I’m not in the business of reviewing games, or even caring whether anyone else likes the same games that I do. Having said that, I wanted to share my thoughts on LIMBO, the new XBLA title by PlayDead, which is precisely the kind of game I want to be making. I had my RROD’d XBOX repaired especially to play LIMBO, after having my interest piqued by the video. Style-wise it’s right up my alley, but I also love the physics and animation, and the similarities to Another World and Flashback (two “cinematic platformers” that I enjoyed playing on the old Amiga 500 many moons ago).
The reason why I feel compelled to share my thoughts on LIMBO is that several friends have made statements to the effect that the demo was boring and that it’s just an average platform game with great lighting and artwork. I respectfully disagree, but I no longer find it important to convince everyone else they’re wrong (turns out you eventually grow out of that), and I appreciate having friends who have different opinions to me (I gave up wanting to be surrounded by clones of myself when I turned 8). So, rather than explain why everyone else is mistaken, I thought that I’d just try to explain why I like LIMBO, and why I think it’s more than a run-of-the-mill platformer with a pretty face.
Background
I’ve been playing games for 30 years or so. I used to be able to play Elite on the Commodore 64 from 5pm on a Friday to 5pm on a Sunday with few interruptions, but these days I have a wife and two small kids, which means I need to grab a spare 30 minutes here and there. The longest gaming session I’ve had in the last 5 years was playing Resident Evil 4 on the GameCube for 8 hours straight with the curtains drawn and the surround sound turned up, and only a six pack of beer and a few packets of chips for company, but that was Before Kids, and the wife was interstate at the time. The games that shaped me are Exile, The Sentinel and Zarch. I love puzzles, text adventures, the old LucasArts games and new games that favour atmosphere, exploration and narrative over precision, action and competition. These days I mostly play iPhone, XBLA and online Flash games. Yes, I’d like to try Red Dead Redemption, but I don’t think I can make a commitment to completing it. And no, I’m not a fan of the FPS genre in general. I do find many contemporary AAA titles repetitive and boring. Heck, I even thought Half-Life 2 got repetitive, and that’s supposed to be pretty good.
All of which means: perhaps it’s just me?
Style
The first thing you notice with LIMBO is its style. The animation, art, lighting and sound are all spot-on. Everything appears in silhouette, and a subtle vignette means that objects lose detail towards the edges of the display. In general, it looks like foreign arthouse cinema, and the typography used on the credits screen is consistent with that look. Everything contributes to an overall sense of foreboding. This puts you on the edge of your seat from the get-go. Something’s about to happen, and you don’t know what it’ll be.
Controls
The second thing you’ll notice is the controls. Or, should I say, the lack of controls. It’s the stick to move, one button to jump and a second button to manipulate stuff. Couldn’t be easier. No, I don’t want to spend time learning a complicated control system anymore; I don’t want that to be a barrier to entry. My time is precious, so I’d rather learn by doing. Character movement is fluid and natural, and platforming is as satisfying as it was in the original Prince of Persia.
Insta-Death
The third thing you’ll notice is the insta-death. Now, that’s often a sign of bad game design. But here I think it’s great. It never sets you back very far, and, although some instances (like the water) are unpredictable, you quickly learn the rules. All drops are fatal if you can’t see the bottom, so no leaps of faith are required. And many insta-deaths are forecast, and are therefore avoidable with careful play. When they’re not, the results are sometimes used to foreshadow a similar situation that occurs later in the game (one red herring is used to great comedic effect), or to form part of an intricate puzzle (such as turning the death traps against others).
Puzzles
These are what I really enjoyed about LIMBO. They’re so well designed. There’s no repetition, which is always so common in other games (as if the designer, happy with themselves for inventing a cool puzzle, decides to reuse it throughout the game, turning an original and fun idea into a chore). All objects that you can manipulate have a use, so there’s no blind alleys. And many objects have multiple uses, which is often really clever. Great puzzle design means that situations that initially seem impossible are surmounted after a little bit of experimentation, exploration and thinking. You get to experience that moment of insight throughout the game, which is very rewarding.
Game Length
I’m not an achievement whore, and I don’t care much for leaderboards, so, although they’re present in LIMBO, they’re not going to compel me to play through again. I’m very happy to have experienced LIMBO in 5 or 6 sessions of between 30 minutes and an hour each over the course of two weeks, and I found myself anticipating the next play session, as I do with the episodes of a great TV series. That synchronised pretty nicely with my wife watching some Mindless American Drama on the TV after the kids were put to bed, and didn’t hinder my ability to do other stuff after hours. Finally, the ending is really well done, and worth seeing. I will play LIMBO again, for the same reason that I watch great movies again; simply to re-live the experience. The short game length and lack of repetition benefits replayability greatly.
LIMBO is pretty, immersive and lean to the bone. An almost perfect game.

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