604 Reviews liked by tangysphere


This is everything I wanted a NEW Pokemon Snap game to be and it's a good step in the right direction for a possible sequel or hell I'd buy an expansion for this without complaining because honestly the game is just a blast. 5/5 for great design, wonderful bright graphics, and fun additions to something already nostalgic.

This is genuinely the most immersive, and graphically impressive pokemon experience out there. The levels actually feel like you're naturally stumbling upon pokemon just living in the world, and interacting with one another. I'm also excited that it's an incredibly much longer game than the original, with plenty more stages, and lots of photo opportunities to discover. The game does have an issue where you'll have to repeatedly play stages to unlock more pokemon in the stage. So while it's a different experience almost every time you jump in, it can sometimes feel like tedious busy work. Overall, it does a great job of moving along smoothly, and making sure you're snapping lots of new and exciting pokemon constantly. If you're a fan of the old one at all, this will defenitely not disappoint.

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.

Annapurna's first huge miss, imo. This would've worked so much better as a walking sim (ala Gone Home and What Remains of Edith Finch) OR a pure puzzle game (ala The Witness). Instead, we got a half-baked walking sim puzzle game. Unfortunate, since the concept is fantastic.