dark..cant remember the name exactly) and so ON!
you get nothing, no clue to reconstruct a story (ANY story) no fragment to speculate on the story!
and this game is suppose to be a ONE SHOT experience! dude..seriously
thanks to the internet of course we can experience all the endings, so one can see the outcome of other decision... and there is even more ♥♥♥♥ up!
if you left the cave, the kingdom immediatly collapse! and you have an ending(the happy one is the only one that actually is an ending, it didnt explain anything but it makes sense in the game economy. you left, all is lost, so you dont have to know anything, but you get a new life on the surface...ok makes sense) but lets go back to US, the players
now we see what happen if the shade leave.... so why he's not suppose to leave, since the result will be EXACTLY the same of waiting 400 days?
actually if there was the king's plan, sending the shade on the surface will work even better than wait 400 days to have the strenght to do it himself
of course you can give me a lot of theory on why it has to go that way...in the same fashion i can make more myself!
but there is NOTHING in the game i can use as clue or reference, i just have to immagine it my self and go wild.
this games looks like a souls like game , with the implicit story, too bad it's more like pac-man that have NO story. so i comple it and dont feel fullfilled. and dont even have an higscore on the top corner
the goal,of the game is to WAIT for something. you can just turn off the game and do your stuff, or try to entertain yourself and improve the shade life style. if you just like games with no pourpose that never end, i will higly suggest you cookie clicker or adventure capitalist. here : https://orteil.dashnet.org/cookieclicker/
you comparison with the fairy tail is PERFECT, because there you read a STORY, a story you like so much that make your immagination go wild, make you think about the meaning, the alternative paths, and make you want to read it again.
here, we have NO story, and im quite sure thats was NOT what the Devs had in mind!, cause there are so many places with cool and impactfull design that makes you wonder "woo..what this is place for? what happened here?" but there is no clue and no answer.
than you talk about the GAMEPLAY, and there i just agreed with you. the gameplay is all you said it is, and i personally have NOTHING against with it. But as you mention, MORE STUFF TO DO will be cool, but still there is not the Goal, there is the way you reach the goal. or at least one way to reach the goal.
there was a game like 10 years ago that was called (i think) "touch the cow". was a mobile game with no pourpose and no end. every day you log in and press the cow once. Basically the Devs wanted to see how long ppl will indulge in this kind of game. think was to provoke the strange fashion, games was taken that times...maybe was even 15 or more years ago..
The point was never to get the answers. People left the kingdom at some point, or they got trapped inside. We will never know. We're not intended to know. Knowing wouldn't change anything for us. The point of the game is the feeling of longing itself. Longing for the end of the 400 days, or longing for the moment you find a way to escape. You get the reward you seek, but it's nothing exciting. It simply is what you were told it would be. An end. I think the biggest message in the game is not to spend your life waiting on something exciting to happen, because there's really no guarantee that it will. You can either wait 400 long boring days, or you can find books and new items to make yourself more comfortable. You can make your 400 days more entertaining. The end result will always be the same, whether you choose to make the wait long and agonizing or make it interesting and fruitful.
Whats gonna happen was told in a riddle, can meant anything at the time. also not all choise bring the same result, and again i dont really think the game want to teach you a lesson. with all the stuff that is inside (just think the secret tower for istance) are just there for decoration? if your only pourpose was to just wait, you dont need such places, just the main cave, just a larger version to wander for 400 days. all this care about crafting the underworl relly makes me think was a story beneath, a story they forget to put inside, and that makes me furious
I'm honestly surprised that someone that held a longing for so much more didn't get the escape ending.
also - but thats probably just me- i didn't felt all this "lonliness and depression" the game want me to feel. so i was more than ok to stay in the cave and keep exploring, tryng to find solutions and clues. there are still 2 pathways i havent reach, althoug the shade diary state "i explore ALL the caves"
is the world just the underworld? or all the world? this is something im ok to do not know and speculate about, but all the rest? i have no clue on anything so i can made up MY PERSONAL "The longingì LORE" and it will be good as yours, and thats not ok with me, expecially witha game with an atmosphere this good.
i like the graphics
i like the gameplay
i like the puzzle
i like the characters
i like the music
i hate that there is no story, or backstory. or at least not in the game
You seem to be a very detail focused player. There's nothing wrong with that mind you; wanting answers is a very normal trait in human behavior, and in that sense, I can see why you didn't get too much out of the ending. But The Longing isn't a game about finding answers, and in that sense, it's most likely not going to be for everybody, and that is to be expected. After all, a game that advertises itself as taking 400 days to play isn't exactly intended to be very accessible.
What I think is so brilliant about this game is how it builds on this conflict going on within the Shade. The "should I stay or leave?" quandary is so brilliantly communicated with the games subtle nuances, and every element within the game is designed to further get that message across. In that sense it reminds me a bit of the game OneShot, which has a similar conflict at the end of the story, but it really feels like the developers of The Longing have perfected that here. The Face. The Cliff. The Well. It all speaks to a very particular sect of gaming, one that is more fascinated with the mythos, and the style a game can work within, rather than the result or conclusion.
You are free to feel whatever way you want about The Longing. I cannot hold you back from that any more than you would to me. But I'd certainly feel remiss if I didn't make public commentary on why I believe that The Longing is a masterpiece.
just read it again, and maybe you'll understan how you sound like.
@lise since is not a mobile game i DO expect some kind of story. we dont have a very interactive gameplay, we just have to wander around and wait. ALSO the game is FULL of clue and detail thea implies somekind of story there. too bad there is none to be found.
the story does not have to be an interactive story in with we are the "hero" that move the ploe further, it can also be an implicit story that you (the player, not the shade)can unravel by gathering the clue and filling the gap by yourself, and just reconstruct what happen to the world before you get into it.
here there is nothing and what i think is happening here is that a lot of players likes the main idea (like i did) but dont want to say anithing bad to the game whatover, and thats quite common actually but still stupid in my hopinion. just cause i like something dosent have to be flawless, to me this game is
if i only have REALLY to wait and do nothing, i think is better to play at afkarena (yes youtube adds really bother me about it) and even there there is (apparentlu i dont belive it 100%) a story
The f*ck kind of mobile games have you been playing, friend? I haven't found a single game, mobile or otherwise that I believe would be comparable to The Longing, and that's ignoring the actual quality of the game entirely; the concept is already so distant from anything in the modern gaming sphere, so what made you draw a connection to mobile games? I honestly do not get this sudden reference to mobile games, so if you could give me insight into this point here, I'd sincerely appreciate it.
Like I said, its perfectly acceptable that you'd want to root for some sort of lore based background within the game The Longing, but like I've already stated, that's neither in the game, nor is it the intent of the game. I understand why you're upset, but if you just looked at The Longing less of a world builder and more of an experience, I think you'd at least be able to appreciate it, if not just a smidge more.
Also, to act like The Longing has NO story at all is incomprehensible to me. Sure, there's not a lot of hidden lore, or common world building tropes, but there is still very much a story embedded into the game; The King of a long forgotten underground Kingdom is drained of his power. He plans a long rest of 400 days, at the end of which he will rid the world of "all fear and longing". He appoints a lowly Shade to wake him up after this time has passed. There in lies your story. While yes, one could chalk this up to being a simple premise, if you let that premise envelope you within the game, than it becomes that much more impactful.
I actually do agree with the first thing you say here, about stories not needing to follow typical hero/villain tropes, but then you bring in this weird alternate storytelling motif, and then act as if a story can only be told in either of the two ways, which the mere existence of this game already disproves. The story is told nonconventionally, yes, but that alone doesn't make a game good or bad, its whether or not the storytelling style lends itself very well to the concept, and in my opinion, it does so beautifully. Feel free to disagree with that last statement, by all means, but don't act like storytellers have to 'do this, or do that, and no in between!' That mindset is inherently regressive.
Again, there is very much substance here, to act like the game has absolutely nothing to offer is just ignorant, and I could only see this argument being brought up if you were pettily defending your own unfounded opinions.
I don't understand how your opening statement here really leads into your next point, about players being interested in the games premise; regardless, this feels like such a "no der" statement to make. Like, yeah, players were interested in the games as a concept, that's exactly what a premise is supposed to do. But to act like everybody giving the game praise is only doing so do defend their opinions going into it is quite possibly the dumbest point you've yet served here.
Opinions are very much formed by experience, so the only way you could really have an opinion of The Longing as a whole is if you've played it. Are you trying to tell me that when people heard about this game they instantly decided that they weren't going to have any negative opinions about the game at all? Or maybe you're just upset because you've had people respond to your thread here about why you boldly claim "The Longing is a waste of time!" Like, if you're willing to put your opinion about a game out there but not willing to accept reasonable, thoughtful counter points to your opinion, than wow, I truly pity you.
There are reasonable complaints to level against The Longing, for sure, as no game is beyond critique, but you, in this rebuttal, have offered ZERO convincing claims as to why you think this game is bad; just weak, unfounded claims about random gaming tropes and trends.
I subscribed to this discussion in hopes to have a reasonable debate about this game, but the way you defend your incomprehensible takes is mind boggling to me. While my piece here may very well be excessive, I believe it is ultimately fair for me to defend a game that I love, just so much as it is fair for someone to level critiques against the game. I recognize just as much as the next level headed individual that The Longing isn't flawless; no game is really. I was only really compelled to respond given how sh*tty and ill-founded your point was.
The Longing, at its core, is an experience, a feeling as much as it is a game. You play it, you want to progress, but you can't. You want help but you can't get it. No one is coming to your aid, no one will free you from your self-loathing and boredom. But you press on and you eventually scrape together a small life and see time going by faster, and almost allow yourself to feel a sense of hope that you can be free of the boredom, free from the game.
At least, that's what I got out of it. But it's really simple, friend: If you don't like it, you don't have to play it.
The longing can be "theorically" winned by turning it off and wait 400 days in real life, cause the game PLAY ITSELF. like a LOT of mobile game. you dont need to actually play the game,,,in order to ..."play" the game. the game require you to just do 2 simple interaction:
-kickstart it
-relog and win.
how most mobile game works:
-log in and start a task(kickstart it)
-Relog when you know the task is done to collect the reward (win the game)
the longing have an INTRO. and the game is FULL of impactfull immages that (in my hopinion) are just put there to HYPE ther players immagination, make it working a lot to find an answer, that...sadly, have NO answer.
If is like you said, the game would not need all the immagery that it actually have.
an exaple? ok
-what the hell is the bone grinder in the secret tower?- is somethign very, very strange that have captured the attention of ALL the player who got there. and it is strange. the grinder is also pointed to a window...so the dust can flow with the wind..
now we both know that all the above have..no pourpose or backstory whatover, but i DO belive (and NO you cant convice me otherwise) that when YOU got there the first time, you TOO have start thinking of it.
so why put this sort of things around if they have no meaning in the game?= to make you belive there is more of it that it really is, thats why.
mine is just 2 generic hyper archtype that contain all, that of course also comprend a mix of the two. But onestly i dont see any more kind of way to tell a story in games(you are wellcome totell me more about it), and since to me The longing have no story, i dont see what "other way" it tells anything
but if i must put it in a group... is a mix of both. the shade have and objective that is clearly stated by the start, but nobody else, not even the shade tell the player anithing(implicit sotory) so they both discover stuff the moment they see it.
yes, i AM defending my hopinion here, but unfounded? i dont think so
forgive my ignorance, but i dont know what "no der" means
ok, i DO belive what i said, but i also DO understand that is a "pretentious" point to bring into a conversation, so lets scratch that, and lets say i take it back.
---------------
thats what they wanted to do, yes, but for me, and in this case i mean ME,SPECIFICALLY: they failed.
i alredy praise the grahics and the old fable style, but i dont feel anithing you mentioned above. i think i have alredy said that...in this or other thread..i dont remember, i felt actually the opposite, and i was TOTALLY OK with that
"if you dont like it dont play it" dosent work AFTER i finish the game pal. i dont like the game RETROACTIVELY :(