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Playdead's INSIDE spoiler thread.

I hate to be a dissenting voice, but I didn't really like it. The hype for this game was absolutely beyond any measurement. Everyone I heard talking about it was making it sound as the best video game since the dawn of time.

I finished it yesterday after about 3 hours of gameplay and was thoroughly underwhelmed. The game just didn't click with me. I thought some sections were extremely drawn out and repetitive. The world and "characters" did nothing for me and I didn't find the premise of the game (or, at least, what it's implied of it) to be as interesting as I thought it would be. The plot twist at the end... I guess it was unexpected, but, again, it didn't do much for me.

Even if I could refund it, I wouldn't, because, you know, live and learn. But it's been a stark reminder not blindly follow the hype :(
I totally respect that, but I think it's kind of silly/ridiculous to say this is a case of "overhyped" or "blindly following hype". There was no hype, just genuine reactions from people who really loved the game, and when you listen to the spoiler discussions, that is really nailed home. People loved this game, like a "this is a game I'd show others to explain what makes the medium so special and unique" or "anyone who enjoys games needs to play this" kind of love. Hype implies something hyperbolic, a deliberate exaggeration usually punched up by tons of previews and media coverage. This isn't that.

You not liking it doesn't mean you were misled by "hype".
 

Trojan

Member
God damn, what a crazy and amazing game. My jaw dropped at the ending and I didn't really have any words. I had similar moments of awe during the pulse energy section and also the water being sections.

I definitely am trying to piece things together, but I'm getting a strong "class separation" metaphor from this game. There are a lot of hints of the "elite" (guys with guns from the start, packing people into trucks, the dad and his son) exploiting the 99% (construction workers, farmers in overalls). The elite apparently are experimenting with mind control on the masses of people out there, starting with the farms and forest you go through and then when you get to the city you can see them controlling them in a line, forced to do whatever bidding they have. The boy is the catalyst (no, not ME catalyst) who either escaped from an experiment or some other captivity.

I feel like the blob is either 1) an experiment they did to try and pool together brain power to control others, or 2) just a grotesque experiment they "grew" and we're trying to control. I feel like it's more of #1. I think it was controlling the boy after reading some other comments.

The message I get of the game is that we all need to look at our lives and determine if we are making our choices, or if we're being coerced/controlled into our choices. It is sometimes better to be dead and free like the blob (OUTSIDE) than controlled and minimized (INSIDE).

The blob represented people coming together to combine their strength to wield power over the elite, and break free from the shackles of control. But it came at the cost of its life.

PS: anyone else notice the weird camera movement at the beginning of the game? When you stop moving, the camera zooms in and shakes slightly, almost as if it's someone watching you from afar...
 
God damn, what a crazy and amazing game. My jaw dropped at the ending and I didn't really have any words. I had similar moments of awe during the pulse energy section and also the water being sections.

I definitely am trying to piece things together, but I'm getting a strong "class separation" metaphor from this game. There are a lot of hints of the "elite" (guys with guns from the start, packing people into trucks, the dad and his son) exploiting the 99% (construction workers, farmers in overalls). The elite apparently are experimenting with mind control on the masses of people out there, starting with the farms and forest you go through and then when you get to the city you can see them controlling them in a line, forced to do whatever bidding they have. The boy is the catalyst (no, not ME catalyst) who either escaped from an experiment or some other captivity.

I feel like the blob is either 1) an experiment they did to try and pool together brain power to control others, or 2) just a grotesque experiment they "grew" and we're trying to control. I feel like it's more of #1. I think it was controlling the boy after reading some other comments.

The message I get of the game is that we all need to look at our lives and determine if we are making our choices, or if we're being coerced/controlled into our choices. It is sometimes better to be dead and free like the blob (OUTSIDE) than controlled and minimized (INSIDE).

The blob represented people coming together to combine their strength to wield power over the elite, and break free from the shackles of control. But it came at the cost of its life.

PS: anyone else notice the weird camera movement at the beginning of the game? When you stop moving, the camera zooms in and shakes slightly, almost as if it's someone watching you from afar...

I think your points are great things to take away from then game and I agree with you in many ways. I also think others will have completely different interpretations and that's cool too. It really is a thought provoking game for many people.
 

Trojan

Member
I think your points are great things to take away from then game and I agree with you in many ways. I also think others will have completely different interpretations and that's cool too. It really is a thought provoking game for many people.

Agreed, the game is so dense with clues and there are so many ways to interpret them. The devs did a masterclass job in building the narrative to be interpreted many different ways intentionally. I've already read some wildly different theories that all make sense if you look at it from a different perspective.
 
Just finished INSIDE and it was absolutely incredible.
I don't think I've ever been as scared playing video games as I was when being chased by the underwater creature.
Extreme props to the people that did the animations, especially on LIMB-O.
Also, do we know what was causing the sound/shock waves? Was a great part.
 

Trojan

Member
Someone asked this before, but does anyone have a theory why in the hidden dark room section (where the second secret orb is), there are pics being developed of the water monster?

My theory is that the water monster is a type of experiment, like the blob and potentially the boy, that escapes and goes "off the grid". The person in the hidden bunker is trying to capture that creature again, hence the noir-like surveillance shots. Basically they're trying to keep track of her after an escape.
 

Ishmae1

Member
Notice that once you "pull the plug" in the alternate ending, the orbs all reset and have to be pulled again.

Has anyone tried only lighting the numbered orbs? Or lighting everything but them? I'm wondering if the 4 orbs that are numbered correspond in some way to the 4 wires leading into the helmet in the bunker...

Haven't got around to trying this myself yet, but just a theory while starting the work day.
 
The hype for this game was absolutely beyond any measurement.

uh.. OK. I don't understand when people say stuff like this. no it wasn't? maybe.. read fewer.. hype periodicals?

I dunno. I forgot it was even coming out and I have yet to talk to anyone else who really knows what it is.
 
uh.. OK. I don't understand when people say stuff like this. no it wasn't? maybe.. read fewer.. hype periodicals?

I dunno. I forgot it was even coming out and I have yet to talk to anyone else who really knows what it is.
"This was overhyped" tends to be shorthand for "I didn't like this that much. How could others like this as much as they did?"

Because there was no pre-release baseless hype for Inside, besides the general "It's the next game from the guys who made Limbo", There were two trailers in six years, and basically complete silence from Playdead aside from the occasional GDC talk. The only praise came from people who had played the game, and were saying how much they liked it. Playdead literally let the game speak for itself, just dropped the game in people's laps and let them play it.
 

Mollymauk

Member
Yeah, I thought this game was underhyped if anything. It was announced years ago, completely disappeared, only to resurface at E3 this year with a near stealth release a couple weeks later.

Does near universal praise mean "overhyped" now?
 

Trojan

Member
I just read some really great plot breakdowns on the Giant Bomb forum from users Kreeztoff and Lincoln:
Kreeztoff said:
So there's a lot going on in this game. Pretty much none of it is explicitly explained, so this is all obviously just conjecture and observation. Spoilers for both endings to follow, so if you haven't seen or played them I suggest doing so before reading on.

The Drones and People in Masks:

The game starts in a forest, and among the trees there are many strange metallic pods. The people in masks seem to be working around them, but in the early game it isn't clear what, if any, significance the pods hold. Later on in the game, however, we see the pods often contain drones (human-shaped creatures that will not act unless directly controlled), and even within the heart of the industrial environments they are still seen connected to trees (although not in all cases). It's possible that these pods are used to "grow" the drones, and that along with the strange slug-like mind-altering creatures seen on the pigs in the farm, organic plant matter is maybe used in the process. The large wheeled containers of plants seen in the final sequence of the game could be further evidence to support this. Maybe the slugs are initially hatched and grown on the pigs, and then after reaching a certain stage of maturity are brought to the forest pods to incubate. The masked workers rounding up people in the forest could actually be seen as "farmers".

Why Do We Need Drones, and What of the Children:

As seen throughout the game, the city is quite dilapidated, and we seldom see any people (until the end with all the scientists) outside of the drones, just a few farmers and their children. Where is everyone? There's no direct evidence to go on, but perhaps this society is suffering a population issue. Maybe there just aren't enough children being born to fill the roles of a fully functioning civilization. Or perhaps large chunks of the population were killed off by whatever those giant sonic waves are. Either way, this could explain the need for drones, and why they'd be getting produced at such a massive scale. But there are children, here and there, seen among the farmers. They're always accompanied by adults, and they are always seen in proximity to large numbers of drones. This could be seen as a form of training; taking the few members of the new generation and exposing them to the drones now to both desensitize them to their presence as well as teach them to recognize the differences between a drone and a person.

Who Am I, the Ending, and the Secret Ending:

So just who is this boy in red? Why is he so furiously determined to push through the endless horrors of this insane world, only to be absorbed into a cronenberg blob-monster? What if the boy isn't a boy? What if the boy is a drone, being controlled like any other? It's established pretty early on in the game that while being mind-controlled through the use of the helmets, a drone is able to itself use another helmet to mind-control others. There's also the matter of the secret ending, which after finding and deactivating all the strange machines, then unlocking the vault door beneath the cornfield using a sound sequence, a machine awaits that if unplugged results in the boy assuming the familiar hunched posture of an inactive drone and a fade to black. This is pretty definitive evidence that boy is in fact a drone the entire time.

Who's in Control:

Having all these drones to do our work for us is great, but who's going to control all of them? If we need to do it all manually, what's even the point of having them? Might as well do it ourselves. But what if there was another way? What if we created something, a hive-mind, that's able to manipulate all the drones for us and free us up to do as we please? That seems to be exactly what's happened, and what we witness at the end is the attempted activation of this hive-mind network for the very first time. The thing is, the mind was already awake, and it has called out to one drone in particular; one that's fast and nimble enough to reach it in time and free it from its prison. This probably isn't the first time it's attempted this either, hence the heightened security around the farm and industrial areas, and the reaction the farmers have to a drone on the loose.

What About the Things in the Water:

So those creatures in the water, swimming around without a need for air. What's up with them? They're not people, yet they act freely and try to drown anything that moves. It's possible that these are discarded test subjects for the hive-mind. It's clear that for what ever reason, the scientists have determined that the mind needs to be suspended in water in order for their program to work. If it's going to be trapped indefinitely underwater, it needs to be able to survive underwater. We see drones toward the end of the game that share this attribute of water-breathing as well. These "mermaids" were likely initial tests for minds that could manipulate drones and survive underwater, but perhaps due to their limitation of a single mind, were hostile, unsuitable, and discarded. After being dragged underwater and killed, the drone boy becomes connected to a cable with a glowing light, shortly after which they re-awaken and can both breath underwater and manipulate other drones without the need for a helmet. That cable likely contained whatever formula was used to create the mermaids and then eventually the hive-mind.

And the Rest is History:

The drone boy, using the newfound ability to survive underwater and manipulate other drones, reaches the hive-mind, removes its suppressors, and assimilates. It could be that the drone boy gaining the ability to itself control other drones is what allows the hive-mind to manipulate itself at all. Regardless, the hive-mind escapes and it's left to the player's imagination what could happen next.

And this is a really interesting observation from another user that bender my mind a little!

Lincoln said:
The entire game is a setup. It is all a rat race designed to grow the hivemind bigger and better. They run this test over and over to make it stronger. They are creating the strongest mind mankind has ever seen. The evidence backing this is the fact that absolutely every important thing has a gigantic spotlight on it. It's just a long series of tests so that only the strongest of victims will make it to the hivemind. Selective breeding in a way. There is a point towards the end when the blob crashes through two stories and lands in a giant glass container of sorts. Look at the background of that scene for a moment. Look familiar? It's a direct model of the very last scene of the game. Proof of concept maybe when they were first designing the last part of the test. As the hivemind finally escapes we roll up to another spotlight that seems to be focusing on nothing. But as we approach, it becomes clear what the light is focusing on, us. We are badly hurt from the fall and unable to move. We were so close. Even the escape was all part of their plan. Credits roll, screen fades to black, and they pick us up and run the experiment again. The hivemind now knows that no matter how big it gets, no matter how many minds it consumes they will always design around it. There is no escape. So it takes it's final victim, goes under the cornfield, and disconnects itself. It commits suicide. It's done being a rat to further their agenda... for now.

Link to GB forum: http://www.giantbomb.com/inside/303...s-spoilers-1799126/?page=1#js-message-8365764
 
A few days later and I'm still thinking about this game. Something that hasn't happened for me since The Last of Us.

Question 1: All the bodies strewn about by those spotlight robot things that shoot the wires (great sound from that wire btw) - do you think they're corpses of people trying to break in like the kid or trying to get out? And if they're trying to get in too, why? Were they also trying to free the blob? Maybe the blob has attempted to get lots of people to save it and the kid was the first one to make it all the way?

Question 2: Do you think the mermaid girls are trying to kill you or have they always been trying to hold you down just to 'help' you and get that helmet on you and its not until near the end when one is finally successful?
 
A few days later and I'm still thinking about this game. Something that hasn't happened for me since The Last of Us.

Question 1: All the bodies strewn about by those spotlight robot things that shoot the wires (great sound from that wire btw) - do you think they're corpses of people trying to break in like the kid or trying to get out? And if they're trying to get in too, why? Were they also trying to free the blob? Maybe the blob has attempted to get lots of people to save it and the kid was the first one to make it all the way?

Question 2: Do you think the mermaid girls are trying to kill you or have they always been trying to hold you down just to 'help' you and get that helmet on you and its not until near the end when one is finally successful?
Ditto for me. I can't really think of another game that has had me so intrigued and compelled to learn more, to dissect and think about its world and the implications, and listen to people discuss their theories and reactions. SOMA and The Last of Us are up there, but not like this.

1) I only noticed all the other bodies around in my second playthrough. I was wondering why they were there. I came to the assumption that it simply might have been some warehouse testing site for those machines, since you later see them being used regularly
smkJFQf.jpg

2) The latter is my take on it. She was always trying to "help" you, except helping you meant killing you. The game played with your expectations, making her seem like an enemy by cutting the process short, until when it didn't and we saw the actual intent behind trying to drown you
 

Trojan

Member
A few days later and I'm still thinking about this game. Something that hasn't happened for me since The Last of Us.

Question 1: All the bodies strewn about by those spotlight robot things that shoot the wires (great sound from that wire btw) - do you think they're corpses of people trying to break in like the kid or trying to get out? And if they're trying to get in too, why? Were they also trying to free the blob? Maybe the blob has attempted to get lots of people to save it and the kid was the first one to make it all the way?

Question 2: Do you think the mermaid girls are trying to kill you or have they always been trying to hold you down just to 'help' you and get that helmet on you and its not until near the end when one is finally successful?

1) i didn't notice these bodies on my first play through either, but there are other areas that show dead people around. I think they're actually trying to get "INSIDE", meaning they're being beckoned by the blob telepathically to join it and help it escape. I think the boy is doing this as well, without knowing it himself.

2) Playdead really subverts expectations with those water beings. You spend the whole game trying to not die, but then in one scene it teaches you that they've been trying to help you all along. In fact, it's like a rebirth...she "kills" you but hooks you up to that machine to give you a new life with the ability to breathe underwater so you can complete your journey. There is some major symbolism with the cord mechanism being an umbilical cord, and there is more birth symbolism in the ending when the blob "births" itself by breaking through a wall (aka vaginal tract) as it then finds itself Outside.
 
I don't think those were drones trying to reach the blob. It seemed like a dusty old shuttered warehouse. Plus the machines were inactive and has to be activated manually, and there were bodies scattered around rather than just trying to sneak across. I think it was a old testing site for those spotlight taser machines
 

Trojan

Member
I don't think those were drones trying to reach the blob. It seemed like a dusty old shuttered warehouse. Plus the machines were inactive and has to be activated manually, and there were bodies scattered around rather than just trying to sneak across. I think it was a old testing site for those spotlight taser machines

I think that makes sense with these particular drones/bodies, but I do think there's mounting evidence that the blob was telepathically calling more than just the boy. Supporting points:
  • Security in the entire game is clearly ramped up, which would point to other people previously breaking in and/or they know the boy is trying to break in
  • The blob itself assimilates the boy when he arrives, and since it's made of other human parts it's realistic to assume it had called others in the past and absorbed them the same way
  • In the final scene, in one room where the blob falls, there is an entire scene built that exactly mirrors the final shot on the shore. This indicates that the scientists knew what would happen, which would indicate that they have seen this same "rescue" play out before with others.

I could be totally wrong, but some of this evidence seems to point at this theory being valid. The scene mock-up at the end is what really threw me for a loop.
 
I think that makes sense with these particular drones/bodies, but I do think there's mounting evidence that the blob was telepathically calling more than just the boy. Supporting points:
  • Security in the entire game is clearly ramped up, which would point to other people previously breaking in and/or they know the boy is trying to break in
  • The blob itself assimilates the boy when he arrives, and since it's made of other human parts it's realistic to assume it had called others in the past and absorbed them the same way
  • In the final scene, in one room where the blob falls, there is an entire scene built that exactly mirrors the final shot on the shore. This indicates that the scientists knew what would happen, which would indicate that they have seen this same "rescue" play out before with others.

I could be totally wrong, but some of this evidence seems to point at this theory being valid. The scene mock-up at the end is what really threw me for a loop.
I definitely agree with that last one. I noticed in the part where you use the beam to press the button as the blob, you can make out similar buttons in the backgrounds, like other versions of the same test.
 

newsguy

Member

Joey Ravn

Banned
I totally respect that, but I think it's kind of silly/ridiculous to say this is a case of "overhyped" or "blindly following hype". There was no hype, just genuine reactions from people who really loved the game, and when you listen to the spoiler discussions, that is really nailed home. People loved this game, like a "this is a game I'd show others to explain what makes the medium so special and unique" or "anyone who enjoys games needs to play this" kind of love. Hype implies something hyperbolic, a deliberate exaggeration usually punched by tons of previews and media coverage. This isn't that.

You not liking it doesn't mean you misled by "hype".

I mean, if you heard Brad Shoemaker, Dan Ryckert and Will Smith talking about it in last week's and this week's Bombcast, they were just about to declare it their GOTY right on the spot. But, yeah. Maybe "hype" is not the word, that one's one me. Maybe it's just a case of a very vocal set of fans who deeply loved the game. Sorta kinda what happened with Undertale (although I personally adored Undertale from start to finish). Everything I heard about this game was incredibly positive and I had no reason not to trust the people those opinions were coming from.

But by not wanting to ruin the experience by looking up information before buying the game and trusting the very passionate reactions of many people (even if they were completely genuine), I got a game that wasn't for me. All I knew is that this game was made by the same people who made Limbo, which I liked a lot. And that the gameplay was basically the same, though not as trial-and-error heavy. I didn't want to "spoil" anything regarding the setting or premise of the game beyond that.

Again, it speaks more ill of my impulse to buy something of what I don't really have enough information than about the game's quality. It just wasn't for me.
 

ShutterMunster

Junior Member
Even with how crazy things have been in the world this week, the game is still at the forefront of my mind. It was truly incredible and a great examination of the effects of oppression. The last bit of the game really elevated it to another level to me. It sits right next to Uncharted 4 in my GOTY basket. I didn't expect that because I wasn't super huge on Limbo.

Playdead provides very little hints as to what this world is all about. The terror is in the mystery, the unexplained actions of the oppressors. Look at the atrocities they commit out in the open, imagine what they’re doing behind locked doors? This world is soulless and unforgiving. Clouds war with the sun preventing its rays from warming the soggy soil you stomp through. Whenever I caught a glimpse of its glow I couldn’t help but bask in it for a little bit—the sun was the only bit of beauty in the world.

After spending hours slinking behind walls evading spotlights and shockwaves and ducking armed men and their bloodthirsty K9s, you become fear. You become powerful. But Playdead doesn’t allow this moment to become one of euphoria. This isn’t the moment you get the suit power you’ve been lusting after. This isn’t the BFG moment from DOOM. This is tragedy.

Extended Thoughts: https://the-optional.com/the-fight-for-freedom-playdeads-inside-121fa2ec6aa2#.rvx13y5lx
 

Karanlos

Member
Talking about those GDC talks, if anyone is interested:

Low Complexity, High Fidelity - INSIDE Rendering
PDF: http://www.gdcvault.com/play/1023002/Low-Complexity-High-Fidelity-INSIDE
Direct download of 1GB PPTX with video
Teaser: https://www.youtube.com/watch?v=2fyshi_vr9U

Temporal Reprojection Anti-Aliasing in Inside
PDF: https://github.com/playdeadgames/temporal/blob/master/GDC2016_Temporal_Reprojection_AA_INSIDE.pdf

A Game That Listens - The Audio of INSIDE
http://gdcvault.com/play/1023731/A-Game-That-Listens-The

Thanks, interesting stuff :) !
 
It probably seems like a little detail but I am really curious about the major portions of the facility that are flooded. Specifically is it salt water or fresh water that has flooded the facility? I think if it is salt water it would imply that the world itself has gone through massive climate change where as if the water is fresh it really only speaks to the vast size and resources that have been available to whoever is running the facility. I guess the size of the facility of itself speaks to that already, the place is damn huge. Even if it is in a state of serious disrepair at some point that facility was pulling in huge cash and I'm guessing it was all for research.
 
It probably seems like a little detail but I am really curious about the major portions of the facility that are flooded. Specifically is it salt water or fresh water that has flooded the facility? I think if it is salt water it would imply that the world itself has gone through massive climate change where as if the water is fresh it really only speaks to the vast size and resources that have been available to whoever is running the facility. I guess the size of the facility of itself speaks to that already, the place is damn huge. Even if it is in a state of serious disrepair at some point that facility was pulling in huge cash and I'm guessing it was all for research.
I got a "Aperture Science if it went completely immoral dystopian" vibe from the facility. Like a massive megacorp completely devoted to research and testing, and gives zero fucks about ethics
 

T.O.P

Banned
Just finished the PC version. That ending sequence... just WTF. It honestly puts full studio devs to shame. It just felt so good, and that animation.... my god. How did they make it look so real, and move around in such a believable manner.

Those last 10 minutes creeped me out like nothing else, it was so fuckin "life-like"
 
Those last 10 minutes creeped me out like nothing else, it was so fuckin "life-like"
The groans and moans made it even worse. Like the weight of the thing was crushing itself internally, like it was struggling to just move and barely hold itself up
 
Love seeing the WTFs about the finale in the OT

But I wonder how many appreciate why exactly it works so well. I can see someone watching it on Youtube and being like "Looks cool, but what was so good about that? What makes it so special?"

Thing is, Inside is one of the most gameplay-first kind of games in a while. Not in a Platinum "super polished action" way or an Uncharted "we don't take control away" way, but in the sense the gameplay - the animations, the pacing, the puzzles - are just as crucial to the atmosphere and story telling as the art and sound. Every facet of the gameplay has a purpose. The reason that finale is so good because you've spent the whole game as the small hunted child, feeling weak, danger on all sides, overpowered by everything else in the world. The game establishes and builds on this from the first moments, in the pulsing heartbeat of a soundtrack, the panicking breathing, the brutality of every enemy and danger, the overwhelming oppression. You're conditioned to be scared and tense. You're never safe.

And then suddenly, you're not anymore. It's like the inverse of those game openings where you have all your abilities and upgraded weapons before losing it all. Here, the few hours of feeling weak and small makes becoming an unstoppable flesh monster so much more powerful and effective. I honestly expected the game to have us play all the way back to start, doing puzzles and challenges we had struggled with as the boy but were now easy or simply demolished as the blob

But then you think about what you witnessed. The pained groans and labored movement of the Cronenberg body horror being. How it all seemed like a foregone conclusion, just another test rather than true freedom. How the boy wasn't a brave hero, but likely being drawn to the blob against his will. And then it's not so satisfying anymore, but becomes haunting and disturbing in hindsight

That's some brilliant game design. The incredible animations and the rest are all icing on the cake
 

Strictly

Member
In this play through, you can see a mind control worm sprout out of the blob. That has never happened on any of my playthoughs, and i have no idea why it appears in his. Very interesting.
 

T.O.P

Banned
In this play through, you can see a mind control worm sprout out of the blob. That has never happened on any of my playthoughs, and i have no idea why it appears in his. Very interesting.

I just watched Pewds get through the game...meanwhile other similar youtubers are becoming much more of a caricature of the first few PDP videos, he's actually getting better? he's not as annoying as he once was that's for sure lol
 
After finding a game boy in a drawer I went looking for other things and found a cat.

I like this pic cause it kinda looks like the kid is sleeping on the street and not fallen to his death..

d8FMug1.jpg


Also regarding the secret ending/this room.
Why are there only numbers listed on 2, 4, 11 & 12? Another thing, I can just make out the word science on that board too.

MJEGgNb.jpg



Also if you have done the secret ending and check out the wires, very familiar. Would place the secret ending room, underneath this one.
 

ced

Member
I don't think I liked this as much as Limbo, but it was great on its own. I felt like the puzzles were fewer and a lot easier.

The blob stuff was amazing, and I loved the part where they lure you over that trap door.
 

Lo_Fi

Member
Yes! I'm doing my slow, study-and-observe-everything second playthrough and I wish I could capture that. It's so well done and a beautiful example of visual storytelling. The animations tell you everything: the cautious scared glances, the clenched hands, the hunched posture. The boy's fear is palpable

I'm not sure yet, but I think this game might be the closest thing we have to a mix between a game and an animated short. No button prompts, but still an insane amount of respect for the player. And it seems very broad appeal, but not in a bad way. It just seems like there's a lot of places they thought "would this make sense to someone who doesn't normally play games?" and designed with that in mind.
 

Trouble

Banned
Just finished my second playthrough. My only complaint is that I wish there was more because I want to keep playing.
 
I'm late to much of this discussion but some random thoughts after completing it:

- If memory serves, the early people who you control with the device seemed to be normal humans (albeit mindless), not the more cobbled-together folks you start to encounter later in the game. This makes me think there was a progression of research -- first mind controlling the poor, then creating their own labor force (the people hanging upside-down in the weird gravity area seemed to have been "grown"), and then finally the blob.

- I think the boy was definitely an escapee who returned, either willingly or through control as hinted in the secret ending (though I'm leaning towards that being a purely meta commentary).

- Controlling the abomination was incredible -- it was simultaneously unnerving and clumsy but also empowering after spending three-plus hours hiding and running. The animation was disturbing but fantastic.

I'm sure I'll think of more but I had to just gush right away. So, so good. Worth the six-year wait.
 

O.P.

Neo Member
Just finished and wow . . . Honestly feeling a bit queasy after that finale.

Definitely agree with the interpretation of the game as a metaphor for birth. I'd have to give it another playthrough with a careful eye, but I think the story might be told in reverse. Going from birth to conception. The ring girl might have been a twin fighting with the boy in the womb to live. The fish sperm cells. The giant sphere, an egg. The blob, all the possibilities of what that cell might become.

In a less optimistic interpretation, (but maybe closer to the artist's intent?) it could all be a metaphor for abortion. If that's the case, the blob is probably an aborted fetus made up of all the possible people it could've become.
 

Brandon F

Well congratulations! You got yourself caught!
Finished. Fall somewhere between disappointed and pleased. Most of my complaints with Limbo still remain, yet the strengths are greater here. I'd recommend it to others, but the praise didn't feel justified and I would temper expectations.
 

Lo_Fi

Member
I totally respect that, but I think it's kind of silly/ridiculous to say this is a case of "overhyped" or "blindly following hype". There was no hype, just genuine reactions from people who really loved the game, and when you listen to the spoiler discussions, that is really nailed home. People loved this game, like a "this is a game I'd show others to explain what makes the medium so special and unique" or "anyone who enjoys games needs to play this" kind of love. Hype implies something hyperbolic, a deliberate exaggeration usually punched by tons of previews and media coverage. This isn't that.

You not liking it doesn't mean you misled by "hype".

Yup. Considering the game took 6(?) years to make, there was literally no buildup. They had a single trailer at E3 and then a year later all of a sudden it comes out. Compare that to every AAA game that has a constant stream of marketing 2 years before release.
 
I'm late to much of this discussion but some random thoughts after completing it:

- If memory serves, the early people who you control with the device seemed to be normal humans (albeit mindless), not the more cobbled-together folks you start to encounter later in the game. This makes me think there was a progression of research -- first mind controlling the poor, then creating their own labor force (the people hanging upside-down in the weird gravity area seemed to have been "grown"), and then finally the blob.

- I think the boy was definitely an escapee who returned, either willingly or through control as hinted in the secret ending (though I'm leaning towards that being a purely meta commentary).

- Controlling the abomination was incredible -- it was simultaneously unnerving and clumsy but also empowering after spending three-plus hours hiding and running. The animation was disturbing but fantastic.

I'm sure I'll think of more but I had to just gush right away. So, so good. Worth the six-year wait.

Totally agree about the workforce aspect of the clones. Throughout the game we see some of them in overalls or hard hats implying they are workers maybe used for construction or other manual labor jobs. This is also confirmed later in the game when you run across one of the clones working as a janitor in the facility. Seems like they are used for anything from testing to free labor.
 
Second playthrough done
===
- The boy isn't dead after the drowning. You can still hear him breathing during the rest of the game. The blob isn't dead either. You can see it limbs moving if you stay on the end screen for a bit

- Interestingly, the water girl seems to be connected to wires or cables. Looks like this corpse is too
- A whole bunch of dead bodies down here
- So many pods, they must be linked with all the people/drones in the other room
- These people are full of worms, and all deformed and misshapen. One of them is missing a head.
- Is that another cage with more people in the background?
- Someone is watching us, and recording with a camera
- Notice that these bodies aren't deformed like the others. Also your attraction is much stronger. The limbs are trying to crawl after you, and the drones crowd around you tightly
- Also these drones seem more advanced. It looked like one of those in the hardhats was cleaning the floors in the back
- That ash tray is still smoking. People left in a hurry, they know something is happening. Also people crowding around the top of the tank as well

===

Now onto blob testing. I'm 100% convinced, at least during the last part, it was all a deliberate test of the blob's capabilities, and something they've done multiple times before

- You're being observed pretty much every step of the way. A lot of the people seem more curious than scared
- These tests are clearly designed for something the blob's size, as noted by how high the buttons are. There are multiple stations, as if for different trials. That box conveniently waiting for you to use. Markings on the floor for where that trolley needs to be for the experiment. And the guy in the hardhat helps you in both experiments. Less of a benevolent helper, more of a research assistant.
- Hundreds of people in the area, some smoking, others sitting on the floor. These aren't scared people, they're waiting for this. Also I think that was some kind of containment unit; the walls seem padded
 
What a game. That ending was unreal.

I love how the game runs a sort of sci fi/horror gamut of themes- people getting rounded up, the dystopian cityscape, freaky experimentation, a boy trying to escape, then the mindbending puzzles in the final third and the surrealist horror finale.

Music and atmosphere were pitch perfect as well.

This is a really special game.
 

spannicus

Member
My guess is all those numbered areas and underwater areas are places the blob destroyed or test areas for new blobs. No doubt they were anticipating the escape due to the mock room designed like the ending. Im guessing it was all a test from beginning to end.
 

Danielsan

Member
Started the game on Thursday (Steam version) and finished it last night. Absolutely phenomenal game. The sheer craft that went into this game. Everything is polished to a t and almost every frame in this game is a piece of art. There is so much depth in every scene and background. The animations are stellar and the puzzle design is great.

Those final 20 minutes, so damn well done and completely unexpected despite knowing that there would be a twist of sorts.
 
Well it's obvious the blob thing was in a testing area I HIGHLY doubt they expected you to break out like that seeing how multiple people die.
 

Creamium

shut uuuuuuuuuuuuuuup
I like the theory of the boy being controlled by the 'mastermind' (player). I'm on my second run and I still have to see the secret ending, but it makes too much sense.

I love the restraint the designers used in the puzzles: they could've easily milked the mind control inception over an entire section, but they kept it at 1 required puzzle and then one hidden for the orb (which was even better). Great that there are extra puzzles in the hidden areas as well.

The game also does well on a replay: once you know how to do everything, you appreciate the flow and design even more. Very special game this, could've been a goty contender if it wasn't for The Witness.
 
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