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LTTP: Inside

Okay, not even sure where to begin. I just finished playing through Inside this morning. Recently I've taken a strong liking to simplistic side scrollers with well done and immersive visuals, Unravel being one of the more recent. I did play through Ori and the Blind Forest recently as well - absolutely fantastic game - but I wouldn't necessarily consider the game-play or controls simplistic. Anyway, and back on topic, I loved Inside.
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I'm not sure how a game can be so dark and disturbing, yet at the same time also be so charming, but Inside pulls it off. You are a young boy who, by all counts, appears to be wandering aimlessly through the world for reasons unknown. So, one of the draws of getting to the end of the game, aside from just enjoying the environment, was my desire to figure out what in the hell is going on in the game's world. Why are random people trying to kill me? What has happened and what is happening in this place full of death and perverse oddities?

The game has the most basic of controls, compared to something like Ori and the Blind Forest, or even Unravel, consisting of using an analog stick to move, one button to jump, and another button to perform different actions. But I actually liked the minimal controls. The atmosphere is so intriguing and the art style lends itself to the mood very well. I love puzzles and Inside is basically one puzzle after the next, with the added bonus of feeling like I was about to be hunted down or killed at every corner. None of the puzzles are hard enough to result in absolute frustration, but most are clever enough and gave me a sense of accomplishment upon solving them.

The best part about the game though again is the setting. Inside takes you through multiple mysterious locales, all just as dark and twisted as the next. As mentioned, you pretty much have no idea what is going on at any point in the game. Even after completion, the game leaves you with just as many questions as answers. The game uses superb use of shadows and lighting, making everything feel alive, with an intentional lack of detail and color. I thought the art direction/style was exceptional.

I found Inside surprisingly gruesome. The enemies in the game range from humans to animals to machines, and all want to stop you dead in your tracks. But, dying in the game is kind of satisfying - I'm not sure if there is a better way to say that. Playdead was very creative with the many different ways you can die in the game and with the associated death animations. In fact, I found myself usually letting myself die at least once in each area, if it didn't happen naturally lol, just to see what would happen.
All of Inside's achievements are tied to collecting hidden items, and I enjoyed searching for them. I was constantly keeping an eye out for hidden paths or areas throughout the game. There are 12 hidden items total, and I only found 8 on my own /sadface. Watched some youtube videos about the rest and will go back through the game in the near future to do the alternate ending.

My biggest complaint about the game is that there is only one save file. So only one person can go through the game at a time. And now that I want to go back and get the rest of the hidden items that I missed, I believe the only way to do that is to start from scratch and replay the whole game. There are no levels per se. It's just one continuous journey, which is fine. I just wish i could choose different points in the game to start at.. Other than that, I loved the game. Would easily recommend it to anyone and I sincerely hope Playdead does more games in the future. I purchased Limbo as well and will be starting it up today or tomorrow.
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So yeah I enjoyed it. Felt inspired to make a small post about it. Up next: Limbo.

Cheers!
 

Blackthorn

"hello?" "this is vagina"
There is actually a chapter select you can use to jump to whatever point you want. It's also one of the coolest chapter selects I've ever seen.

I want to get a print of the last frame of the game. No one who hasn't played it would know what it means, but I'd love it.
 

Trouble

Banned
Love that game.

FYI, you can load to the checkpoints. I don't remember how, but I definitely did that while secret hunting.
 

datsunzep

Member
I thought you could go back and replay levels? I did to find all the hidden objects before I beat the game. Great game. I really enjoy endings that are left open to interpretation. The alternate ending is worth it, IMO.
 

cabelhigh

Neo Member
I feel like there was a bit of backlash after the sky-high review hype around its release, but Inside is still really terrific. Also, it's a literally perfect graphical creation. There's not a misplaced pixel anywhere in that entire game.
 
Absolutely loved this game. It had some of the best atmosphere in a game to date, I really dig the oppressive feeling you get from it.
 

rackham

Banned
Great game in everything it tried- controls, atmosphere, sound design, art and even abstract storytelling, but I was unsatisfied with the ending, intentional or not.
 

Gestault

Member
It's come out among some truly amazing games, but I think Inside still stands out.

The visual storytelling is among the best I've seen in the medium.
 
My game of the year for 2016 and probably the greatest cinematic platformer ever made. So many great moments packed into those 3-4 hours.
 

Joey Ravn

Banned
It was really, honestly not the game for me. And I loved Limbo. It did absolutely nothing for me and, to be quite frank, I found it dreadfully boring and drawn-out in certain parts. I had to force myself to finish it, just to see if the ending made me change my opinion.

It didn't.
 
Yup, it's amazing. It's gorgeous in its simplicity, got an incredible atmosphere, the puzzles are perfect in that they are just hard enough to make you feel smart but not so hard that they become frustrating.

I often moan about lots of things in games but I can't think of a thing that I would change about Inside that wouldn't negatively impact it in some way or another. It's just a perfectly designed game.
 
Play again and watch the background and little details. There's so many little things that flesh out a narrative

Like (Underwater section)
in the underwater fan tunnel, many other pairs of red shirts/black pants float past, hinting at the many other trials they've done with the boy-blob experiment
 
My 2016 GOTY. Playdead delivered an absolutely fantastic game and I loved everything about it. It has stayed with me ever since I finished it. Glad you liked it too, OP.

I just wish i could choose different points in the game to start at.
There is a chapter select.
 
THis game was high on my GOTY list if i remember correctly. It should be, anyway.
Amazing atmosphere and i was also constantly wondering why the fuck things were happening and what i was doing there. Sometimes it seems like a nightmare in a kids head. Then it seemed like it's an escape from the inevitable future of the working man. Being enslaved in the expectations of society. And then, it just gets completely nuts. Was everything planned? Is it all a big experiment?

Game kept resonating in my head for days. Much much more than Limbo.

The longhaired creature in the water freaked me the FUCK out.
 

tsundoku

Member
This game made huge interest bank off of "Let's Players" and "Internet Personalities" that gave it way too much credit for mysteries it proposes and then never delivers on.

Almost every puzzle in the game is incredibly simple and is designed in such a bizarre purposefully confusing manner that by touching the puzzle you instantly make it 1-3 steps more complex to solve because the first action you take without thinking (read as: an LP video) is to move one of the puzzle elements out of the location/state it needs to be in for the solution. If you walk up to a puzzle and don't touch it and take a second to figure it out, every puzzle is almost completely solved from the get go.

Half of the mysterious shit in Inside is explained in full explicit detail and used to construct actual puzzles in Limbo, that the same LPers and Personalities hated because they required thinking. The other half of the mysterious shit is completely unexplained in any ending secret or otherwise and lauded for its "Ability to create a mystery where we didn't have to plan any kind of resolution or explanation"

Its a real victim of design by subtraction where the devs took a game with a amateurly executed mise on scene in Limbo and a bare minimum of puzzle mechanics to make a puzzle game, and subtracted away all the game and made the visuals stunning and evocative.
 

Das-J

Law of the West
Play again and watch the background and little details. There's so many little things that flesh out a narrative

Easily the most memorable game of 2016 from an environmental storytelling perspective. It instantly sucked me into the world and kept me hooked by revealing layer after layer of detail and complexity.
 
This game made huge interest bank off of "Let's Players" and "Internet Personalities" that gave it way too much credit for mysteries it proposes and then never delivers on.

Almost every puzzle in the game is incredibly simple and is designed in such a bizarre purposefully confusing manner that by touching the puzzle you instantly make it 1-3 steps more complex to solve because the first action you take without thinking (read as: an LP video) is to move one of the puzzle elements out of the location/state it needs to be in for the solution. If you walk up to a puzzle and don't touch it and take a second to figure it out, every puzzle is almost completely solved from the get go.

Half of the mysterious shit in Inside is explained in full explicit detail and used to construct actual puzzles in Limbo, that the same LPers and Personalities hated because they required thinking. The other half of the mysterious shit is completely unexplained in any ending secret or otherwise and lauded for its "Ability to create a mystery where we didn't have to plan any kind of resolution or explanation"

Its a real victim of design by subtraction where the devs took a game with a amateurly executed mise on scene in Limbo and a bare minimum of puzzle mechanics to make a puzzle game, and subtracted away all the game and made the visuals stunning and evocative.
Between this and your comment about FEZ, I'm getting a sense that you don't enjoy certain genres of indie games
 

Bronetta

Ask me about the moon landing or the temperature at which jet fuel burns. You may be surprised at what you learn.
INSIDE is an incredible experience. Im going through it with a couple or casual friends and they absolutely love it.


Its also incredible that the game plays from beginning to end without ever telling you anything, be it character dialogue or tutorial instructions.

Some of the puzzles are genius. A lot of very tense set pieces (just evading the dogs or guards at the beginning for example). Theres also a lot of detail in the environments which is easy to miss on the first playthrough.


I think I have a good idea of whats going on but I still wish the devs gave a little bit of guidance or lore behind the story, even if in interviews.
 

tsundoku

Member
Between this and your comment about FEZ, I'm getting a sense that you don't enjoy a certain genres of indie games

They're two completely different games which are awful for their own unique reasons, Fez reuses puzzle concepts with little variety like a Boxboy on steroids, Inside presents itself as a narrative experience with deceptively simple puzzles that you make difficult yourself and doesn't have to deliver on any of its narrative setup because it's "being edgy and not using any words" or "being edgy and not explaining any of its endings"
 

theaface

Member
It's an excellent game and far superior to Limbo in my opinion. I feel like everyone should play it once just to experience the latter stages of the game for the first time.
 
Such a great game. While I preferred Limbo's puzzles (since they required a bit more thought), Inside's puzzles relatively easy puzzles kept the momentum going.

Might need to go back and play it again
 
Such a great game. While I preferred Limbo's puzzles (since they required a bit more thought), Inside's puzzles relatively easy puzzles kept the momentum going.

Might need to go back and play it again
Inside's puzzle design was pretty excellent. Never too complicated that they diminished the pacing and momentum of the game, but just involved enough to require thought. That's a pretty tricky balance to maintain, especially when the game often throws new concepts at you
 

Randomizer

Member
I want to play it but I wasn't very impressed by Limbo. It was not particular that good gameplay wise but the atmosphere was great, easily it's best characteristic.
 
There is actually a chapter select you can use to jump to whatever point you want. It's also one of the coolest chapter selects I've ever seen.

I want to get a print of the last frame of the game. No one who hasn't played it would know what it means, but I'd love it.
Love that game.

FYI, you can load to the checkpoints. I don't remember how, but I definitely did that while secret hunting.
I thought you could go back and replay levels? I did to find all the hidden objects before I beat the game. Great game. I really enjoy endings that are left open to interpretation. The alternate ending is worth it, IMO.
Dang how could I know know this? I guess it's already known, but I'm a moron confirmed. I'm at work, but now I can't wait to go home and check lol. That will be nice for getting the last hidden orbs.
 
They're two completely different games which are awful for their own unique reasons, Fez reuses puzzle concepts with little variety like a Boxboy on steroids, Inside presents itself as a narrative experience with deceptively simple puzzles that you make difficult yourself and doesn't have to deliver on any of its narrative setup because it's "being edgy and not using any words" or "being edgy and not explaining any of its endings"

Riiight, haha.

They made good use of your expectations. It's cleverly done.
 

danmaku

Member
I played it recently (was in my Steam backlog since forever) and I'm kinda torn about it.

It looks absolutely AMAZING. I love the art direction and everything, from the backgrounds to the animations, is fine tuned to perfection. Sound design is simple but effective.

The game itself is... ok I guess. I'm not a fan of platformers and I'm not a fan of puzzles, but I'm a fan of bizarre games and I wanted to experience it. It's well made, but I felt no connection with what was shown on screen. The game gives you no context so I had no reason to care about what was happening. I like that they have the balls to kill the main character in horrific ways, but aside from that I was kinda indifferent to the events. I still haven't finished it, even though I know it's a short game, because I got bored halfway and I had the distinct impression that they were building a mistery with no payoff.
 
http://i.imgur.com/MtZ9N.gif[IMG]

Jokes aside, the game makes an major impression on pretty much everyone who plays it. The art and sound design are unparalleled, and it's fun to try to speculate about the story of the game. I can't wait to see what Playdead does next.[/QUOTE]
I didn't even mention the sound. like you mention, it's great. Turning the volume up while playing in the dark really puts you in the game.
 
I want to play it but I wasn't very impressed by Limbo. It was not particular that good gameplay wise but the atmosphere was great, easily it's best characteristic.
I wasn't all that in to Limbo (dropped it after a couple hours), but I loved Inside. Like serious contender for GOTY loved.
 
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