Anecdota

Laughter is the Best Medicine

An INSIDE Joke (Inside Review)



so I don't get this game I just don't get it I think that's important to state up front so people understand that going into the video it's the first time since I started this channel that I can say this and mean it I don't understand the critical reception that this game has received this isn't like my response to the witness fallout for darkest dungeon or uncharted I can look at those four games and I can relate to the people who love them I don't agree with their perspective but I can see where they're coming from inside however the things reviewers have said about this game on major review sites are so gushing that it borders on being a parody parade of positivity but it doesn't just stop there even some of my fellow freelancers have joined in with a March consider the following quote describing inside is difficult not because one can't find the words but because it has to be seen to truly be believed that's the opening line from a ten out of ten review by Jim sterling and honestly maybe that review is a parody or exaggerated for effect I can't tell because I'm not that familiar with the man's work but they can't all be a joke right because the list just keeps going and going the game surrounded by more perfect tense and Taylor Swift in a mere amazed I didn't hate inside I mean I hate the name because it makes it a pain to Google but I didn't hate the game I'd give it about a 6 out of 10 nowhere near masterpiece which is why I'm so confused about the reception it's gotten my spoiler free summary that you can leave with right now if you want to play yourself is that inside has a bunch of minor issues and one giant writhing fatal flaw the little things are that it's overpriced it's too short the story it tells is pointless and that limbo the previous game by play dead already did a better job at the same idea the major problem is that the game is boring so goddamn boring inside is a 2d puzzle platformer that's based in a 3d world so as you move from left to right there will be a bunch of stuff going on in the background and foreground but you're kept trapped on a single horizontal plane for a reason that's never explained and that's ok the game takes advantage of this limitation it can provide the same simple method of directing the player as a traditional 2-d game but also explain how threats and enemies can appear from different angles you can see an example of this at the start with the humans that are hunting you in the background you also get a good taste of the visuals in the game these parts of inside are more in the category of the experience you have while playing originally I wanted to say story here but I don't think that's the best word for it there's no dialogue or narration or any text rate in this game it attempts to tell its story through these moments that you experience instead hiding being hunted chases in the oppressive atmosphere of the city that you move through this could be good but it ends up being a waste of time as far as I'm concerned for many reasons chief among them is that it builds to a payoff that while initially shocking ultimately deflates actually it literally deflates and I think about it it's a waste of time and I suspect was made to be as shocking as possible so people would talk about it like the witness and too many other games lately inside suffers from a terminal case of ambiguous it's too cool to tell you a story you have to find some pieces and imagine your own I'm going to push aside this experience for now so we can talk about it at the end and so that shocking moment can be seen in something close to a proper order by those who have no intention of playing the game but still want to watch the video instead we're going to take a look at the other half of inside gameplay like limbo and side shifts between puzzle based encounters and then calm progress forward with some neat visuals to look at while you're holding down right on the controller I'm not overly fond of limbo it has a lot of the same problems that this game does too much of it was boring but it had more interesting ideas and puzzles than inside has like gravity puzzles the world twisting round the giant spider it also costs a lot less upon release and is much more in line with its two to three hour runtime in comparison the puzzles and chases in inside are a lot more bland there are people dogs spotlights swimming sections levers to pull cover hide behind it would be okay if it was only thumb attica ly dull but the game is really engaging with these ideas the game is never challenging but far more Lee it's really interesting either in my opinion the biggest crime it commits is that it recycles so many ideas and encounters even though the game is so short because I'm a big fan of fantastic refined shorter games instead of bloated boring long ones whereas inside somehow feels too short and too long at the same time so let me try to show you what I mean almost every encounter in this game can be put into one of three categories hiding and running a threat management it's a puzzle the first is the easiest to explain you're either hiding from something that wants to kill you or you're running from something that wants to kill you there's often a lot of trial and error involved in these encounters sometimes you can guess your way through other times you're going to stumble get yourself killed and then repeat the part with the knowledge of what to do next time you can see examples of this all over the place early on in the game you're being chased here there's no way to know that this guy will shoot you especially since you're already being chased by another human who isn't doing that and there's also no way to know that the right way to get through here is to stop and wait even though you're already being chased suddenly the second guy is in pinpoint-accurate with his gun anymore and you can proceed for a reason that's just completely arbitrary similarly there's no way to know that this branch will trip you or if it's something the player character will automatically adjust for like so many other things on the ground that you've walked over before now I want to be clear here that I'm not criticizing the game for being obscure I'm not saying that a lot of time should have been spent to make warnings and Telegraph's that the player could memorize and look for I'm just pointing out how much the game relies on trial and error for the player to learn the right way forward through a series of deaths another example is one of the dog chases after you reach the city there's no way to know that you don't have enough time to make it to safety without trying and getting killed first you're meant to hold back lure the dog down the ramp and then climb so the dog needs to take the long way around to get at you this standard of try fail and learn is used again and again and inside the game doesn't have limited lives and it uses frequent checkpoint saves that you can restart each encounter close to where you failed this system was likely thought up early on or was ripped right from limbo and is used to justify these moments of trial and error it's strange then that the game relishes in killing you the animations tend to be bloody and while they're not drawn out exactly they're not all that quick either these cases suffer a lot from a lack of depth and player control aside from maybe two brief moments there's never any timing required on the part of the player when they're in danger or at least there's no timing that's meaningful instead the game is planned out the distances you need to get through while being chased to make it look like you were almost caught and that you scraped by just in time it looks tense when all you were really doing was holding down right on the controller Chase has become less common as the game goes on and it's probably for this reason instead these kinds of threats evolve into things that you have to manage more as you play the game this is a concept that inside uses over and over the first instance I can think of directly shows that evolution from a chase there are three dogs you can climb a fence to get away from them on the other side is a boarded-up doorway so the game wants you to pry the board's loose while remembering to run back to climb the fence to manage the threat of these dogs and even though you only have to do this three times it was already tedious before I was done with it and it's all over this game tasks and threat and safety there are searchlights in the lever but the lever is in the path of the light so move it while you have a chance and remember to run back to safety do it a couple times this puzzle is pretty much copy and pasted to be used again later to make sure you turn around and wait fire at the dogs while you're moving forward if you forget they'll kill you make sure you turn around and point the light at the girl from the ring in the water if you forget she'll kill you hold onto the handle while the fans are blowing so you don't get cut the pieces when they stop you can move forward if you forget they'll kill you these aren't inherently bad but it's one of many groupings of ideas that I can show that prove that the game recycles a hell of a lot considering how short it is even one of the first puzzles in the game could be put into this category when you have to manage the threat of the charging Pig while figuring out what the game wants from you you have to jump onto it before it can hit you until you try luring it to the rightmost wall the pig charges through it then you repeat this exact same thing all over again even though you just did it so you can pull the day's Pig the climb onto it instead of the much more interesting solution in my opinion which would be timing a jump off its back to reach the mind control helmet this is the second puzzle in the game if I remember right and like most puzzles it's about giving you a set of variables and an end goal to achieve with those pieces some of these are okay but again there's a lot of repetition the first one has you leading an army of chicks which is a great way of introducing this concept of leading drones that's expanded on later with human size followers here you need to gather them all up on the far end of the room so that you have enough time to run to the other side and flip the switch before they can chase you all of them get sucked into the machine and push the bale of hay for you to climb it's simple but it's early on so that's a good thing unfortunately a lot of the puzzles involve these ideas find something to climb on find something to move so you can proceed whether that's pushing something over or down a ramp to create a way to go up or pushing the same something over so it breaks through a wall or a floor so you can proceed that way levers and switches are used a lot too and the trend that I notice while playing which added a hell of a lot to how bored I was as I went through them all is that so many puzzles had the same core solution it goes like this flip a switch to start the puzzle try to solve it turns out you need to go back and flip that first which back to its starting position now you can solve it you might even need to flip the first switch a third time Wow for examples you have what I believe is the second mind control puzzle with the door that you open to let one of the drones out which you don't have to close again to get the positioning right to proceed there's a spotlight turrets in the elevator you turn them on at the start realize that you can't open the elevator while they're active you turn them off open the door then turn them back on again so the elevator has power real quick while we're at this one is this fun I mean seriously is this an interesting concept hide from the light because the game does it a lot you move when the light isn't moving and stops where it cast a shadow does anyone actually enjoy this because not only is it really blind to me but it's so tedious since you're forced to wait each time there's no way to risk it and move faster or anything no matter how much you understand the challenge you're forced to wait flip the switch to lower the water level try to get forward flip the switch again pilot the bathysphere to the next area then swim back to flip the switch again even the last puzzle you solve as the boy has this pattern you have to flip a switch to stop the fan in the water then you go into the water and think you solved it then it turns out you need to go back out and turn the fan on again too many puzzles follow the sequence in my opinion there are several adult but they have some of their own problems two of the most memorable sections for me were the underground complex when you lead an army of fake human drones and the next section after it with the pulsing sound wave machine I enjoyed these sections the first one had a lot of different paths to go through there were options and different mini puzzle scenarios to find and solve but there was an immense amount of backtracking to do here and none of the puzzles individually were all that interesting one is a seesaw puzzle that feels like a joke conclusion in game since physics based engines became a thing it was amassing followers that was satisfying here and although there is a section later that briefly reuses this concept I think it's a wasted opportunity that a more challenging version of this puzzle wasn't done the game chose the wrong type of thing to recycle instead for the big harbor area the explosive sound comes at a quick steady pace there's a lot less downtime than waiting around for moving lights although it's true some of the early parts are just like those dog chases they're carefully measured distances so that it appears like you made it just in time there are a few encounters here that require more timing on the players part both the setup and execute again it's a shame that this is so brief yet in comparison the game spent so much time devoted to being underwater either with hardly anything to do but float around or being chased by the same enemy over and over toward the end of the game you went to a research facility and are introduced to a more surreal concept than what's come before it's very much like the shifting gravity alignments at the end of limbo and this is the best way that I can communicate how much inside fall short of its predecessor because while limbo uses these new mechanics in multiple interesting ways and creates a long series of puzzles that while far from perfect or at least a little challenging and engaging inside only has two and even these are kind of dull it makes you go through so many standard swimming sections breaks its own rules to give the player underwater breathing and has this huge spectacle and introduction to this concept and then promptly forgets about it doesn't do anything unique with it it's such a waste if you haven't played inside then you might be shocked to know that by going through these examples I have shown you most of the game there are a few more things we're going to get to now as we start to talk about the experience side instead of gameplay I haven't spoiled the big surprise of the end yet so if you think I'm completely wrong and everything I've shown so far looks awesome to you now is your last chance to stop the video so here we'll be discussing the experience or the story depending on what you want to call it this is a part of the game that many people have praised and some might argue that the gameplay is meant to be on the blander side in order to facilitate this more engrossing world or situation or whatever you want to call it that the player finds themselves in so for the first 95 percent of the game you have no idea what's going on you're meant to be confused some might argue that you're meant to be scared too but I disagree with that it builds into an initially shocking payoff that we'll get to shortly I'm saying this now so that as we go through the environments that the game sends you through that you understand that you're not meant to have the slightest clue about what's going on right from the start you're shown that you're being hunted the majority of players are going to get killed right here when they're testing the game's rules to see if the other people are hostile or not or they're going to infer through the boys reaction and that he's already sneaking around that it's a good idea to stay hidden why are the adults hunting you you don't find out until the end the brutality of each death and that you can never fight back hammers home what the game is trying to make you feel your prey in this game you're meant to be stressed encounters are tense everything wants to kill you and it continually gets worse and more creepy as you make progress except that this is what the game wants you to experience but it falls flat on its face death is meaningless there are unlimited continues and restart points all over the place like I said earlier it's how the game can have these trial and error encounters so all the tension of a dog chasing me means nothing when I know that if I'm caught I immediately start again with the same dog chasing me and to go back to another example I showed earlier the game has one of those trial and error moments so early on here with the man in the pickup truck that shoots you that every player is going to learn that death doesn't mean anything this lack of punishment on the player failing means that the only reason to fear death is so that you don't see the boy being killed for me this didn't work because I just didn't care the quick restarts also helped me get to that point death was only a minor inconvenience nothing to be worried about there's a part fairly early on when you fall through a floor and into the middle of some sort of test procedure to make sure that the drone people are properly synchronized or calibrated or something and you have to follow the actions of the drones around you while being watched by spotlight and real people who are marked as real by the masks that they wear to make sure you're one of the drones and this should be really tense because you're being watched so close and that there's danger all around you if you mess up but if you do then you get to try again immediately so who cares there are even checkpoints within stages of this encounter did you ever have this experience when you were a kid you were going up the stairs or down a dark hallway or something late at night and you imagined that there might be something coming to grab you from behind so you rush because you're scared and there's all this relief when you get back to safety into your house or your room or whatever well a big part of the tension was that the imagined monster wouldn't let you go to let you try again as many times as you like until you get away if the game had limited lives and suddenly a lot of that tension is back and before you pause the video and write a comment saying that's a terrible idea I agree with you forcing the player to restart the whole game after dying so many times in this game as it is now would be awful but it's undeniable that some sort of live system maybe with some extras hidden to reward exploring each level would make the encounters more tense and it's a major part of the games experience that failed but that would mean the game couldn't resort to trial and error challenges time would be needed to make sure dangers are properly communicated to the player and that solutions are introduced ahead of time or that they're intuitive enough that the player doesn't feel that it wasn't their fault if they die let's finish with the story then and how you go through most of the game confused why are there fake people why are real people wearing masks why do they want to kill you so badly are you a rogue drone that managed to get away but then why are you able to control the drones to if you use one of the weird helmets there are lots of these questions that you'll collect as you play why are there all these layers of the fence to keep you out why are parts of this giant city flooded and lost toward the end you reach a facility and learn that the drones you've been seeing aren't people they're constructed or maybe even grown in the suspended chambers full of water they're more like living mannequins there are rooms here where experiments are being performed there are a lot of researchers at work and for some reason you're not being hunted anymore there's something else as well one of the experiments is attracting a lot of attention they're all looking through the windows the game doesn't let you see what's inside yet you work your way around the facility you solve the puzzle with a fan underwater that I showed earlier you get swept into the big chamber that everyone was staring into and find this the game abruptly changes and for a few brief minutes becomes very very interesting you control the Cronenberg flesh monster you are now the hunter not the prey as you break out of this facility destroying walls and rooms and killing people as you do the gameplay mechanics are changed ever so slightly since the monster controls differently than the boy there's some weight to it now that you have to balance along with multiple pairs of arms to carry and pull things but the idea behind the puzzles themselves remains mostly the same even so this section doesn't last long it's the last 5% of the game you continue to break through layers of the facility but it ends with you being captured in another watery prison which you then break out of again and the credits run is the monster seemingly free for real this time rests on the coast the end so what's all that about the only other information the game gives you is in a secret ending there are these machines hidden throughout the game usually marked with some sort of yellow colored hint that you can follow some of these are easier to find than others at the end of the scavenger hunt you go down into an equally hidden bunker and find this room you pull a socket out of the wall which causes one of the mind-control helmet things in the background to become an active this causes the boy to slump down in place just like the drones do when you're finished controlling them and they become inert the theory that most of the internet has come up with is that you were never the boy you were always the monster you're being kept prisoner in this facility and you are constantly reaching out to control some outside entity in order to find your way into the city and free yourself that's why there are all those layers of defense set up to prevent each attempt that the monster makes to escape the problem is that the game communicates the rules about it's setting to you with visuals and occasionally gameplay and because of that terminal case of the you itis that I mentioned near the start of the video it's not always easy to tell what's intentional or what could be a mistake elapse and consistency in the experience that this world is being built to give you to show you what I mean you need to start asking questions why did the humans hunt you so aggressively at the start but don't care about your presence at the end this is one that has an answer you're clearly a rogue entity at the beginning the hunting humans aren't recognizing you specifically that boy they're identifying you as a threat because you're not acting like one of their drones and that you don't have one of their masks on that identifies you as real it's why they don't immediately kill you in that conga line later you're blending in they don't know the boys specific appearance so at the end of the game the reason you're not grabbed in the facility is because the people here are confident in the lines of defense they've set up it's why the masks are gone here to the is their area and they believe that they're okay but other questions are answered so easily and you have to start to wonder if they have answers at all despite what happens right here the boy isn't a drone he's human he bleeds when he's torn to pieces the drones don't bleed when they die the drones can also survive falls from great heights the boy can't so does that mean the monster can enforce its will on humans in some way if so how did it ever get captured again after breaking out and how is it doing it all when it is captured why is it a prisoner in the first place and not killed are the people using it in some way to control their slave army of drones in order to prosper why so much of the city and surrounding countryside ruined if that's the case why does the girl from the ring in the water want to kill you the first few times you encounter her but then the last time she takes you down and gives you the ability to breed underwater instead this takes a long time you are a long drowned and dead before she gets you to this device so it shouldn't matter that the times that she killed you before now our farther away from this machine if dogs can sense frog drones why aren't there dogs all over the facility at the end is a contingency plan they went to the trouble of creating a massive sound blast cannon that I have to assume was built in a giant circle around the entire facility to keep you out a few dogs shouldn't be too hard to keep around the monster but even this part is inconsistent because the events of the end called to question whether or not the researchers want to keep you out at all many people have pointed out that the final area that the monster reaches resembles a miniature model system in the facility implying that it's fake and just another more extravagant prison cell why are the people so paranoid about keeping the boy away but then help the monster as soon as it's freed there are at least three instances here where people lend a hand they open a door for you wave you in order to guide you to a solution one even pulls the rip cord on a hover box you can use it to proceed this leads you to a room where a large group of people are there to witness you grope for a box dangled obviously as bait so you fall into another trap the questions that spawn from here can't be resolved the whole thing can't be an act because they go to too much trouble to try to kill you early on the best answer is that this end trap is the contingency plan for when the hunters of the city fail so that the monster is captured again some of the ruins sections early in the game look like abandoned parts of the facility which imply that this has happened few times before but if that's the case why hasn't the monster learned by now it's clearly intelligent why follow and accept the help of these people during its escape why fall for what is so clearly a trap in the big audience room why do so many people run in scream in panic and in some cases actually die in a splatter of blood when these others are so cool and calm about helping you maybe they're drones being controlled by other people but as shown with the blood not all of them are maybe they're drones being controlled by the monster just like the boy was to help it but then why does it lead it to a trap and do you see what I mean these questions can't be answered it's a waste of time the game lets you soak in confusion in order to have this big shocking payoff and it's the best part of the game it gets people talking but it's ultimately meaningless it's flashy for the sake of Flash entertaining but a letdown for me since this is the only thing the game has going for it aside from the visuals except the other possibility is that the game is trying for a meta experience you have a controller in your hand you're controlling the monster the monster is controlling the boy the boy controls drones as you go through it all oh my god is someone controlling you then who's controlling you as you hold the controller which is why the game ends suddenly at the secret ending you've unplugged the connection between you and the game itself it might have been funny if it caused your gamepad to start working for a second or two and this is interesting but also nothing new a few games are going this way lately we're trying to have some sort of commentary about player control in their game it's also separate from a lot of the rest of the game the cycle of freeing the monster that came before now the old parts of the ruined flooded city these have a little to do with this meta experience this wasn't enough for me to enjoy inside and it needed to be after the bland repetitive gameplay and that the game was so short despite these reused ideas I hope I've explained why while I didn't hate it then I don't understand where all the perfect tends and talk about a masterpiece is coming from at $20 compared to limbo I expected something more substantial instead I got a game that I started playing after I put my son down for his afternoon nap and I was finished with it before he woke up again you hey so I have another recommendation for you this time if you're interested in that I'm trying to make sure that these are somewhat related to the topics I discuss here so it's on limbo thin reaper has a video that's about as long as this one on the game which gives a lot of attention to some of the things that i typically don't look at in my stuff so it's a good follow up on what play that candy well he's also a lot more positive about the game than I am so it's a good counter piece to what I did here if you prefer a different game then you should check out the analytical review he did of hitman absolution which is probably his best video I've spoken with in Reaper a few times on Twitter and I think his channel is really underrated so it'd be cool if some of you give it a look it might be something that you like

29 thoughts on “An INSIDE Joke (Inside Review)

  1. Hey thanks for watching. I'm sitting here fretting over the title of this one so I wanted to add a couple of things.

    The "Inside Joke" is a pun related to how many 10/10 ratings the game got, and how I feel like I'm not a part of a joke because I don't understand them. I am NOT calling the game a joke. Despite its simplicity and short length, it's very well put together.

    I was probably too negative because of the insane praise statements the game received. I still should have added some points to balance what it does well. A few more minutes wouldn't have hurt the video length. That's my bad.

    The snippets of review quotes don't look that great in the video. They looked a lot better when I was editing the video on my end. I tried to fix it and produced the video a second time, but it's only a little better. I probably should have made them even smaller, but I wanted them to be readable. And I didn't want to weaken them by adding them onto my usual slides.

    No Man's Sky is up next.

  2. This game is not amazing for its gameplay. It's amazing for its spectacle. It's visuals are just breathtaking at times and is oozing atmoshpere the entire way. Not a moment is the mysteriousness lost at all.

    How many games can do this? not many. I think of Journey and of course Limbo (possibly Dead space)

  3. Good authors have a philosophical idea they want to convey, so they dress it up in a great, interesting, well thought up plot. Inside had an idea it wanted to convey but thought it could skimp on the rest because it was so sure that it was SOOO profound that it would speak for its self. It comes off as condescending and elitist.

  4. I understand where he's coming from, though I hope he understands that all these mechanics and gameplay designs are kinda how platform puzzle based games work, usually.
    It's kinda based more around it's visual narrative and leaving much to interpretation, though there is a pretty solid idea what what is happening.
    Also, those questions about drones, the boy, and the people's reactions to the monster are pretty clear to me.
    The boy bleeds and dies easily because he's a younger, weaker model, that breaks apart easier.
    The people were helping you as the monster because they wanted to lead you to that trap, and you followed because there was no other way out.
    The sea creature didn't help you breathe. You happened to sink passed a thing that helps you breathe underwater, that you swallowed.

  5. I dont get it. You critisized Darkest Dungeon because permadeath made you grind for so long. True. But now you are saying that this game should have life system to make you scared. Isnt playing linear game for the second time considered grind? You do exactly the same things, over and over. In Darkest Dungeon content was procedural, so at least you didnt have to follow exact the same dungeons. Why Inside is better for permadeath than Darkest Dungeon?

  6. I don’t think a perfect game exist for you, if you can criticize hollow knight you can criticize anything.

  7. This is great! I love that you called out this pretentiousness in these indie games that think if you make the story dark and ambiguous and the deaths brutal, the gameplay is perfect.

    I was so looking forward to the story being explained that I was going through the gameplay much as grind in an MMO. Now that you laid out why the gameplay is bad could I finally understand this doubt in the back of my mind.

  8. “What’s the point? I don’t understand what’s happening.” -Joseph Anderson failing to understand a games story and themes because it doesn’t have explicit dialogue telling him what’s going on

  9. Your gripes with the story is way too nickpicky. Shit I've never played inside and I am already interested than bored by the story. Your obsession with answers is a major let down for me — when it comes to story analysis it really tires me to hear someone conflate pay offs with answers.

  10. I don’t think you get the game, and that’s fine, but that’s the moral of this 25 minute video. It’s a puzzle game, you learn from mistakes, and mistakes mean dying. The incredible thing is how well the story (whatever you perceive it as) is communicated through camera angles, environment, and character animations all while being so simple.

  11. I like for the same reason i like LIMBO, its a quiet, depressing short story that you can experience when you're down.

  12. Joseph Anderson, I'm absolutely fucking crying over here about how much you despise "Ambiguous story-telling" I cannot agree more in any facet, I'm so sick of stories that are "2kewl4skool" in this regard, every single time I play a game and the story is "oooooOOOooOOO some things happened! Figure them out if you ddaaaAAAree!!~~" I drop it like it's hot. It gets me furious beyond belief, and you put it into words why, and I cannot thank you enough for that.

  13. This is the type of game that only becomes good if you can allow yourself to be amerced/believe in a situation you do not understand. You might also dislike Twin Peaks – The Return. This is not something anyone can enjoy like a piece of candy. Sort of like Blade Runner, it is a bath: if you aren't in the mood to drive in the rain going nowhere for hours, you won't enjoy yourself.

  14. I loved the game because I am really bad at horror games. I fully understand the concept of live-die-repeat thing, but I thoroughly hate having my character killed. The game has really visceral scenes of death, and that's for a reason. Every time I died, I didn't have the "ah shit, here we go again" vibe, I just wiped the sweat off of the controller and thought "I don't want to experience this death again", it was that visual. The death is not a setback, it's a slap in the face.
    And while yes, there was some tedium with the "hide from the light" danger management, running from dogs over the fence or escaping the merman is still tense. Yes, I know developer measured the distances so I could pass the section, but oh boy did I pray for those distances to be accurate. You can hear it in boy's breathing and ambiance becoming slightly louder. And I can attest – in the scene where you get inevitably drowned, I was flailing with my sticks to grab onto at least something, just as the boy did.
    Again, all of this is subjective and I'm just saying why I disagree on some points – primarily because I'm more susceptible to being killed in a video game, where I have no means of protecting myself. BUT I can't agree with you on some story parts, because it's where you're wrong objectively.
    …here I had several paragraphs of text, pointing out every mistake you made about story, but it's really boring to read and has no practical or discussion use. You weren't invested in the story and the game in the first place, so I won't force you to dig in it any further.

  15. There's so many comments in here that are 'Oh I totally see what you're saying! But you know, I liked it, I just don't think its for your tastes.' Which frankly doesn't make a lot of sense to me because people never explain WHAT they liked about it, expect for maybe a very vague statement about how the game looks nice

  16. The impression I had while playing, was that the whole game happens while narrative is suspended. Everyone seems to be waiting for something, the whole game felt like a stretching of that suspension. Narrative wise, nothing really happens, all your actions leave a tiny effect on everything around you. Even the big SPOILER at the end doesn't feel like what they, the scientists, are waiting for, you just go from a small nuisance to a bigger one, and you're definitely not the only weird experiment they have going there. The end felt unsatisfying by design, we don't even get a "The End" because nothing really happened…

    I saw the final segments as an allegory of linear game design, the scientists are Playdead's staff, and the THING is… the gamers, collectively. It was like a revealing of what went on during the whole game, and all linear games, the path is set, you can only do what they already know you can do. It felt strangely sincere.

    There was also a reversal of the perceived role for the protagonist, at the beginning, you're a fugitive, at the end you're the threat they run away from. These abstract concepts seem to to be privileged over everything else.

    And there was the set design, that was just a big work of art, maybe the whole reason for the game's existence and appraisal.

    I loved your independent thoughts, thank you for your cordial disagreeing.

  17. Saw this for the second time. Noticed when you asked the question: "Does this seem fun to you?" (in regards to the repetitive do-this-again puzzles)
    Yeah was good enough for me. It was repetitive but never got to a point that it negatively affected me.
    Playing it, it felt much more like an experience game – in line with the "walking simulators" which doesn't put too much emphasis on any one element (gameplay, graphics, sound, story, etc). I just thought it was a very balanced experience.
    Sure the puzzles can be more challenging and less tedious, but as it stands I'm happy with it.

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