Independently developed games are becoming mainstays on today's home
consoles, as the addition of storage space and reliable internet connections
have opened new worlds to game fans looking for something new, as well
expansions on older concepts and ideas time may have otherwise forgotten.
Done well, indie games can offer a much-needed escape from the predictability
and socialized experience of bigger-budget blockbusters, allowing developers to
concentrate on delivering a more intimate experience. Such is
LIMBO, a stunning debut from Danish developer PlayDead Studios for the
Xbox 360's XBLA service that bends familiar two-dimensional gameplay with a
wholly unfamiliar nightmare landscape. It presents a dark, colorless world
in which a small Boy must venture forth to save his Sister from an unknown
force, and not everyone will survive the experience; not everyone should.
The game's narrative is limited to a single blurb, visible only when actually
purchasing the game in the XBLA Marketplace, that reads "uncertain of his
Sister's Fate, a Boy enters LIMBO." And that's about it, as the game
simply drops the Boy into this dark and colorless world of freakish shapes and
monstrous inhabitants, with no cinematic cut-scenes or other clues to just what
the hell is going on here. Old-school and retro fans will immediately
recognize shades of 1993's Out of this World, a game whose desolate art style
and minimalist structure were obvious inspirations here, although LIMBO's stark
and often disturbing aesthetic often make that game feel like Disneyland by
comparison.
Interaction is entirely through the Boy's small repertoire of moves that
include running forward, jumping, and the ability to push or pull certain
objects along the way. He can also climb and swing across ropes and will
hoist himself onto ledges and other semi-climbable obstacles, but even these
limited abilities seem designed to help further the feelings of actually being
in this dark and dreary world of monochrome madness; having him wield weapons to
defend himself or perform superhuman abilities would have felt out of place in
the context of what's been established here. From running on rolling rocks
to pulling ladders, the simplest of puzzles can involve otherwise mundane tasks,
at least early on. Venture farther and you'll soon find yourself up
against giant spiders and troupes of 'lost boys' who want you dead, and your
only way out is to navigate what's in front of you. Perform the right
sequence of events and you'll be allowed to proceed; perform them wrong and
you'll die.
And you'll die - a lot. LIMBO is so unforgiving in its
puzzle structure that it'll likely turn off players hoping for a simple romp
through the darkness. Death itself isn't just unpleasant; it's shockingly
gruesome. The Boy's various death moments are handled with a surprising
lack of empathy for the player's feelings. Ledges will smash his small
body forward while bear traps will decapitate him in a single snap, almost
making you long for a simple drowning or the righteous skewer of giant spiders
(which happens, by the way). The idea of a game that takes such obvious
glee in finding new and creative ways to dismember and destroy a small child may
sound positively troubling, but given the stylized look and feel of the
characters bloodless response (death can be reset in an instant), it's artistic
enough to make sense in context.
Thankfully, well-placed checkpoints make the process considerably less
frustrating than it might have been otherwise, and these serve to open up the
game's increasingly complex puzzles to countless deaths before figuring out the
right sequence of events to proceed. Some may criticize this
trial-and-error style gameplay as being somewhat outmoded, but I found the
game's willingness to keep players constantly on their toes both fresh and
exciting, and worth dying (in-game) for. Later levels introduce the
concept of reverse gravity (much as with Super Mario Galaxy) and other
variations on the genre, all of which serve to keep players questioning their
sanity and their pulse racing.
On the surface LIMBO's dark visuals recall those of many of
today's indie games, in which two-dimensional landscapes are rendered with
Flash-like graphics and an impressive physics engine to handle the impressive
animation. But it's here where the PlayDead artists distinguish themselves
by carefully crafting one of the most unpleasant and troubling worlds ever seen
in a videogame. There's also an ever-present digital fog that covers the
screen and looks like something out of an early 90s Trent Reznor video, and the
Boy and the game's other motley band of inhabitants seem constructed out of
shadows, with white eyes or other 'light sources' their only distinguishing
characteristics. The result is like an interactive Rorschach test blended
with a landscape seemingly ripped from Tim Burton's own twisted imagination.
The game's minimalist soundtrack is appropriately matched to its moribund
visual style, and the sparse use of sound effects is extremely effective.
Play this one with a good sound system to get its full effect and you won't be
sorry.
There are a scattering of different Achievements to collect - including one
to complete the game in one sitting - as well as a standard Leaderboard to keep
track of scoring, but even these can't help stretch the game's relatively short
playtime out much longer than a good 3 - 5 hours. Given the lack of any
opening or closing narrative to help tie things together and the linear nature
of the gameplay itself, there isn't much left to the experience once you've
played through and seen everything. Whether or not people will find the
game's higher price worth it will depend entirely on how
With LIMBO developer PlayDead Studios has crafted one of the
most intriguing gameplay experiences of the year, for the XBLA or otherwise.
With dark visuals and twisted sense of purpose it's relatively short running
time of 3 - 5 hours actually works to its advantage, as the game manages to
squeeze so much from its concept that you'll likely come away more than
fulfilled. The game isn't for everyone, as its unforgiving puzzles,
coupled with an unrelenting desire to kill its protagonist as many times (and as
gruesomely) as possible, might turn away those looking for a less depressing
experience. Still, for those looking for an intimately playable experience
like will stay with you long after it's over, it's time to step into the void.
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