“MASTERPIECE! Inside is a 2D puzzle platformer that builds upon what made Limbo great, and in fact builds something greater.” 10/10 – IGN “Inside expands on the concepts and scope of its predecessor in wildly creative ways, and it's so immaculately designed and constructed from top to bottom that it almost feels suitable for display in an art museum. This is one hell of a followup.” 5/5 – Giant Bomb “The universe Inside depicts is one of the eeriest, most captivating settings I've ever encountered in a game.” 9.5/10 – Polygon
Taltos wrote: » How did it compare to Limbo though? Was it as short as if so I'll wait a while.
Deleted User wrote: What the hell did I just witness
MiskyBoyy wrote: » Lmao
johnny_ultimate wrote: » Let me summarise first my thoughts after completing the game: this is magnificent. This is a thrilling exercise in interactive storytelling, and a perfect example of why some games need to be thoroughly scripted and linear. The game flows like a dream, with a near non-existent tension between 'play' and 'story'. It moves with grace and elegance, where the developers are constantly wondering what you're thinking, and pondering what an individual scene communicates. It's a seamless presentation, and the sound / music design is beautifully oppressive, moody and nuanced throughout. As I mentioned in the previous post, the aesthetic approach is genuinely perfect - if you've only seen screenshots, you need to see it in motion. Also need to restress how brilliant Playdead are at minutiae - there's so many beautiful animations and visual ideas scattered throughout. Perhaps it's futile searching for meaning in the abstract story - there are certainly broad themes floating around in there, and there were times I definitely felt Playdead were subtly addressing the player and toying with our expectations of 'control'. But perhaps it is most appropriate to appreciate it in its purest sense: a brilliant realisation of a surreal yet recognisable totalitarian setting; a gauntlet of death and danger; a grotesque and visceral piece of experimental sci-fi. One could list plenty of reference points, in games and film alike - David Cronenberg, Éric Chahi and Shinya Tsukamoto were some of the most obvious. But it would be unfair to describe Playdead's work here as anything other than beautifully original, and a serious artistic evolution from Limbo. The puzzles, naturally, are where the game feels most 'familiar', unavoidably 'gamey'. And yet, I was surprised with the frequency with which Playdead challenged expectations and introduced fascinating new twists. While some are a bit more 'mechanical' than others, mostly there's a delightful lack of repetition, with the vast majority of puzzles boasting fresh ideas and execution. There's a handful of ideas here some designers would build entire ten-hour games around, but Playdead's willingness to introduce them, explore them and swiftly move on is to be welcomed. Most impressively though, the harmony with which everything comes together is Inside's greatest success. The visual design feeds into the puzzles. The puzzles feed into the story. The story feeds into the puzzles. And so on, and so on. With only fleeting exceptions, this is the rare game where everything seems whole. It's a short game, but all the better for it - there's little that's extraneous or misjudged. It is a game where you more or less run left to right, but that allows for a game that is simple to play and experience but incredibly deep in artistry and surprise. As you may have guessed, I loved it, and my enthusiasm for it only grew in its bold final act. Even at full price, this cannot be recommended enough.
MiskyBoyy wrote: » This is the best analysis of the game I've seen yet & I agree with his interpretation fully: