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Uhhh...anybody there? |
The first proved well worth the wait because I really found Braid thought provoking as well as fun to play. The controlling time mechanic is fun and challenging without crossing into the realm of frustration while the story is, for the lack of a better description, fucking deep. Or at least gives the sense that its fucking deep. Not that I completely understood what the hell happened because, let's be honest, it wasn't that straight forward. But like a literary novel, the narrative in Braid had some great twists accompanied with great music and imagery that left a great feeling in my stomach like a plate of my momma's homemade veggie pizza.
Enter Limbo, a game cut from the same vein but with it's own soul. I was always dying to try it out, especially after it nabbed #26 on IGN's greatest modern games, beating Braid by a good twenty spots. But 3 hours later, after giving the game a run through, I'm torn about the experience. It definitely does some great things, but I can't decide if they are overshadowed by some headscratchers. I'm stuck, as some would say, in limbo...
See what I did there?
Anyway, the most immediate thing that stands out about the game is the black and white art style, with the entire landscape covered in shadows on top of fog while dabbling in something else grayish. It's definitely initially striking and unique, but after a hour or so, the novelty wears off. Not that it's bad, but I don't think it will be as memorable as a Braid or a Bioshock. Color just generally always beats no color.
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Hey guys, nice stick ya got there! |
The gameplay is pretty simple: move your little boy from the left side of the screen to the right while trying not to die in the process. That isn't very easy most of the time - but more on that later. There is no story explicitly told, but you kind of piece together what's going on. Given the title, this little fella is dead and in limbo and he's looking for someone. I've read online that it's his sister, but I don't see the evidence. Could be his girlfriend. Could be just the only other person there not trying to kill him. Again.
Or is she???
It's not groundbreaking but it works, and the mood created by the setting, music and art style make you want to get to her. This world is scary and she is the light at the end of the tunnel. But to get to her, our little protagonist has to get through bear traps, giant spiders, industrial saws, crazy bug worms that control your movements, and a slew of other dangers. Playdead, the creators of Limbo, call the play style "trail and death" which is cheeky but apt because in Limbo you will die. Alot. It's not that the challenges are particularly hard. Actually, if you know what you're doing, its actually pretty easy. But the way the game is structured, you just need to die and die and die over and over and over again to just figure out how to proceed. There are countless dangers that you simply can't see until it's too late, either because they are hidden or off screen.
A prime example is towards the beginning when you need to make your way across three trees. Sounds simple enough. But when you reach the second one, a boulder comes flying out of nowhere and pummels you. Without exaggerating, it is impossible to dodge unless you know it's coming. It then took me a few lives of dying in different ways to figure out that I needed to time jump back to the first to make it through to the next section.
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Yeah, this won't end well several times over |
I think this is my biggest issue with the game ultimately. Last time I checked, the trial and error game mechanic is not exactly highly regarded. Or particularly fun. Quite frankly, by this day in age, I thought moved passed it. The death sequences are shocking at first, but eventually I was just getting sick and tired of dying as a way to figure out a puzzle. Limbo doesn't shaft you in this regard thankfully, as the checkpoint system is extremely generous and you will often find yourself back just a few seconds before you died. While this did take away most of the frustration, I felt rather stupid just going through puzzle by puzzle dying until I found the thing that didn't kill me, which is often what the solution is.
My other beef is that the story just freaking ends. Just like that. You reach the girl you've been chasing (or assume you've been chasing since you only see her twice in the game) and she perks up when you draw it close...and that's it. I actually enjoying the crashing through the glass the moments before more since I actually shared a connection with the boy. We've been through a lot together and I felt bad watching him burst through the glass in slow motion. When will he find peace?! I just wish Playdead gave us a bit more to go on for what happens next. Just a freaking hint. Not leave us twiddeling our thumbs, wondering if they'll live happily ever after or escape limbo or she tears his face off. I dunno, maybe there is more hints if I dig a little deeper with the hidden easter eggs in the game, which I plan to do now to get the rest of the trophies (except that play through the game dying only 5 times one because I know that won't end well) but I shouldn't need to dig to just understand the story.
And that story is a short one too. I've read online that it should take 5-6 hours, but I'll be damned if I didn't finish it in under 3. Not that I care about time if the product in that time is worth it. I would be cool with it if it was only 2 hours and I enjoyed every moment of those 2. But with Limbo, I'm just left like I wanted more. More hints of the story. More puzzles. More explanation of what the hell was going on. The game definitely stands out and I'm glad I finally got to experience it, but I'm left torn deciding if it was actually worth the wait.
UPDATE: I've found my way out of limbo and have decided, no, I do not like this game. I just played through the "bonus level" added to the PSN version and it is infuriating. A great majority of the level is completely dark and requires some serious trial and error to get through. Nothing says fun like fumbling in the dark and having to listen for approaching chainsaws. C'mon Playdead!
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