Skip to main content
The Long Save Brighton · second playthrough only

The archive

Seven games, finished twice each

Entries are ordered by the date the second playthrough ended. Every one carries the same two marks: the hour the game clicked, and the hour it stopped having new things to say. Hardware for each run is listed on the second run page.

Filter by genre

Showing 7 of 7 playthroughs

High-contrast image of a lone figure on a stone bridge under heavy fog
Action role-playing 74 hours across two runs Second run finished 14 June 2026

A cruel opening that turns generous, if you let it

Hours played · second run

h0h20h40h60h80
clicked at hour 9 stopped at hour 71

The first eight hours withhold the two systems that make this game interesting, and punish the exact instincts it later wants you to unlearn. From hour nine it becomes one of the most patiently designed action games of the last five years: every ambush has a tell you were shown twenty minutes earlier, and the second run makes that legible in a way the first cannot.

The final region reuses three arenas and pads the route with respawning patrols, which is where the second mark lands.

If you can treat the first nine hours as a tuition fee rather than a review, the sixty that follow are worth the invoice.

Ottilie Vance · both runs on the hardest available preset · retail copy

Overhead high-contrast image of a hand-drawn campaign map with pins and string
Grand strategy 96 hours across two runs Second run finished 2 May 2026

Brilliant for thirty hours, then it solves itself

Hours played · second run

h0h25h50h75h100
clicked at hour 4 stopped at hour 34

Supply lines that cost political capital, and a diplomacy layer where every favour is remembered by the other side. The opening thirty hours are as good as the genre gets. The second run exposed the flaw: two opening sequences stabilise the treasury permanently, and after that nothing can undo them. Rafe played the second campaign deliberately badly and still could not lose by hour forty.

Accessibility

Full keyboard navigation, interface scaling to 200 per cent, colour-blind safe faction markers. Tooltip text cannot be scaled independently.

Buy it for the first thirty hours, which are superb, and expect the campaign to become a formality after that.

Rafe Adeyemi · highest difficulty, random events forced on · retail copy

High-contrast corridor lit by a single failing bulb
Survival horror 22 hours across two runs Second run finished 28 March 2026

The second run is a different, better game

Hours played · second run

h0h6h12h18h24
clicked at hour 2 stopped at hour 21

The house is a loop with four shortcuts, and every shortcut is signposted by sound before you find it. Knowing where the monster will be does not reduce the tension, because the route is one you must take regardless. Only the third-act chase fails on a second pass: it cannot be failed, so it cannot be tense.

A short, deliberate house that is scarier when you know the floor plan, which is the highest praise this genre can earn.

Ottilie Vance · second run with optional permadeath enabled · retail copy

High-contrast image of rain on tarmac with blurred taillights
Racing simulation 61 hours across two runs Second run finished 19 February 2026

A wet-weather model worth the whole career mode

Hours played · second run

h0h18h35h53h70
clicked at hour 6 stopped at hour 58

Dry handling is unremarkable; the rain is extraordinary. Standing water gathers where it would actually gather, and the loss of grip arrives through the wheel rather than through an icon. Eleven laps of the same wet circuit produced eleven different laps. Career progression is a fixed ladder with sponsor objectives written by spreadsheet, and by hour fifty-eight we were skipping the dry rounds.

Hardware note

Tested with a wheel and a controller. The default controller deadzone is generous and worth reducing, or the rain model is much harder to feel.

One of the best wet-weather driving models on any platform, bolted to a career mode you will happily ignore.

Rafe Adeyemi · both runs with driving aids disabled · retail copy

High-contrast image of a vertical shaft with ladders and hanging cables
Metroidvania 39 hours across two runs Second run finished 11 January 2026

A map that rewards being redrawn from memory

Hours played · second run

h0h10h20h30h40
clicked at hour 3 stopped at hour 36

The best compliment we can pay this one is that Ottilie drew the map from memory before starting the second run and got it about eighty per cent right. That only happens when a world is built out of landmarks rather than corridors. Movement upgrades arrive in an order that re-frames places you have already been, and two of them retroactively explain a wall you resented for six hours.

The endgame asks for a collectible sweep that the map screen does not support well. It is the only stretch where the game felt like admin.

Accessibility

Remappable controls, an optional aim-assist for the grapple, and a setting that removes screen shake entirely. No option to slow the platforming windows, which will exclude some players from the final ascent.

A world worth learning twice, let down only by a collectible sweep in the last three hours.

Ottilie Vance · second run with no fast travel used · retail copy

High-contrast photograph of a handwritten hour log with pencil ticks
City building 83 hours across two runs Second run finished 3 December 2025

The first city teaches you; the second city indicts you

Hours played · second run

h0h22h45h68h90
clicked at hour 7 no stopping point reached in 83 hours

This is the only entry in the archive with no second mark, and we spent a while checking whether that was our error rather than the game's merit. It is not. The simulation keeps producing consequences you did not plan for: a road widened in hour twenty starves a district in hour sixty, and the game lets that happen without a warning pop-up.

Rafe's second city was built specifically to avoid the mistakes of the first, and produced an entirely new set. That is the mark of a simulation with more depth than its tutorial suggests.

The only game in our archive we stopped reviewing before we stopped playing.

Rafe Adeyemi · second city on the hardest terrain preset · retail copy

High-contrast photograph of two people at a shared desk reviewing notes
Action role-playing 52 hours across two runs Second run finished 8 November 2025

Two of us finished it and disagreed about the ending

Hours played · second run

h0h14h28h42h55
clicked at hour 14 stopped at hour 47

The only piece we have published with two closing sentences, because we could not reconcile them. The combat is unfashionably slow and, once the parry timing is internalised around hour fourteen, unusually satisfying. Both of us agree on that. Both of us also finished the second run in the same week and came away with opposite readings of the final act — Ottilie found it a deliberate refusal to resolve, Rafe found it unfinished.

We left both readings in rather than averaging them, and the postbag suggests readers preferred it that way.

Ottilie: a brave ending that trusts you. Rafe: an ending that ran out of budget. Play it and settle it yourself.

Ottilie Vance and Rafe Adeyemi · separate second runs, hardest preset · retail copies

Why the archive is small

Seven entries in seven years is the point

Two people finishing every game twice produces a handful of reviews a year, not a feed. We would rather publish seven pieces we can defend line by line than seventy written at hour six.

Currently on the desk: a naval strategy game at hour thirty-one of its second run, and a puzzle game we have finished once and are not yet sure deserves a second pass.

How we decide what gets a second run →