Publisher: Playdead
Developer: Playdead
Medium: Digital
Players: 1
Online: No
ESRB: M
On one level, Inside kind of bugs me. Its main character is a kid on the run, which means, of course, that the entire narrative is built around the โchild in perilโ trope. A child being chased and tackled by large men. A child being run down by vicious dogs. A child falling to its death from great heights, drowning in dark, murky water, and simply being shot in cold blood.
In other words, the game evokes some pretty strong emotions in a way that, quite frankly, seems kind of cheap. I mean, I can barely tolerate children in real life, but every time the unnamed main character here died in some horrific way โ or even found themselves on the verge of dying in some horrific way โ I still found it pretty troubling. I know that thatโs a normal, healthy way to react to, say, a child being savaged by a pack of dogs, but that doesnโt make it feel any less emotionally manipulative when you step back and think about it for a second.
Of course, on another level, if the worst thing I can say about Inside is, โIt made me feel upset!โ, thatโs probably a sign that it achieved what it set out to do rather well. Thereโs certainly the argument to be made that it couldโve done this in a more complex or nuanced way, but itโs important to remember that weโre talking about a puzzle-platformer without cutscenes or exposition here. Itโs a game that relies on action to tell a story; that itโs able to create any feelings at all in players is pretty impressive.
Also pretty impressive: literally everything else about Inside.
Itโs as if Playdead looked at what made Limbo work so well, and then decided they were going to do all those things again, but better. They made the jump from only using dark colours to a full colour palette, yet kept the feeling of menacing dread that lurked all around the edges of Limboโs more monochromatic world. They introduced more fully-realized enemies, and in the process showed how much more terrifying specificity can be. Likewise, itโs one thing to jump from one ledge to another in a vaguely factory-like setting; itโs another, in a way thatโs altogether more frightening and real, when youโre jumping from rooftop to rooftop, or diving into murky water.
If there are any areas where Inside doesnโt show drastic improvement over its predecessor, itโs in the actual puzzle-solving and platforming โฆbut seeing as Limbo did those things extremely well already, all Inside really needed to do was continue excelling in those areas, and it does. In fact, I personally found the puzzles here even more engaging, for reasons that go back to the last paragraph: because this game is set in a more realistic world, it doesnโt feel like youโre finding solutions in some abstract way. Itโs less โpush this dark block towards that dark wallโ, and more โget this pig to chase you until it stuns itself against a wall, then use those zombie-like creatures to help you open the gate, and then climb over the shipping crate to the next puzzle.โ (Note: Inside is more realistic than Limbo, but that doesnโt mean that itโs actually realistic.)
Basically, what Iโm trying to say is that Inside excels in pretty much every way imaginable. When my biggest issue with the game is that it skimps a little on the storytelling, that should tell you how good it is overall. I wouldnโt have thought it possible that Playdead would follow up their first hit with a game that, somehow, is even better, but hereโs Inside to show otherwise.