Wednesday, June 6, 2012


So I finished LIMBO today and it got me to thinking about story, and how some games approach it in unique ways.

See here's LIMBO, a brilliantly artistic game with a definite sense of moody atmosphere, but the story is essentially whatever you want to make of it. Is the kid running from something? Is he trying to get somewhere? Is he trapped in some eternal death machine? Any one of these could be correct, or none of them.

There's nothing in the game that gives you a sense of what's going on, and really maybe it doesn't really matter. As a challenging, and sometimes rewarding, moody platform puzzler LIMBO succeeds. Even without dialogue, or context, it kept me playing. Maybe I just wanted to see the next new and unique way the developers had devised to kill that kid. God knows I had to have killed that kid hundreds of times. Electrocuted, stabbed by giant spiders, torn to bits by saw blades, and jumped to his death, again, again, and again. Maybe that's part of the fun in LIMBO, maybe the whole point of it is to die, get back up, and try again.

Was I satisfied? I thought the game did a great job artistically, and there were some moments where it made a wry smile creep up onto my face. LIMBO definitely pleased me, but it left me wondering.

What exactly did I just play for the last 3 hours?

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