![]() Had I known that there actually no story here, I might have approached the game very differently and derived far more enjoyment. Many people have expressed gratitude that they know what they are getting into. It is with this in mind that I felt comfortable sharing as much as I did.Īlso, as I mentioned, I don’t believe there is anything more to this game’s narrative than what is blatantly splayed out before one even loads the game up. If you go to the product page for Steam, the only thing it says is that a boy is looking for his sister. I haven’t spoiled anything more than the developers have. The places that it fails, though, cast a gloom over the entire work. Where Limbo succeeds, it is a glowing example of all that is right with game design. I had no connection to the character and, in this case, I do not believe the journey was more important than the destination. I can guarantee, though, that I will not replay the game. It’s art style and sound design are strong enough to have left a mark. ![]() Put simply, it is not possible to draw a conclusion. There is no explanation of why the boy wakes up in the forest, why traps litter the environment or even why other people wish to murder him. In order for a conclusion to be drawn about the outcome, there needs to be an understanding of the circumstances leading up to it. I believe the fundamental flaw in this is simple. The designers have stated that they wanted to leave the end open to interpretation. I felt completely unfulfilled when I completed the game. I expected that after surviving the forest, urban landscape, and industrial environments that I would be rewarded with the answer to one simple question: “Why?” I cannot forgive Limbo for its failure to actually tell a story. It pulled me forward but only lead me to a dead end. It would have been useful to somehow introduce this plot element to the player.Īs I mentioned, I played the game in one sitting. This is never presented in the game, though you do encounter a female character (in fact, the only person not trying to kill you in the game). It was not until after the game that I read that the boy is on a search for his sister. Through careful use of effect timing and instrument choice, it is often pleasantly unclear whether you are listening to a soundtrack or the melodic thrumming of the world around you.Īll of the pieces were there for me to unequivocally enjoy Limbo, but the narrative presentation was an enormous barrier. I was often unprepared for how graphic my untimely ends were.Īs you proceed through the game, the musical landscape will grow from dead silence, but never reach beyond minimalist. Be warned that you will die an uncountable number of grisly deaths during the game. Traps litter the environment and the landscape is filled with perilous surprises. You will also encounter platforming and timed sections, which are far less compelling due to the floaty and imprecise controls (regardless of whether you use the keyboard or a gamepad). Throughout the game, you will encounter devilishly difficult puzzles, which are extremely enjoyable to complete. ![]() He is presented entirely in silhouette, with only glowing eyes to symbolize his sentience. The main character, an unnamed boy, wakes up in the forest. The entire game is masterfully presented in black and white with a film grain filter that enhances the game without ever obstructing. The first thing that will strike you about Limbo is the art style. I immediately started writing this review upon finishing the game (which took approximately four hours in one sitting) and, while I know which components I liked and disliked, I’m not sure if I’ll ever settle on one opinion of Limbo as a whole. Now, the game-meets-art title is coming to the PC and the PSN, with a small amount of additional hidden content, for those that haven’t yet had a chance to experience it. ![]() It’s been a little over a year since Limbo launched to enormous critical acclaim on the XBox Live Marketplace.
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