@godberry: Yeah, to me that cancer metaphor was maybe the least interesting reading of Inside I've yet seen. Especially since you could take pretty much any game where you're sneaking around and sabotaging a thing and draw the same parallels. "See, halfway through the game, the enemies get harder. That represents them stepping it up to chemo." Give me a break. If that's what the creators actually intended, that would make the game so much more boring.
I know. Next someone will be telling me that Braid is an allegory for the creation of the atomic bomb!
Braid is an allegory for the creation of the atomic bomb. No, really. Jonathan Blow's games are as good as they are pretentious, and they're very good.
Didn't he come out and say that was the closest anyone got to his intended interpretation, but it still wasn't the ACTUAL interpretation he had in mind? I might be misremembering things.
Having finished the game as of last night, I will admit that the argument that "the game is padded out by running back and forth" isn't really inaccurate. A few puzzles are solved by doing just that, essentially. I don't know if I'd say that occurs in nearly the length or duration to cumulate more than a minute total of playtime, though. At some point, you sound like you just didn't want to move a character around.
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