Sometimes Iâll finish a game, mull it over, and realize that I donât have nearly enough content or understanding of the game to justify a full length review. Yet, there are still some parts of the game that I want to talk about. For these tidbits, I have my Thoughts, posts like these where I can ramble about small things I like or dislike in a video game. Now then, enough of the introduction, letâs talk about Gravity Bone by Blendo Games, specifically the sliding door to the back room.
A bit of context to Gravity Bone, it was developed by Blendo Games, the one-man studio of Brendan Chung. Chung got his start making games by modding Quake and Halflife. Even from his early beginnings, his work has been characterized by an effort to subvert player expectations and conventional gameplay. This is something clearly carried over into Gravity Bones, where the player start the game as a covert spy infiltrating a high society social gathering.
The sliding door in question comes into play here. As the player runs around the party, the player might notice that the servers and waiters come through a single locked door on the level, one that only slides open when a waiter walks in or out of it. Early video games often used these locked doors as ways to spawn new NPCs into the game world in a seamless and natural way. As a child, I remember sitting in front of these doors (or garages that spawn NPCs in vehicles) hoping to get into these spaces before the door closed, in an effort to enter an area unintended by the developers.Â
Brendan Chung however, not only accounts for this tendency in players, but builds on it. As a waiter waltzes out from the staff room, the player sneaks in and realize that the furnace room, the goal, is just around the corner. The player may quickly appreciates the beauty of the gameâs design before moving on toward the goal.Â
What I love about this segment is how the game is designed so that you, as a player, find yourself acting in the way a secret agent would. You sneak in through a briefly unlocked door hoping to get somewhere the developer didnât intend for you in the same way a secret agent would sneak in through a locked door opened by a waiter to enter a prohibited area. Chung accounts for the playerâs curiosity and rewards them with a rare sense of ludonarrative harmony as the player realizes its what they needed to do all along.Â
Itâs that one moment in the game that made me feel more like a secret agent spy than any other in this short but interesting experience.
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Inside is a puzzle platformer released in the summer of 2016 by Playdead, the studio behind the indie-darling, Limbo, similarly about a young boy in a menacing world who runs to the right. Inside was first announced back in E3 2014 during the Microsoft conference as part of its indie line-up. Since then, its been released to critical and commercial acclaim. Now that the dust has settled, lets see what the fuss was about.Â
Inside immediately introduces us to the familiar minimalist UI, or lack thereof, many remember from Limbo, with the title screen revealing itself to be the opening scene of the game. Our protagonist slides into view, and we gain control. Right off the bat, we can sense that there is something seriously wrong as the boy sneaks past ominous patrols of cargo and pickup trucks in the forest setting. We can sense that the boy is possibly being hunted, and our suspicions are confirmed when heâs spotted, and a man comes chasing after him.
Here is where we run into our first issue, something that also comes up in Limbo. The player is quickly introduced to the trial-and-error style of gameplay that Playdead seems to rely on in many parts of the game. As the boy runs from the pursuer, he trips over a branch on the ground, runs out into the headlights of another truck, and trips over a log, resulting in death in all three situations.
The game, in my opinion, often does a poor job of telegraphing âpuzzlesâ or obstacles, where it seems almost necessary to have to learn through dying due to the weakness of visual cues. These donât result in an âA-ha!â moment that drives the core of most puzzle games, but in âoh, alright. I seeâ moments where you finally understand what it is the developers intend for you to do. These moments are not only unsatisfying when beaten, but often rip the player from the experience. Playdead is excellent in their mastery of setting the tone and creating an immersive atmosphere, but they undermine that by constantly throwing these trial-and-error puzzles at you. These types of puzzles evaporate any accumulated tension as the player needs to sit there and figure out exactly what it is the developers want them to do.
But lets return to what I mentioned about the atmosphere, because again, that is where the game shines. This game almost entirely carries itself on its tone, atmosphere, and setting. The washed out colors of a oppressive and horrifying world blend perfectly with the echoing soundtrack to create a world that is stressful to navigate, but mesmerizing to watch. The player is drawn to learn more about this world the boy inhabits, and that acts as the driving force for most of the game. Playdead truly understand how to create a world that entrances and pulls in its players. And while most would call inside a puzzle-platformer (myself included), I would argue its the environmental storytelling that is the true âmeatâ of the game.
And thatâs both a good thing and a bad thing. The puzzles are the core of what youâll be doing in the game, sure. But they arenât innovative or compelling enough to carry the game on their own. To put it bluntly, they simply act as things for the player to do while they gaze with wonder and horror at the environments Playdead has created. In fact, it can be argued that the puzzles work to the detriment of the game.
Almost all puzzle games that take place in a physical world space need to have a certain suspension of disbelief. The idea that there just so happens to be puzzle after puzzle standing between the player and the end goal, and that these obstacles can be overcome with everything lying in near proximity. The exact suspension of disbelief needed depends on how well the game explains these puzzles. Inside... doesnât exactly do this. Some of the puzzles do successfully masquerade as âThatâs... just how the environment happens to be configured!â While others will make the player wonder âWho in their right mind would design a door to work like this?â And once again, this method of puzzle design breaks the immersion that the game so heavily relies upon.
Here weâll be heading into spoiler territory, analyzing the gameâs message and overall themes. If you havenât played the game and donât want the ending spoiled for you, then now would be a good time to tune out and return when youâve finished the game.Â
Its clear from the very beginning that Inside is about control. Early on weâre introduced to a core mechanic of the game, the mind control helmets. The boy puts these helmets on and are able to gain control of various zombie-like âdronesâ in the area. The boy also seems to have some sort of control over various animals throughout the game, being followed by baby chicks early in the game and then schools of fish later in the underwater sections. The game is very subtle in its exploration of the themes of control, but does well in keeping the player reminded of its ubiquity throughout the game.Â
At one point itâs shown that the boy can use a helmet to control a drone whoâs also wearing a helmet to control a third drone. This mechanic is extremely well done because it introduces the player to the idea that multiple layers of control are possible beyond the superficial aspects weâre familiar with. One might immediately wonder whether or not the boy is being controlled by an unknown entity, and even more meta, the player can become conscious of the fact that they themselves are controlling the boy. This is an amazing use of a mechanic to blur the lines of the game world and the real world and question if the gameâs narrative adheres to this distinction.Â
Finally, towards the end of the game, the boy reaches the end goal; a giant mass of humans melded together into a grotesque huddle. The boy frees the Huddle by removing the various restraints, which look suspiciously similar to the mind control helmets being used throughout the game. This scene seems to suggest that the Huddle itself was controlling the boy all along in an effort to free itself from its prison. And as the boy is absorbed into its mass, assimilating with the huddle, player control is shifted to the Huddle. After wreaking havoc on the facility behind these experiments, the Huddle lies peacefully on a beach, with a thin ray of sunlight shining optimistically on the beast.Â
More observant players will notice, that during the Huddleâs rampage, it falls into a tank containing a diorama of a coastal setting fully identical to the beach at the ending, complete with an artificial ray of sunlight. Playdead seems to imply that the Huddle, despite its murderous rampage, was actually still somehow acting within the confines of the facilityâs experiments. That its entirely possible that the beach itself was a staged setting, for reasons that are not entirely explained.Â
This implication does, however, lend to the overall themes of control and shows that the game not only explores the idea of direct control, but also indirect forms. Did the facility âcontrolâ the Huddle and guide it towards this pre-ordained end goal? Perhaps it goes a step further, and says that even after breaking free, the player is still under the control of the game, continuing to head toward the right as theyâve been doing throughout the game. The questions of control and player agency once again blur the lines of just how deep a story is Playdead trying to tell.
And finally we have the alternate ending, unlocked to the player on a second playthrough if the boy manages to unplug all the various orbs of light throughout the game. The boy is able to enter a new area and finds a room with various monitors and computers. At the end of the room is a mind control helmet, and should the boy pull it, he slumps over into the same position as the other inactive drones littered through the game. The screen fades to black and the game ends.
This alternate ending can be seen as a commentary on player agency. Its often said that even in the most linear of gameplay experiences, the player always has a choice; to continue playing or to turn off the game and stop. This alternate ending seems to be an easier-to-swallow option, whereby the boy pulls the plug and the player loses control of him, implying that the narrative does recognize the player as the controlling force behind the boy. And the player makes the decision to pull that plug and end the game before its truly âoverâ, similar to the idea of putting a game down before completing it.
Playdead continue to prove that they are masters at creating worlds that simultaneously feel unwelcoming and captivating. Players of Inside will feel compelled to continue playing in hopes of learning more about the world. Playdead is vague with any real details though, leaving the true narrative of the game ambiguous. While many will see it as a beautiful method of storytelling, others may find it unsatisfying. Worse yet, some may feel cheated, having powered through many of the gameâs mediocre puzzles in hopes of illuminating the secrets of Inside to minimal avail. Regardless, Playdead has managed to create a truly enrapturing world that is, at times, pulled down by its lackluster puzzle design, and in the end, creates a piece that, for better or worse, inspires more questions than it answers.
The Retrospectre is a blog dedicated to the analysis of video games long after their hype cycle and overall media coverage. The mission of this blog is to provide thorough insight into certain video games once the dust has settled and a more unbiased critique can be made. The reviews and retrospectives will seek to display the intellectual, mechanical, and cultural significance of a certain game; as well as its overall contribution to the medium as a whole.Â
The Retrospectre will cover games of all genres, with the release dates of the games varying wildly; anything from 6 months to 20 years ago.Â
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