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Personally I’m not a fan of indie game Limbo. I appreciate what it sought to achieve, but I do not recognize it as something more than just an experiment. First of all, I never really liked the separation of what is at stake and the description of what the story should be. So, the game nowhere suggested that the main character has a sister and that his goal is to find them. This story does not exist outside the description of the game that is there only out of the game.

Fortunately, Inside is not experimental as the previous game by Playdead Studios. A short description of the game in his case does not call (imaginary) story, but only describes the (concrete) plot. “Hunted and on the run, the boy finds himself in the middle of the dark project” – so stated. All this and some other things, demonstrates the game itself. In fact, unlike Limbo, Inside is a 2.5D title, and half of these dimension is used just to subtly point out the story in the background. Right from the start you notice how are people loaded into trucks, later see what is being done to it, and so on.

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A similar situation also had a recent Firewatch. Just like there, I understand why someone could be disappointed with the way the story is unraveling and complete. But honestly I think the last ten minutes of the game brilliantly – rarely what makes me open my mouth in amazement. For obvious spoilers can not directly elaborate on such a place like this, but I can say that inside perfectly fits the cliche “not important destination than the journey to it.”

True, the place surprised me, but I felt it was all in vain. Because when you think about what it is all preceded by, swirling around that interesting questions as the boy in the game at all works – whether running away from something or running to something? I can not say for sure, but for it’s interpretation I think there is a specific moment in the game when the current answer to that change. During the game, did not recognize him, but the more I think about it all my ingenious.

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It sounds strange, but little things really do not bother because Inside is not intended as a game that will entertain you in the classical form. On it you can not blow out or feel as you progress. Instead of it Inside engages with a dark theme and questions that you will not get a clear answer. It is above all a unique experience in which it is easier to accept death rather than what awaits you. And regard to the acceptance of death is not an option, it is interesting how you play faced with the inevitable outcome.

True, the end surprised me, but I felt it was all before him were in vain. But never the less, the fans of this type of game surely won’t be disappointed.

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