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    Home»Movies»“Longlegs” Sinister Crime Procedural Gets Under Your Skin [Review]
    Movies

    “Longlegs” Sinister Crime Procedural Gets Under Your Skin [Review]

    Derrick MurrayBy Derrick MurrayJuly 13, 202410 Mins Read
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    First and foremost, we need to hand it to the marketing team at NEON. One of the most effective marketing campaigns in years, NEON expertly rolled out a consistent string of mysterious marketing methods that amped up anticipation without ever revealing too much. Even after months of cryptic messages, haunting posters, and a working phone number where you could hear a message from Longegs himself, fans still knew next to nothing about the film. THIS is how you make your trailers and teasers; give us just enough to want to check out your film without giving away the entire plot. Hollywood could learn a thing or two from the “Longlegs” marketing, namely that we will go see your movie without showing us the entirety of said cinema in a 2 minute trailer with every new release. Regardless of how you fall on the film after you initially see it, it worked overtime to get butts in seats to great success.

    “Longlegs” NEON

    The marketing is important to understanding “Longlegs” because it leads to the second part of its effective but somewhat disappointing campaigns in the early reactions and reviews. This is a really difficult film to talk about without spoiling. It is a film that begs to be discussed, and in turn forces people who can’t actually talk about it to begin making hyperbolic and overpraised statements. I don’t fault them for it, either. How do you describe a film that leaves you shook and changed but for reasons you can’t say to someone who hasn’t seen it yet? How do you talk about its unsettling atmosphere and haunting imagery and relentless tension and constant state of dread without talking about the specifics that created those feelings? It inadvertently breeds misclassification here, with early viewers making statements like “The scariest movie the year” because they are unable to unpack the more nuanced and visceral responses they experienced until they can actually hash out the details with others.

    No, “Longlegs” is not the scariest movie of the year. It’s not even the best horror film of the year. Hell, I wouldn’t even consider it a horror movie. It is a 90s crime procedural imbued with a psychological thriller that only sometimes borrows elements from the horror genre. It is important to not only taper your expectations but completely realign them. Without getting into spoilers – which I will work very hard to avoid here – you’re best served by eliminating “horror” from your idea of what this is entirely. Think less “Sinister” or “Insidious,” and more “Se7en” and “Zodiac.” That’s not to say that the film doesn’t live up to some of its hype, just that its hype is misplaced due to the nature with which people were able to describe their experience to people that weren’t able to share it with them. It heavily relies on tension and atmosphere, operating with a disorienting mileu and meticulous framing to create a slow burn, unflinching and disquieting experience that creeps into the darkest recesses of your mind and never gives you a chance to breath.

    I saw “Longlegs” in a sold-out crowd on a Thursday night, and you could hear a pin drop from the opening scene to the final shot. No phones, no whispering, no shouting, no bathroom breaks. An entire theater sat in near silence, enraptured in the engrossing haunts and unsettling narrative that you could tell they couldn’t quite grasp but couldn’t look away from. That is incredibly hard to capture in a quick pull quote, and probably oversells it in the same veins as the very praises I’m trying to recontextualize. But it is what makes this film so unnerving and so divisive. It is far more nuanced and patient than in your face violent (though its spurts of violence are extreme and unforgettable) relying on its performances and subtle deconstruction of serial killer idolization to be effective. The influences of David Fincher are all over “Longlegs,” intentional or not. Every single frame is so meticulously crafted with immaculate production design and near perfect symmetry you’d think Fincher himself was on set critiquing every image. Whatever serial killer film in Fincher’s filmography you can think of, writer and director Ozgood Perkins (grandson of “Psycho” star Anthony Perkins) has injected bits and pieces of them into “Longlegs.”

    “Longlegs” NEON

    But Perkins smartly reaches different conclusions with each of these inclusions, acting an as antithesis to Fincher as opposed to an homage driven copycat. It has the letters of “Zodiac” but they ultimately amount to nothing of significance. It has the longevity of crimes with religious overtones of “The Girl with the Dragon Tattoo,” but shift to become something more meaningful and darker within the subtext. It has the elusive, higher purpose serial killer with the tit for tat interrogation of “Se7en,” but Longlegs is NOT John Doe and they couldn’t be more different in their quests and calling for killing. “Longlegs” invites you in with the familiarity of our own true crime obsessions and serial killer hero worship (I said what I said) and completely flips it all on its head, pointing the finger back at us in shame for ever thinking these are things or people we should cherish and pedestal. For the first time in a long time, “Longlegs” is something borrowed, something new, a film that gets under your skin in ways you didn’t know it could until its too late and find yourself still haunted by it days later.

    Perkins directs with exceptional confidence, aligning his auteur vision with tightly wound, controlled sense of imagery and storytelling. Whether “Longlegs” ultimately works for everyone is secondary to the more perfected craft Perkins brings to this latest project. You can see him coming into his own with every frame, exercising an incredible talent to bring exactly what is in his head to the screen and putting complex pieces together in a terrifying puzzle of ever shifting themes. Of course, none of this would be possible without the stellar cast, all of whom are operating at the peak of their powers. Maika Monroe is quietly becoming the ultimate scream queen, stacking a resume of these kinds of fringe thrillers and tapping into different aspects of horror/thriller protagonists.

    Here, she plays rookie FBI agent Lee Harper, a socially awkward detective with a knack for detail and deep understanding of the decades long spree of the Longlegs case. The cases are a series of family murders in which the father murders his family and then himself. No forced entry or fingerprints or even a inking that Longlegs was ever there outside of his indecipherable letters, the cases have left the FBI baffled. With an intuition that even Harper can’t explain, she is able to begin uncovering details and clues that start to point the department in the right direction, and edge them closer and closer to actually solving their case and catching their man. But the more she uncovers, the more she begins to realize her own connections to the case, and sets her on a path that will only reveal more and more darkness and alter everything she is the closer she gets to the truth.

    “Longlegs” NEON

    The titular villain Longlegs is played by an unrecognizable Nicolas Cage, who is just firing on all cylinders in an absolutely unhinged performance. Perkins knows what and who he has at his disposal, and smartly uses Cage’s screen time in “Longlegs” sparingly. He is patient with his full reveal, and we don’t actually see Cage in all his haunting glory until about an hour into the film. You get just enough to be creeped the hell out, but never too much that you start to search for the Cage under the monster he’s portraying. Like mosts things in “Longlegs,” his performance is sure to be divisive, with some finding it what nightmares are made of while others outright laughing at how ridiculous it looks. Both are right, and both have a place in what Perkins is trying to accomplish with his villain. You know I love Cage, so seeing him push the limits of his talents and go for it like he does here is 100% coded for my cinematic sensibilities. Blair Underwood plays Harper’s superior, and turns in a terrific performance that harkens back to his 90s TV run in “LA Law” and feels completely of the world created around him.

    Last but not least is Alicia Witt (“Dune“ 1984) as Harper’s lonely and somewhat estranged mother. Witt has always been a solid performer, but her work in “Longlegs” is unlike anything you’ve ever seen her do so far. She is captivating even with her limited screen time, and what she does here is a career-defining performance in a career of strong performances. “Longlegs” is a film that can easily fall apart in less capable hands both behind and in front of the camera. Hell, even newcomer cinematographer Andrés Arochi feels like a seasoned professional pulled straight from a Fincher or Jordan Peele set, imbuing every shot with the necessary atmosphere for “Longlegs” to be effective. Even if you leave disappointed or let down by overhyped expectations, the craft of this film is undeniable. Everything from the direction to the cinematography to the production design to the performances are so in sync that any misgivings about the overall narrative of “Longlegs” feels secondary.

    I don’t even know if everything in “Longlegs” worked for me, and if you’re left pondering the plot more than the experience, you’re bound to find yourself scratching your head as to whether or not it all makes sense. But making sense isn’t what Perkins is trying to accomplish, and that becomes abundantly clear the longer “Longlegs” goes on. This is not a payoff movie despite having some solid twists that alter the entire messaging of the movie. This is not a movie where every puzzle piece creates a perfect bigger picture. No, “Longlegs” is a puzzle made up of pieces from different boxes, but all of them purposefully selected to create a melting pot of ideas that boil down to unexpected themes that only come to light the darker things get. It is not a film you solve in one sitting, nor it is one you forget immediately after. If you go in with the right expectations and let it wash over you with its true intentionality, “Longlegs” will leave you sitting in the dark trying to makes sense of things that may or may not make sense, and then ask you to talk it out with others to try and put your finger on what just happened and why you feel the way you do.

    Then, days later, the deep rooted terror of darkness in all things and inescapable images creep back up and you begin to realize that “Longlegs” has you in its grasped forever.

    Rating: 4 out of 5 Stars

    “Longlegs” is now playing in theaters. You can watch the trailer below.

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    Derrick Murray
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    Derrick Murray is a Los Angeles based stand up comedian, writer, and co-host for The Jack of All Nerds Show.

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    Most studios searching for a match-3 level design company are looking for five different things. Some need levels built from scratch, others require a live game rebalanced before churn compounds, and some demand a content pipeline that won't fall behind. These are different problems, and they map to multiple types of companies. The mistake most studios make is treating "match-3 level design" as a single service category and evaluating every company against the same criteria. A specialist who excels at diagnosing retention problems in live games is the wrong hire for a studio that needs 300 levels built in 2 months. A full-cycle agency that builds from concept to launch isn't the right call for a publisher who already has engineering and art in place and just needs the level design layer covered. This guide maps 7 companies for match-3 level design services to the specific problem each one is built to solve. Find your problem first. The right company follows from there. What Match-3 Level Design Services Cover The term "level design" gets used loosely in this market, and this causes bad hires. A studio that excels at building levels from scratch operates dissimilarly from one that diagnoses why a live game's difficulty curve is losing players (even if both describe their service the same way on a website). Match-3 level design breaks into four distinct services, each requiring different expertise, different tooling, and a different type of partner. Level production — designing and building playable levels configured to a game's mechanics, obstacle set, and difficulty targets. This is what most studios mean when they say they need a level design partner, and it's the service with the widest range of quality in the market. Difficulty balancing and rebalancing — using win rates, attempt counts, and churn data to calibrate difficulty across hundreds of levels. Plus, this includes adjusting live content when the data shows a problem. Studios that only do level production typically don't offer this. Studios that do it well treat it as a standalone service. Live-ops level design covers the ongoing content pipeline a live match-3 game requires after launch (seasonal events, new level batches, limited-time challenges) sustained at volume and consistent in quality. This is a throughput and process problem as much as a design problem. Full-cycle development bundles level design inside a complete production engagement: mechanics, art, engineering, monetization, QA, and launch. Level design is one function among many. Depth varies by studio. Knowing which service you need before you evaluate a single company cuts the list in half and prevents the most common mistake in this market: hiring a full-cycle agency to solve a level design problem, or hiring a specialist to build a product from scratch. The List of Companies for Match-3 Level Design Services The companies below were selected based on verified credentials, named shipped titles where available, and the specific service each one is built to deliver. They are ranked by how well their capabilities match the service types outlined above. A specialist who does one thing exceptionally well sits above a generalist who does many things adequately. SolarSpark | Pure-play match-3 level design specialist SolarSpark is a remote-first studio built exclusively around casual puzzle game production. With 7+ years in the genre and 2,000+ levels shipped across live titles including Monopoly Match, Matchland, and KitchenMasters, it is the only company on this list that does nothing but match-3 level design. Level design services: Level production, difficulty curve planning, fail-rate balancing, obstacle and booster logic design, live-ops pipeline, competitor benchmarking, product audit and retention diagnostic. Verdict: The strongest pure specialist on this list. When level design is the specific constraint, SolarSpark is the right choice. What they do well: Every level is built around difficulty curves, fail/win balance, obstacle sequencing, and booster logic, measured against targets before delivery. Competitor benchmarking is available as a standalone service, mapping your game's difficulty curve and monetization structure against current top performers with specific, actionable output. Where they fit: Studios with a live or in-development game that need a dedicated level design pipeline, a retention diagnostic, or a one-off audit before soft launch. Honest caveat: SolarSpark does not handle art, engineering, or full-cycle development. Logic Simplified | Unity-first development with analytics and monetization built in Logic Simplified specializes in Unity-powered casual and puzzle games, with match-3 explicitly in their service portfolio. Operating for over a decade with clients across multiple countries, the studio positions itself around data-informed development: analytics, A/B testing, and monetization are integrated into the production process. Level design services: Level production, difficulty progression design, obstacle and blocker placement, booster and power-up integration, A/B tested level balancing, customer journey mapping applied to level flow. Verdict: A credible full-cycle option for studios that want analytics and monetization treated as design inputs from day one, not as post-launch additions. What they do well: Logic Simplified builds analytics and player behavior tracking into the design process. Their Unity expertise is deep, and their stated MVP timeline of approximately three months is competitive at their price point. India-based rates make full-cycle development accessible without requiring a Western agency budget. Where they fit: Studios building a first match-3 title that needs the full production chain handled by a single vendor, with analytics built in from the start. Honest caveat: No publicly named match-3 titles with verifiable App Store links appear in their portfolio. Ask for specific live game references and retention data during the first conversation before committing. Cubix | US-based full-cycle match-3 development with fixed-cost engagement Cubix is a California-based game development company with a dedicated match-3 service line covering level design, tile behavior, booster systems, obstacles, UI/UX, and full production on Unity and Unreal Engine. 30+ in-house animators can cover the full scope of puzzle game production. Level design services: Level production, combo and difficulty balancing, blocker and locked tile placement, move-limit challenge design, booster and power-up integration, scoring system design. Verdict: A viable full-cycle option for studios that need a Western-based partner with transparent fixed-cost pricing and documented match-3 capability. What they do well: Cubix covers the full production chain in one engagement, with strong visual production backed by an in-house animation team. Their fixed-cost model is a practical differentiator for studios that have been burned by scope creep on previous outsourcing contracts. Staff augmentation is also available for studios that need talent to plug into an existing pipeline. Where they fit: Studios that want a US-based full-cycle partner with predictable budgets, cross-platform delivery across iOS, Android, browsers, and PC, and a single vendor to own the concept through launch. Honest caveat: Named shipped match-3 titles are not prominently listed in their public portfolio. This is a verification gap worth closing during vetting, not a disqualifier on its own. Galaxy4Games | Data-driven match-3 development with published retention case studies Galaxy4Games is a game development studio with 15+ years of operating history, building mobile and cross-platform games across casual, RPG, and arcade genres. Match-3 is a named service line. What distinguishes them from most studios on this list is a level of public transparency about retention data. Their case studies document real D1 and D7 numbers from shipped titles. Level design services: Level production, difficulty curve development, booster and obstacle design, progression system design, LiveOps level content, A/B testing integration, analytics-based balancing. Verdict: The most transparent full-cycle option in terms of real retention data. For studios that want to see numbers before they hire, Galaxy4Games offers evidence most studios keep private. What they do well: Their Puzzle Fight case study documents D1 retention growing to 30% through iteration. Their modular system reduces development time and costs through reusable components, and their LiveOps infrastructure covers analytics, event management, and content updates as a planned post-launch function. Where they fit: Studios that need a data-informed full-cycle match-3 partner and want to evaluate a studio's methodology through published results. Honest caveat: Galaxy4Games covers a broad genre range (casual, RPG, arcade, educational, and Web3), which means match-3 is one of several service lines rather than a primary focus. Zatun | Award-winning level design and production studio with 18 years of operating history Zatun is an indie game studio and work-for-hire partner operating since 2007, with game level design listed as a dedicated named service alongside full-cycle development, art production, and co-development. With 250+ game titles and 300+ clients across AAA studios and indie teams, this agency has one of the longest track records. Level design services: Level production, difficulty progression design, level pacing and goal mapping, game design documentation, Unity level design, Unreal level design, level concept art. Verdict: A reliable, experienced production partner with a long track record and genuine level design depth. What they do well: Zatun's level design service covers difficulty progression, pacing maps, goal documentation, and execution in Unity and Unreal. Their 18 years of operation across 250+ titles gives them a reference library of what works across genres. Their work-for-hire model means they can step in at specific production stages without requiring ownership of the full project. Where they fit: Studios that need a specific level design or art production function covered without a full project handoff. This can be useful for teams mid-production that need additional capacity on a defined scope. Honest caveat: No publicly named match-3 titles appear in Zatun's portfolio, their verified work spans AAA and strategy genres; match-3 specific experience should be confirmed directly before engaging. Gamecrio | Full-cycle mobile match-3 development with AI-driven difficulty adaptation Gamecrio is a mobile game development studio with offices in India and the UK, covering match-3 development as an explicit service line alongside VR, arcade, casino, and web-based game development. Their stated differentiator within match-3 is AI-driven difficulty adaptation. Thus, levels adjust based on player skill. Level design services: Level production, AI-driven difficulty adaptation, booster and power-up design, progression system design, obstacle balancing, social and competitive feature integration, monetization-integrated level design. Verdict: An accessible full-cycle option with a technically interesting differentiator in AI-driven balancing. What they do well: Gamecrio builds monetization architecture into the level design process: IAP placement, rewarded ad integration, battle passes, and subscription models are considered alongside difficulty curves and obstacle sequencing. The AI-driven difficulty adaptation is a genuine technical capability that more established studios in this market have been slower to implement. Where they fit: Early-stage studios that need a full-cycle match-3 build with monetization designed in from the first level. Honest caveat: No publicly named shipped match-3 titles are listed on their site — request live App Store links and verifiable retention data before committing to any engagement. Juego Studios | Full-cycle and co-development partner with puzzle genre credentials and flexible engagement entry points Founded in 2013, Juego Studios is a global full-cycle game development and co-development partner with offices in India, USA, UK, and KSA. With 250+ delivered projects and clients including Disney, Sony, and Tencent, the studio covers game development, game art, and LiveOps across genres. Battle Gems is their verifiable genre credential. Level design services: Level production, difficulty balancing, progression system design, booster and mechanic integration, LiveOps level content, milestone-based level delivery, co-development level design support. Verdict: A well-resourced, credible full-cycle partner with a flexible engagement model that reduces the risk of committing to the wrong studio. What they do well: Juego's engagement model is flexible: studios can start with a risk-free 2-week test sprint, then scale to 20+ team members across modules without recruitment overhead. Three engagement models (outstaffing, dedicated teams, and managed outsourcing) let publishers choose how much control they retain versus how much they hand off. LiveOps is a named service line covering analytics-driven content updates and retention optimization after launch. Where they fit: Studios that need a full-cycle or co-development partner for a match-3 build and want to test the relationship before committing to full project scope. Honest caveat: Puzzle and match-3 are part of a broad genre portfolio that also spans VR, Web3, and enterprise simulations. How to Use This List The seven companies above cover the full range of what the match-3 level design market offers in 2026. The quality range is real, and the right choice depends on which service type matches the problem you're trying to solve. If your game is live and retention is the problem, you need a specialist who can diagnose and fix a difficulty curve. If you're building from zero and need art, engineering, and level design bundled, a full-cycle partner is the right call and the specialist is the wrong one. The honest caveat pattern across several entries in this list reflects a real market condition: verified, named match-3 credentials are rarer than studios' self-descriptions suggest. The companies that couldn't point to a live title with an App Store link were flagged honestly. Asking for live game references, retention data, and a first conversation before any commitment are things you can do before signing with any studio on this list.

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