Issue notes  Published fortnightly · six pieces in this issue Collective hours played for this issue: 341
The Longplay Review emblem The Longplay Review Criticism for people who finish games
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This issue

We write about games the way other people write about novels

No launch-day verdicts, no preview embargo theatre. Every piece here was written after the credits, and it says how long that took.

A lone figure in a long coat standing at the end of a wooden pier at sunrise with a distant lighthouse
Lead essay · Narrative adventure

Pier Light and the Art of Withholding the Ending

For eleven hours this game asks you to walk toward something it has already shown you. When you finally arrive, it takes the moment away — and the refusal is the most honest piece of writing I have encountered in a game this year.

Also in this issue

All essays
An overhead view of a paper hex map with carved wooden unit markers, a brass compass and a pencil
Tactics

Hex and Hesitation: The Tactics Game That Punishes Confidence

Most turn-based games reward the player who reads the board fastest. This one quietly rewards the player willing to waste a turn doing nothing, and forty hours later I am still not sure I have adjusted.

A sunlit greenhouse workbench with terracotta pots, seedling trays and a watering can
Simulation

The Quiet Hours: What Cosy Games Are Actually Simulating

It is not farming. It is the experience of having a small number of obligations and enough time to meet all of them, which may be the most fantastical premise in the medium.

Pale wooden interlocking puzzle blocks on a light surface with one piece lifted out of place
Puzzle design

The Hint System Is Where Puzzle Games Reveal Their Values

Four games, four philosophies of help. One of them respects you, one flatters you, one gives up on you, and one is so afraid of your frustration that it solves itself before you can.

A pale rally car mid-corner on a gravel mountain road throwing up dust
Driving

Gravel Memory: Why Rally Games Feel Better Than They Play

The genre has spent twenty years perfecting a sensation that lasts four seconds and then asking you to repeat it three hundred times. I finally understand why I keep coming back.

A light wooden shelf with beige plastic hardware, a coiled cable, headphones and a trailing plant
Preservation

Playing Old Games Badly: A Defence of the Imperfect Reissue

Purists want the original hardware, the original timing, the original everything. I want people to be able to play the thing at all, and those two positions are further apart than they should be.

From the archive

About the archive
Issue 38

The Case Against the Twenty-Hour Tutorial

Large games have started teaching for a quarter of their length. We looked at where the instruction actually stops, and whether anything replaces it.