In this way, INSIDE is one of the most clever puzzle games I’ve ever played. Instead, puzzles emerge naturally sometimes I would enter a new area and not realize I was in the middle of a puzzle until I was already halfway finished with it. Unlike many other games that attempt to fuse puzzles with platforming or other types of gameplay, the puzzles don’t feel like forced segments that pull the pacing to a halt. But even that isn’t quite enough to accurately describe what exactly makes up INSIDE’s, well, insides. Though INSIDE has some elements of platforming, at its core it is a puzzle game. It likely has a unique meaning for every person who plays it, and I believe that was Playdead’s intention. INSIDE’s story is not a concrete one, but rather a jumping off point. That being said, the pace of the game is excellent, and with each new area I stumbled into, I felt like I was learning more about the world, its strange inhabitants, and what their goals could be. I can’t say much about what actually transpires in the game without potentially spoiling it, and believe me, you do not want INSIDE spoiled for you if you have any interest in playing it. Everything from the muted color pallet to the highly detailed backdrops and animations creates a memorable and believable atmosphere. The visual storytelling of INSIDE is vivid and effectively establishes its terrifying world. INSIDE strictly follows the “show don’t tell” philosophy of storytelling, and it works brilliantly. We do not know how or why the red-shirted boy began his venture into the mysterious facility or much about what the purpose of that facility even is, but none of that really matters in the end. There is little to no context provided for the events that take place in INSIDE.
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