Playdead’s Limbo inspired an entire sub-genre of atmospheric puzzler platformers. It’s one of the few games that many will finish in a single sitting; its succinct and engaging game play cementing you to your seat until it’s finished. It’s been quite a while since Limbo was released however and many have been eager for Playdead’s sophomore release. Inside was teased 2 years ago and, like all good hotly anticipated releases, was met with numerous delays before being released this year. Of course the release brings with it the question of whether or not Playdead can live up to their previous accomplishments and, perhaps, even exceed them.
On first blush it would seem that Playdead was hoping to ride out much of the nostalgia and hype that they generated with their seminal title. Once again you find yourself in control of a lone, young boy making his way through a dark and dangerous wilderness. However where Limbo’s world was allegorical Inside’s is more literal, everything seeming fare more real than its predecessors did. You’re given just about as much instruction as you were in Limbo, leaving you to figure out what the controls are and how to interact with your environment. Once you’ve got that down you’re then left to explore this dark world and all the dangers that it contains.
Inside utilises a muted colour palette with a highly stylized aesthetic reminiscent of games like Team Fortress 2. Where Limbo used their own custom engine to produce the trademark monochromatic visuals Inside instead uses Unity with a specially developed temporal anti-aliasing filter. This is what gives Inside it’s smoothed, cinematic quality that eliminates most of the jaggies that would otherwise be present. It also, as the developers point out, has a nice side-effect of giving everything a stochastic effect which adds that slight dreamlike quality. The resulting experience is quite honestly exceptional, bringing that Limbo-like effect to the modern day.
Like its predecessor Inside is a puzzle platformer, pitting the young boy against a myriad of challenges which will require you to figure out how best to tackle them. None of the mechanics it uses are new or inventive however they’re all tied into the theme of Inside in some way. There will be much dying, retrying and going down dead ends to try and find the various secrets scattered throughout the game. Inside is very much of the ethos of “Show, don’t tell” with the game giving you clues and hints about what it wants you to do next. It’s also a linear experience with there being one and only way to progress to the next section. It’s simple and unoriginal but Playdead made their name in defining this sub-genre and the quality of craftsmanship in all aspects of the game belies its mechanical simplicity.
What Limbo and Inside both do exceptionally well is inspire feelings in the player. There are numerous moments in Inside that inspire sheer terror or that horrible sense of foreboding should you step one foot out of place. As someone who’s typically not a fan of horror or its sub-genres it was genuinely refreshing to see this done right. This, coupled with the drip feed of information about the world that’s given to you, gives you a driving sense that this is all building to something but you can’t be sure what it is. Then comes what I think is the game’s pinnacle moment and what cements it as another brilliant title from Playdead.
PLOT SPOILERS BELOW
The moment is, of course, when you transition from the scared boy to the blob. The entire premise of the game up until that point is you existing in a world that is hunting you, one that you should be afraid of. That all changes when you become the blob, the world now fears you, and what you might do to it. Instead of the world and its people fighting you they assist you (for the most part), trying to ensure their own survival just like you were before. The fear and tension is gone, replaced by a kind of excitement. You are now in control, even if that means you’re a strange amalgam of body parts that moan in the most horrendous way whenever you move.
Which leads us to the story. I’m firmly in the camp of the boy being controlled directly by the blob, sent on a direct mission to free it from its prison. Of course how you interpret either ending is up to you, that’s the beauty of how the story is told, but that’s the only explanation I’ve seen thus far that fits well with the events as they unfolded. Regardless of what explanation you take as true it’s hard not to appreciate the final ironic climax, the purpose of Inside being only to get outside. Inside’s story is definitely an intellectual rather than an emotional one.
PLOT SPOILERS OVER
Inside has done what many would think would be impossible: improve on the formula set by a classic and bring it into the modern age. The aesthetic retains that same Limbo-esque feeling whilst modernising it significantly, likely setting the precedent that many games will follow for years to come. The gameplay, whilst standard affair for the genre, is well polished and all done in aid of telling the story. The overall narrative, shown to you rather than told, is certain to keep people talking about it for years to come, the ultimate meaning hidden behind many clues, red herrings and good old fashioned speculation. Inside is a game that is thoroughly worth the time to play and, if you can manage it, in a single session on a lazy Sunday afternoon.
Inside is available on PC, Xbox One and PlayStation 4 right now for $19.99 on all platforms. Game was played on the PC with 2.9 hours of total play time with 29% of the achievements unlocked.