INSIDE Is More Intricate Than LIMBO but Falls Prey to Similar Shortcommings
INSIDE combines light platforming with simple but clever environmental puzzles in a similar fashion to LIMBO, Playdead's previous game. Unlike LIMBO, the comparatively detailed art style allows for more complex themes and ideas to be explored and lore to be interpreted. The puzzles are less abstract to fit with the more grounded world which constrains their complexity but they’re still satisfying and still manage to surprise you with novel mechanics later in the game.
The story is told through the uninterrupted journey of a small boy as he makes his way through a decaying, dystopian world. Its mono-tone is relentlessly hopeless but the way the boy animates makes you empathetic towards him over the course of the game. Unfortunately said empathy was too threadbare to leave me emotionally satisfied by the ending. The ending is just as abrupt as LIMBO, yet more disappointing due not only to the more narratively complex and detailed ideas that are never explained (deliberate ambiguity is no excuse because of its more explicit, detailed, and grounded nature) but also due to the jarring nature of “that” moment compared with the tone of the rest of the game. For me it crossed the fine line from horrifying to silly on a visual level, hampered by the fact that the game is so cold and monotone throughout. The lack of a character arc or any “human” moments such as those seen in Team Ico’s games meant that the empathy that it expected me to have by the end in actuality left me feeling little more than a little frustrated.
I have no inherent problem with abrupt endings or with open endings, but when you leave your player emotionally unfulfilled as well as narratively unfulfilled, the experience ends up feeling empty. Games can do themes and atmosphere well, those aspects of storytelling have been nailed and both LIMBO and INSIDE are prime examples of how well they can be conveyed. Unfortunately, INSIDE joins the majority of story driven games that fail to satisfy because of a lack of character development, relatable moments that serve to vary the tone and increase investment, and in this case, a tonally suspect event that juxtaposes harshly against an effective but consistently dour tone.
I would recommend INSIDE to anyone who enjoys light platforming, simple but clever environmental puzzles, and a story rich with atmosphere but lacking in emotional or narrative satisfaction.
Also, thank you to Playdead for removing Denuvo DRM and offering a demo.