Movie Sleuth gaming wiz, Justin reviews Inside.
I have been playing and analyzing games long enough to know
what things draw me to a game, and which aspects keep me playing when other
titles may have lost my interest. While I love a good story, and have
appreciated story-driven game experiences much more as i've gotten old, what
grabs my attention and keeps me playing above all else are in-depth systems and
mechanical complexity. While I enjoyed my time with Inside, if you are like me and your interest is primarily piqued
by systems and numbers, it might not be one to hurry up and play.
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The sparingly used
color stands out heavily in the washed out landscapes
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Inside is very much a follow-up to Playdead studios’ 2010
game Limbo, in both aesthetics and
mechanics. The player once again takes control of a mostly-faceless young
person to explore and solve puzzles in the face of peril in a world of
darkness. You start out taking control of the little guy as you move through a
dark forest, and mysteries are abound from the very beginning with the setting
and action. What you get with Inside is essentially more Limbo but, with the visuals and style polished to a mirror sheen.
The look and feel of the game is far and away the best part
of Inside. The environment is dark
and brooding, not unlike Limbo, but
it trades the pure silhouette style for ‘2.5D’ settings with complex environmental
layers and lighting. Each individual set piece uses the foreground and
background to its advantage to make the environments feel massive and vibrant,
despite being a game with a limited color palette and 2D side-scrolling
gameplay. It is uncommon for me to stop in the middle of what I am doing just
to admire the setting, but I often found myself losing track of my short term
gameplay goals and just staring at the stark contrast and lighting in the
environments. In the five or so hours I put into the game, I muttered “Xbox
Take a Screenshot” to my Kinect more times than I have in the entire two years
I have owned the console; telling of the power and beauty of the environments
themselves.
Unfortunately, I cannot say I was as enamored with the
gameplay as I was with the visuals. It would not do Inside justice to put it in the category of ‘dime-a-dozen’ puzzle
platformers, but considering the hype and the pedigree I expected a lot more
out of the gameplay. The puzzles feature some new and unique elements that I
appreciate, but the majority of them were simple and unsatisfying to complete.
It is a bit of an apples and oranges comparison, but after playing both The Witness and The Talos Principle within the last year made even the most complex
of puzzles in Inside felt laughably
easy. You learn the new puzzle mechanics as you go and apply them in different
ways, as any good puzzle game is want to do, but even after some late game
revelations change up the gameplay, I never felt like there was a point where I
was truly challenged. My character perished on occasion, gruesomely so at
times, but I never felt like my deaths taught me lessons. The ‘ah ha!’ moments
of puzzle solving satisfaction were never came, even when completing a
previously failed objective. There are some optional puzzles to unlock secrets
that tended to be more challenging which I appreciated, but they did not
ultimately change my feelings about the gameplay as a whole.
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Light is used to add
depth and contrast to an otherwise bleak 2D game
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There is a ‘story’ to Inside,
but not in the sense of dialog or exposition. This explicit denial of
background information is a narrative device that I like in games, and Inside uses it to well to give a sense
of mystery and confusion in a satisfying fashion. There was rarely a moment
where I wasn’t questioning everything that was going on, and the environments
and actions of the player character tell a lot more about the world than any
audio log or McGuffin. I would be disappointed if the story was more laid out
than it is, I would not have been able to have the interesting conversations
and theories behind the goings on of Inside.
I think the story is trying to ask questions about the nature of why and how
people play video games, but I’ll let you decide for yourself as the mysteries
of Inside unfold.
I am glad I played it, and similarly glad that it inspired
me to go back and play Limbo again a bit for this review, but I can’t help but
feel disappointed overall. Limbo didn't feel like it had aged that well, and
it’s hard to give a glowing review to a game so similar to its predecessor
that’s nearly 6 years old. The words ‘brilliant’ and ‘masterpiece’ were thrown
around in early reviews of Inside, and I think there are truly amazing things
about it, but I wouldn't come to Playdead’s newest title if your idea of depth
doesn’t involve dark settings and philosophical questions.
Score
Developer:
Playdead
Publisher:
Playdead
Platforms:
Xbox One, PC
Release Date:
June 29, 2016
Reviewer’s
Platform: Xbox One
-Justin Wicker