Inside Playdeadâs INSIDE
Yesterday I finished INSIDE by Playdead on my PS4.
   WhatâŚ
  âŚtheâŚ
  âŚFUDGE???
  Okay, so Playdead went artsyfartsy and popular with the critically acclaimed LIMBO, a malignant, darkly jumpânârun full of death traps and obstacles. The game is completely monochrome in black and white with occasional dips in brownish tones later. Itâs very much trial and error with many of the traps and the box shovinâ puzzles are far from innovative but they do the trick. Proper physics make the feeling more realistic and less jumpânârun-ney and the story twist of the little boy who escapes from the evil traps and monsters that lurk in the murky woods and industrial factory setting is actually astounding. -----------------------------------------------------
This is LIMBO, the first title of the extraordinary developer (PC, Xbox 360, PS3 etc.)
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Cut to INSIDE, the successor or letâs say the second game by the Danish indie game developer.
The gameplay is the same: you play a little boy who starts off in the woods and then enters factory buildings and has to avoid being killed, captured, harpooned and hung up, crushed, drowned and more. The puzzles are also similar to Limbo as is the graphical style. INSIDE features a wider color palette but it still is rather dark and creepy and leaves you with a foul feeling in your stomach. So here we have way more human(oid) non-player characters in the game, some of which you have to hide from because they hunt you down (black shirt and pants wearing guys), some of which obviously are mindless puppets that only react to a certain telepathic mind-control system that you can control by plugging the boyâs head into a helmet-on-a-chord. The puzzles are extended to more complex one-room situations where you see a problem and can only proceed after solving it (sometimes simply by combining the tools at hand, sometimes by ill-controls related trial and error and sometimes by unnecessary backtracking).
So far, so limboesque.
Everybody was all over this game and went completely bonkers about how weirdly fascinating this game was, which it actually is, I think, but I was a little âunderwhelmedâ by the similarities to LIMBO. I was probably expecting something bigger, something more⌠Some of the puzzles even got me contemplating if I even wanted to go on because the controls made me furious. The underwater monsters that always catch you if you are not way ahead of them always have to be lured away in order to mile them down in the underwater struggle of e.g. flipping a switch. This is not creepy anymore if you die five times and still have to simply try your luck if your guy dives in the water correctly in order to save time because you didnât stumble into the water and lost a valuable second. I personally would have enjoyed the game more without these sequences.
BUT: the last 20 minutes of the game were⌠so⌠I can hardly describe it. The tension rose to a maximum because the Hitchcock-like method not to show what the fuss is about until youâre the center of it, drove me wild. And after what seemed like the end it still continued to get even weirder.
I wonât spoiler here, Iâll just recommend this to anybody whoâs into artsy fartsy indie games, anybody who loved LIMBO and anyone who is into David Cronenberg and/or David Lynch, the latter being a reference to the vague storytelling that leaves you thinking about the game for quite some time after finishing it, not really getting a grip on what might have actually happened there.












