Before you die, you need to play limbo. I stand by each and every one of those words. Even with the somewhat wasted potential of the narrative its hard to say really anything negative about limbo. Throughout your journey you will spend 5 hours or so wandering one of the most stylistic games ever created, solving some truly memorable puzzles and being completely engrossed in some of the most atmospheric gaming one can find.
When i first heard about Limbo i declared the trailers "horrifically enchanting". Having now played limbo i can honestly say those words ring true. Although " Nightmarishly clever" and " Gruesome mindfuck" also come to mind. It nearly goes without saying that the puzzles are brilliant but i think the true genius of the trial and error problem solving mechanics lie in two areas. For starters limbo gives the player a very reasonable restart position when they die. Usually this spot is right before each challenging puzzle section... but for some of the longer more difficult situations the game may even start you in the middle of your task. Not once in the many times my character met his death in limbo did i become frustrated with where the game check pointed my progress. This works in brilliant tandem with the fact that the game wants to show you all the horrific ways your character can parish. As opposed to a simple fail screen, or something like rewinding time in braid, the limbo uses it's impressive physics based engine to show off all the gruesome results of your failures. Of course after most failures i felt that "oh, now i see what i have to do" feeling that ignites our gaming souls so much.
In some ways the puzzles are not even really puzzles at all. Labeling them as puzzles makes the game much easier to categorize, but in reality they are really just "problem solving situations" organically strewn across this world to test the players mental fortitude. The genius here again(going back to the games stylistic presentation)is that as a player we gladly accept these challenges as long as we can progress and see more of this horrifically enchanting world playdead has created.
In place of your usual musical score is what can only be described as "the groans of a dying world". Almost the complete opposite of the music found in the puzzle classic "braid" the groans of the world and volume swells are all the player is left with throughout their journey. The imagery this soundscape provided in my head was that of the limbo world being crushed by both heaven and hell. A metaphor for that middle ground/purgatory/edge of hell vibe that saturates through our skin as we play the game. These eerie groans and volume swells made me feel as though good and evil were crushing down on my world and the eerie sounds i was hearing throughout my journey was symbolic of the pressure being placed on limbo itself....at least metaphorically speaking.
A good friend of mine claims to have finished the game in just over 2 hours, but my final play time rested right around 5 hours. I played the game at my own pace soaking in my environments and really absorbing each puzzle/area as i solved it. The challenge felt mostly right although toward the latter portion of the game i felt as though perhaps the game became a slightly exhausting gauntlet of puzzles that could have used a little balance from a narrative of some kind...
Narrative you ask? Well lets be straight up about this element of limbo. The narrative is non existent. When i was reading about limbo upon its release i learned it was " the tale of a boy in search of his sister in limbo". Had i not read this prior i would have had no idea that this was the situation at hand. Not once is the player given any inkling of why they are down in this world...which would have been fine had i not been expecting some sort of emotional drive from the beginning. For me personally it was fun to take situations,events,moments from my limbo experience and analyze them in that sort of "what if" manner with my friends, but even then limbo feels a bit too mysterious for its own good. The game is truly outstanding in its own regard but the lack narrative makes me feel like LIMBO could have truly packed an emotional impact on par with the puzzle/platformer classic Braid. As incredible as Braid was what sticks with me to this day is Tim's story and how well the game weaved its narrative within its puzzle/platforming brilliance. When you see how limbo is able to convey certain emotions and ideas without any text or cut-scenes you realize just how noticeable that wasted potential is.
Limbo is a truly unique gaming experience. Especially in a world where 99 percent of what we experience as gamers is rehashed ideas, sequels, and generic trash regurgitated to sell as many copies as possible i found limbo to be one of the most refreshing gaming experiences ive had in quite some time. Roger eberts thoughts on the recently released film "inception" in many ways echo my thoughts after playing limbo. In roger eberts review he wrote "...The movies often seem to come from the recycling bin these days: Sequels, remakes, franchises. "Inception" does a difficult thing. It is wholly original, cut from new cloth". The same can be said for limbo. Sure there are many elements in this game you have seen before, but never portrayed like this. Also, because Puzzle games of any kind are usual at the bottom of my priority list as a gamer my enthusiasm for limbo seems all that more remarkable. The entire design of the game is laced with a sort of intangible grace that is difficult to define. As i was playing limbo i realized how rare games like this are and how rarely we ever get to experience them. My life feels a bit more fulfilled having played limbo, and i strongly believe every gamer owes it to themselves to play this game before they die.
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