![]() “Uncertain of his sister’s fate, a boy enters Limbo.” Boom. ![]() In fact, Limbo shipped with only a single sentence describing the setup. Playdead’s earlier game, Limbo, was abstract in exactly the same ways. I realized one thing for sure though-games with abstract stories always leave the biggest impressions on me. Inside takes some unpacking, to say the least. Although it doesn’t outright say anything about any of those topics, I still sat stunned upon finishing with lots of feels churning in my head-I was able to both “get it” and still not understand what I’d just experienced. To me, Inside dips a toe into several topics such as strict military states, mind control, cloning, sacrifice, artificial intelligence, pushing scientific experimentation to its limits, and many others. As players take control, it’s not long before sinister figures in white masks cross paths with the boy, and he must run and hide or he’ll face a quick and brutal death. It begins with a young boy sliding out of some bushes, and he appears to be on the run from someone. Only two face buttons are necessary for jumping and grabbing movable objects. The world is presented in 3D, but controls as a side-scroller. Inside, Playdead’s latest since the critically-acclaimed Limbo, is one of those beautifully disturbing games that raises more questions by the end than it answers along the way… and that’s OK. If ten people played through it and were immediately asked “What did you just play?” they’d probably come up with thirty different answers, and each of those descriptions would probably say more about the person answering than the game itself. I recommend playing both games entirely before reading.Īs the credits flashed onscreen after I finished Playdead’s new, haunting adventure, I put my head in my hands and thought, Themes from Playdead’s Inside and Limbo are mentioned below, and may be considered spoilers. ![]()
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