Playdead Tagged Articles RSS Feed | GameSkinny.com Playdead RSS Feed on GameSkinny.com https://www.gameskinny.com/ en Launch Media Network 7 Indie Gems That Need to Be Ported to Mobile Devices https://www.gameskinny.com/03ifq/7-indie-gems-that-need-to-be-ported-to-mobile-devices https://www.gameskinny.com/03ifq/7-indie-gems-that-need-to-be-ported-to-mobile-devices Tue, 11 Apr 2017 08:00:01 -0400 Amy Turnbull

There’s no denying there are some amazing indie games out there, and many of the most successful ones can be found on Steam for PC, or on home consoles. With the ever-growing technology of mobile devices, and the rising popularity of mobile gaming, more and more indie games are finding a home on this platform. Not all developers are taking advantage of this area of the market though, so we’re taking a look at some of the current best indie games we think would fare really well on mobile.

1) Darkest Dungeon

This side-scroller gothic RPG from Red Hook Studios is a turn-based battle game with a twist. Instead of purely focusing on the characters' physical strengths and abilities, Darkest Dungeon has the player facing the emotional and psychological stresses one might experience living a life of gruelling adventure and hardship.

Tasked with leading your group through a dark and dangerous land 500 feet beneath the earth, you must battle not only the enemies you encounter, but also such atrocities as famine and disease, all while dealing with the mental stress of the darkness that is closing in.

Darkest Dungeon

While puzzle games and basic platformers lend themselves well to mobile gaming, we've seen with recent mobile games like Mobius Final Fantasy that RPGs (and particularly turn-based RPGs) can work surprisingly well, too. Darkest Dungeon would be no exception. The game's hand-drawn graphics are really neat, and the almost comic-book-like art style would transfer really well to mobile devices, providing a game that not only plays well, but looks great too.

2) Stardew Valley

Described by developers Chucklefish Ltd. as an "open-ended country-life RPG," Stardew Valley allows you to build up your own farm and surrounding land from scratch, whilst learning valuable skills like farming, fishing, mining, foraging, and combat. Much like with Harvest Moon, your character is just one part of a larger community of people that you will get to know as you play, making friends and even starting a family of your own if you choose to.

Like many games of this type, Stardew Valley can be quite addictive, with endless hours of open-ended fun to be had customising, building and maintaining your own little corner of the Valley. Basically, it's the kind of game perfect for dipping in and out of for short periods of time without having to commit to sitting and playing for long stretches in order to achieve anything.

Stardew Valley

As anyone that's had to turn their game request notifications off will know, Farmville is the most popular game on Facebook. It's an addictive simulator always within arms reach wherever you may be, thanks to its ease of access on smartphones and other mobile devices. Why not take that one step further, by bringing a more in-depth farming simulation game to mobile -- one that doesn't require the use of social media to run/play it? Stardew Valley would definitely be a good candidate for this, and has the potential for success in this area as it plays right into the hands of what mobile gamers already enjoy.

3) Death Squared

The recently released co-op puzzle game Death Squared, from developer SMG Studio, has already seen a lot of success while being showcased at various PAX events around the world.

The game requires each player (1, 2, or 4 people) to guide their own individual robot to matching, colour-coded goals, all while maneuvering their way around deadly hazards, and each other. When playing in one of the co-op modes, players must work together to solve these puzzles, all while preferably keeping each other alive. 

Death Squared

Death Squared is the Monopoly of the indie gaming world. If you love arguing with your family and waiting to see who flips a table first, this is the game for you. It is frustrating and endearing in equal measures. Death Squared's simple yet appealing premise, its co-op opportunities and the easy-to-grasp controls make it a great candidate for mobile gaming that can be enjoyed by casual gamers and even non-gamers.

4) Shovel Knight

With the recent release of the complete Shovel Knight compilation, Shovel Knight: Treasure Trove, on April 5th, now seems like a better time than ever to port this popular adventure game to mobile devices.

In this action-adventure platformer from Yacht Club Games, you play as Shovel Knight, a hero out to find his lost love. Using your trusty Shovel Blade, you must battle the knights of the Order of No Quarter and ultimately defeat their leader, The Enchantress. Treasure Trove also contains both the sequel and prequel to the original game, allowing you to play as Plague Knight and Specter Knight in their respective adventures, too.

Shovel Knight: Treasure Trove, Shovel Knight, Treasure Trove

Shovel Knight's 8-bit style will transfer easily to mobile devices, and the bold colours would look great on current technology. The basic side-scrolling method of play would work well with touch-screens, and the overall retro aesthetic would appeal to those that look back fondly on the 8-bit era of gaming. The whole thing has a very nostalgic feel to it, and with everything retro being so in right now, this endearing quality would appeal to gamers young and old.

5) Inside

This unusual puzzle platformer from developer Playdead is one of the top-selling games on Steam currently. It is visually beautiful; dark, creepy, and atmospheric, and this somewhat grim aesthetic and the accompanying morbid soundtrack (recorded through a real human skull) all work together to keep the player on the edge of their seat.

Inside's mysterious description reads simply, "Hunted and alone, a boy finds himself drawn into the center of a dark project." The game's rather disturbing concept of human experimentation, and playing as a lone boy trying to escape the setting, is an uncomfortable experience, particularly if it all goes wrong and you have to watch the young child die. This game won't be for everyone, but for those that enjoy the macabre, it's a must.

This game is a sequel to its equally creepy predecessor, Limbo, which is already available on iOS and Android, but it also works as a standalone. It would be a great move to have Inside follow in Limbo's footsteps to mobile gaming. The game only take 2-3 hours to complete, but with its oppressive atmosphere any longer would probably be overkill. The resulting concise story, side-scrolling gameplay, and gorgeous graphics make this a great candidate for the mobile platform, and Limbo's success in that area would no doubt continue in this sequel.

6) Paradigm

This brand new dystopian adventure game, released just last week, is bizarre and hilarious in equal measures. Developed by Jacob Janerka, Paradigm was a huge success on Kickstarter, more than tripling its initial goal of $14,000. Described by Janerka as "Pixar meets Fallout", the game's quirky 2D graphics and numerous 70s and 80s pop culture references make for a delightful, if strange, gaming experience.

Paradigm is full of self-deprecating humor, as you play as the ugly-yet-confident protagonist of the title, a mutant who has to put aside his dreams of becoming a famous glam rock musician in order to go and save the world. Your nemesis? A tyrannical sloth named Olaf (yes, really). It's a tough gig, but someone's gotta do it.

The point-and-click gameplay makes this a perfect candidate for mobile gaming, with this method having easy compatibility with touch screen technology. The dark humour and overall bizarre story makes for a fun game to dip in and out of whilst on the move (though it's definitely not one for the kiddies!).

7) Undertale

Described by developer Toby Fox as "the friendly RPG where nobody has to die", Undertale offers a rather unique way of defeating foes, by offering friendly means of negotiation, such as sharing a secret, or doing a dance.

As the protagonist, you must find your way out of an underground world of monsters and mayhem, or risk staying trapped down there forever. Your choices in-game will determine your character's fate, so there is a lot of replay value simply by doing things differently each time you play the game through.

Undertale

Undertale is one of the most most popular and successful games on Steam to date, becoming an instant classic. The story-driven RPG is very reminiscent of old-school NES games like The Legend of Zelda, and that nostalgia and simplicity, along with a fun sense of humor, is really endearing. The game's existing popularity alone makes this a great choice of game to make more widely available, and with everyone and their dog seeming to have a smartphone or other mobile device on them these days, what better way to make something available to the masses than through a mobile port?

There are tons of amazing indie games out there, with more and more being released every week. With such a huge selection to choose from, and so many of those not (yet) ported to mobile devices, let us know in the comments what you'd like to see in the world of mobile gaming in the near future!

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Missing the Zeitgeist of Inside Wasn't an Issue for Me https://www.gameskinny.com/fh9qa/missing-the-zeitgeist-of-inside-wasnt-an-issue-for-me https://www.gameskinny.com/fh9qa/missing-the-zeitgeist-of-inside-wasnt-an-issue-for-me Tue, 24 Jan 2017 00:16:55 -0500 Cody "Slannxe" Bolster

Inside is a side-scrolling puzzle adventure game that follows a young boy just trying to survive in (what seems to be), a post-apocalyptic world.

When Inside was first announced several years ago, I was somewhat interested, but since I had never gotten around to actually playing Playdead's first game, Limbo, I didn't understand the pedigree these developers had.

Fast forward to when the game released last year. Many people were swooning over Inside, with many saying it was amazing, and that it was a GotY contender. I was surprised, but I didn't feel like paying $15 on the Xbox One to play it. So I waited, thinking it would go on sale in the future, or perhaps come to the PS4.

And that it did. It was released on PS4 about a month later, and it was immediately back on my radar. But seeing as I still had a significant amount of games just from 2016 in my backlog, I had to abstain from getting it.

Luckily, Sony decided to slash the price during its Holiday sale. It was only $5 cheaper than normal, but I had gotten a gift card for Christmas, and that was all it took.

Inside is a great game, full of difficult but rewarding puzzles and super interesting secrets. There are only a few things the boy can actually do. Move, jump, and an action, like pressing a button or grabbing a box.

Without going into too much of the spoiler zone, most of the puzzles you will do are simple. Like dropping a safe into broken floor boards or using gravity to your advantage. None of the puzzles you will do are unrealistic. They all make sense. My biggest suggestion is to always look for the yellow power cables.

The entire time I played I was constantly wondering, "what am I doing? Where am I going?" The game tells you absolutely nothing, with no dialogue at all, so you have to slowly piece things together yourself, and even then, there doesn't seem to be a definitive answer.


Inside is also a brutal game. The amount of different ways you can get the young boy killed is crazy. Without getting into spoilers, there are dogs, guns, electricity, and even drowning. There was even one point in the game I gagged because a death was pretty disgusting. But this really just added to the world of this game; it really had me sucked in.

With all this being said, I finished Inside and all I could say was, "what the hell? What just happened? What is this game?!" I was actually frustrated. The game felt relatively grounded for a majority of the time, and out of nowhere, it gets so absurd I couldn't stand it.

Even after getting the secret ending to the game, I was still confused. Luckily, I decided to look up the ending and was able to come across a great explanation that made me feel so much better about playing the game. Everything made (relative) sense.

But overall, Inside is great. It does everything a good puzzle game should do. It is top shelf material and really should be played by anyone who calls themselves gamers. You can beat it in 4 hours, and feel like you accomplished something amazing. It can get incredibly weird at times, and actually intense and frightening.

I can see why everyone has been loving on it, and it's never too late to jump in and play.

What do you think of Inside? Did you love it, or did it freak you out? Let me know in the comments below!

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Co-founder of Playdead Resigned After Intense Power Struggle https://www.gameskinny.com/3u3ob/co-founder-of-playdead-resigned-after-intense-power-struggle https://www.gameskinny.com/3u3ob/co-founder-of-playdead-resigned-after-intense-power-struggle Tue, 17 Jan 2017 23:23:11 -0500 Nam T. Bui

Back in July of 2016, Dino Patti, co-founder of indie studio Playdead, left the company after working there for nine years. He was reported to have sold his shares and granted full company ownership to fellow co-founder Arnt Jensen, stating that he wanted "to seek new challenges." However, a recent report from Danish financial newspaper, "Børsen," has revealed a messier side of the story with power struggles and buy-outs within the company.

According to the report, the conflict between Patti and Jensen started back in 2015 with Patti's frustration of the slow development progress of their projects, with each game taking four to six years to complete. The disagreement also extended to the ownership of Playdead's game rights.

Since then, their conflict has escalated to the point that the two only communicate with each other via lawyers and emails. On November 10th, 2015, Arnt Jensen expressed his dissatisfaction with working with Patti, as well as his desire for "other ways to continue my creative activities."

Jensen's statement prompted a removal of Jensen as the director of Playdead's Central Business Register (CVR) in Denmark. This act was conducted by a shocked Patti since he interpreted Jensen's statement as an intention to step down from the company. However, Jensen's lawyers claimed that it was all a "misunderstanding" and Jensen only intended to resign from the position of "creative director", not co-owner of the company.

Sometime later, the Danish Business Authority decided that Patti must leave the company due to continuous disagreement between two parties. Jensen was reported to have paid 50 million DKK (~7.2 million USD) in order to buy out Patti's shares in Playdead, thus giving him complete ownership of the company. After that, Patti believed his received amount was undervalued and attempted to trade in the money, hoping that in exchange, he could be granted back his old position at the company.

At this moment, Arnt Jensen has refused to comment about the conflict, while Dino Patti has said that he considers this all to be very personal. He has even compared the questions about the disagreement to questions about a breakup with a significant other.

Do you think this will affect the studios output? Or can Playdead weather the storm? Let us know in the comments below!

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After the Hype: Reviewing Inside https://www.gameskinny.com/m14sf/after-the-hype-reviewing-inside https://www.gameskinny.com/m14sf/after-the-hype-reviewing-inside Mon, 19 Sep 2016 19:29:59 -0400 Jared Elliott

I'll come right out and say it – I love platformers. There is a corner of my heart which is still home to games like Crash Bandicoot, Spyro the Dragon, and Jak and Daxter, which I played as a young lad more than fifteen years ago. Sadly, the platform genre suffered somewhat after that golden age, at least until 2010, when Playdead's Limbo revitalized the genre by offering players a novel, atmospheric, and unforgettably creepy experience. Remember being chased around by a massive spider, tearing off its legs, and using its thorax as a platform to reach the next area? Yeah, me too.

One of the many delightful experiences of Limbo

With Inside, Playdead has crafted an experience which is fundamentally similar to Limbo, albeit with improved gameplay, polished graphics, and new environments which create a perpetually eerie and sometimes downright scary atmosphere. Inside succeeds in delivering every element that players loved about Limbo in a new, decidedly fresh package while simultaneously tweaking the elements which some regarded less favorably. The player character, for example, knows how to swim in this edition, and does so gracefully and with ease. He is able to hold his breath for a reasonable period of time and provides ample warning to the player when his oxygen runs low, allowing Inside's breathtaking underwater settings to be explored at length. This is a notable improvement over Limbo, whose protagonist dropped like a dead sack of potatoes as soon as he stepped into a deep puddle.

Pictured: A near-death experience

Overall, Inside's controls feel smoother than those of its predecessor. The protagonist moves in a natural and realistic way without being cumbersome to navigate – a perfect and rarely executed combination of traits for platforming games in general. This realism in motion is used to great effect during Inside's numerous moments of suspense, such as when vicious dogs give chase with appropriate and frightening speed while your character trips over stray branches and slogs through knee-high water. The hallmark of suspense in any medium is uncertainty, and there were countless moments during Inside in which I felt hopelessly doomed, only to escape death by the skin of my teeth. Leaping over a bottomless chasm to escape the jaws of those aforementioned canines, even during my second playthrough, is something that will take years to forget.

Not friends

This luck runs out occasionally, however. Retained from Limbo are the many instances of trial-and-error gameplay, which means that death and repetition are guaranteed in the world of Inside. The deaths themselves are particularly gruesome, yet satisfying, and serve as a macabre reward to the player in and of themselves. Thankfully, the obstacles which players encounter along the way rarely necessitate more than two or three attempts to surmount, and repetition of the game's more difficult challenges is smoothed over by forgiving restart placement. In the event that your character dies, the game deducts a few seconds of progress and sends you along your way with an encouraging pat on the rear. This eliminates the unneeded frustration which plagues some other platforming titles and ensures that the pace never screeches to a halt.

And what a treat it is to keep a steady pace, because the environments which the player will explore during Inside are as astonishing as much as they are varied. No area is boring to look at, thanks to Playdead's incredible art design, and subtle clues peppered throughout the world reward careful eyes with new mysteries to solve and deep lore to contemplate. The musical score is notably well-composed and enhances the game's atmosphere to the extent that it is inseparable from the environments themselves, masterfully punctuating experiences ranging from the most panicked to the most awe-inspiring until the very end.

There are no friends in this world

For all that it does right, Inside is sadly lacking where its plot is concerned. This is nothing new for Playdead, who are no strangers to ambiguity – however, the impenetrable mystery and forced speculation that was once charming in Limbo becomes tedious when transplanted into a game with significantly more complex and interesting environments. The secrets of Inside are captivating and beg to be revealed, yet most are discarded and ignored in the very same moment that the credits disappointingly roll. I finished the game knowing almost nothing more about the setting than I did when I started. Instead, I was left with many more questions than answers and nary a hint to speculate.

I discovered after my first playthrough that there is a secret ending which can be unlocked by uncovering various hidden areas within the game. This ending reveals critical details of Inside's story, but it is nearly impossible to achieve without consulting online resources. To achieve the secret ending and therefore get the most out of the story, one must discover a total of thirteen secret areas, some of which are so deeply tucked away that my concerted effort to uncover them failed. Then, one must find another secret area with an entrance which is literally impossible to see. Finally, one has to input a specific musical pattern into a device to open the final door and unlock the ending. The pattern in question can be heard within a total of two hidden areas of the game, with no indication of its importance granted to the player whatsoever. There's captivating mystery that is a delight to uncover, and then there's drudgery. Inside features more of the latter as far as its plot goes, and unfortunately for Playdead, drudgery almost never makes a good story.

All things considered, Inside is a well-crafted and beautiful game, and its flaws are lost in the multitude of superb moments which ultimately define it. It is an interactive work of art, and all that Playdead needs to improve at this point is their storytelling approach. If they nail that next time, they will have the right to claim the title as one of today's greatest development teams. Until then, I'll keep playing Inside and hoping for more of the same.

   

 After the hype is gone, what's left? For Inside...

9/10 - Deserved the Hype

 

 

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Inside Review - Down The Rabbit Hole https://www.gameskinny.com/dxalk/inside-review-down-the-rabbit-hole https://www.gameskinny.com/dxalk/inside-review-down-the-rabbit-hole Tue, 30 Aug 2016 06:00:01 -0400 Jeremy Brown

In many of my favorite games, there are minor dull moments. Perhaps going through a section just talking to NPCs while you get to the next area, or a stealth section that's too easy for any real challenge. But the memorable parts soar above and beyond what expected, leaving me satisfied as a player. In this world, with its awe-inspiring visuals and surreal sounds Playdead's Inside does something that almost no game can achieve -- there is actually never a dull moment in the game.

It starts off similar to Limbo, Playdead's previous title from 2010, with you controlling a young boy in a forest. But this time around, there's a major difference- your character goes on a journey into horrific abstraction, one that brings me closer to feeling like I'm in some terrifying dream I can't awake from. This is much more complex than its predecessor in its themes -- it throws you into a world where scientific exploration has ruined animal life, and made a horrifying dystopian society. It reminded me very much of Aldous Huxley's Brave New World, with people living in a state that you know has no chance of truly being changed. When the ending arrives, no amount of plot-twist guessing will save you -- it's ridiculous, it's insane, and you won't see it coming.

Much of the praise I give the dreary story...

...is thanks to the fantastic, perhaps flawless art direction for the game. The lighting effects of the shadows, and stark contrast between your character's red shirt and the bleak grays that surround him. Character animations are incredibly fluid, from the dogs, to the boy, even down to the more demented things that wait as you progress. It all gives a shocking sense of realism, even though the people don't even have faces. Like I said, it's an oddly striking balance that makes you feel as if in a dreamscape.

But what makes this so much better is that the animations also work so well with the controls; that every movement I made was so perfectly responsive. Everything flowed well, but not at the cost of making good gameplay for platforming, something that was an issue for me when playing Limbo. But it doesn't stop there, as the art direction actually also fixes all of my other minor complaints with Limbo. For instance, in that game, if you had a box fall on you, the kid will die because of the blunt force trauma to the head. But because Inside is set in a '3D world' now, the boy simply steps into the foreground to avoid injury. This is just one example, but the small quality of life improvements are so important to the flow.

Puzzles are also very intricate, adding new elements to a mechanic; as long as it can be creative. The level design so concise that you always use something to its fullest before leaving an interactive object behind. They also lead to my only problem with the game- dying is a common thing when solving them, but the idea behind many of them is that they want you to fail on the first try, see the boy meet a gruesome fate, then try again. These become more streamlined if you go back into the game again, as you've gained more knowledge of the level, but it creates times where trial-and-error takes hold. Because of the context of these puzzles, they come to life as stealth, action, and set-piece moments that fuel back into the game's narrative, and vise versa.

That's what really makes the journey special

Inside, on my first playthrough, was 4 hours long, then my second two times were only 90 minutes. It's not a long game, so the $20 price-tag might scare off more frugal players. But the game is dense in its creativity. Everything that matters comes back into itself. The story, the puzzles, the action, the presentation; they all flow so seamlessly back into each other that it doesn't just feel like a game anymore. Inside fulfills Limbo's aspirations in becoming a seamless, near-flawless experience. It took six years to craft this game; but just from its mysterious beginning to a literal jaw-dropping ending, Playdead has made a true work of art.

The Good:

  • Fantastic visuals and animations
  • Great atmospheric sound design
  • Pitch-perfect playability
  • Shocking, astonishing story

The Bad:

  • Puzzles can lead to some trial and error moments
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Inside comes to PS4 on August 23rd https://www.gameskinny.com/h9fuq/inside-comes-to-ps4-on-august-23rd https://www.gameskinny.com/h9fuq/inside-comes-to-ps4-on-august-23rd Thu, 04 Aug 2016 07:45:03 -0400 Anne-Marie Coyle

Inside launched as an Xbox One exclusive a little over a month ago, but it turns out PlayStation fans won't have long to wait until they can experience the acclaimed 2D puzzle platformer.

Developer Playdead has announced the game will make its way to PS4 on August 23rd. This marks a vast improvement over the studio's previous game, Limbo, which took a year to release on a Sony console.  

Despite having hefty boots to fill, Inside received rave reviews when it launched on Xbox One, with many suggesting the follow-up not only lives up to, but surpasses the brilliance of its predecessor. 

Inside bears a striking resemblance to Limbo both visually and technically; it stars a young boy exploring a primarily monochromatic world where failure to correctly traverse the gloomy, puzzle-filled environments results in a certain and traumatically gruesome death for the tiny hero. 

The news of the inbound PS4 version was also accompanied by a new trailer, which you can check out below:

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INSIDE is a breath of fresh air https://www.gameskinny.com/1fhwk/inside-is-a-breath-of-fresh-air https://www.gameskinny.com/1fhwk/inside-is-a-breath-of-fresh-air Fri, 15 Jul 2016 07:17:47 -0400 Dennis Adame

In an industry where it seems like every other game released is a shooter with insane amounts of blood, gore, and language, it's nice to have a game that is a little toned down -- one that actually makes you think a little and doesn't spell everything out for you. It's nice to have a game that is just fun. INSIDE from Playdead, the folks that brought us Limbo, does just that.

The game is very simple graphically, using only black, white, and red. But the environment itself beautiful and rich. It almost speaks to you with a story of its own.

INSIDE also has very little voice acting, other than grunts (from jumping and falling), but you can understand what the character is feeling based on his body actions.

Playdead does not tell you much about the story, or really anything for that matter, but instead leaves it up to the player to figure out on their own which I really enjoy. (I will write a separate article about what I think is going on). The main character is a boy who seems to have escaped some kind of testing facility, and he is on the run. Along his journey he is chased by dogs, guards, a creepy water lady, and even gets to drive a submarine type ship. 

Much like Playdead's Limbo, the game is very creepy and unsettling. During my time playing, I always had the feeling like something bad was about to happen, or that another gross/depressing scene was waiting for me in the next room.

For example, in the picture above you can see the main character and a group of people following him. Those people are almost like zombies that the player can control with his mind. They are brainless bodies that follow the player and do whatever he wants them to do. When he is done with them they just fall lifeless to the ground. 

The gameplay is simple -- walk, jump and grab are the only controls that you will use are you make your way through the three or so hour story. The game is only $19.99, and even if you feel that three hours isn't worth the money, the joy that this game brings will be well worth it.

If you want a game that will make you think not only about the story but about the games many puzzles, then this is a game that you need to pick up. Since it can be beaten in about three hours. I would also suggest playing it all in one play through. It will keep you immersed and make it a more rewarding experience.

 Essentially this game is a lot like Limbo -- which is a great thing, because Limbo is an amazing game like INSIDE. The only thing that stops this game from being a perfect ten out of ten is the fact that it is only three hours long. It could have just been a little bit longer, and it was so well done that I wanted much, much more. 

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What the Hello Kitty is Going On in INSIDE? https://www.gameskinny.com/wedq9/what-the-hello-kitty-is-going-on-in-inside https://www.gameskinny.com/wedq9/what-the-hello-kitty-is-going-on-in-inside Fri, 15 Jul 2016 07:08:57 -0400 Dennis Adame

First off, if you haven't read my review of INSIDE I suggest you do. There I go over what I like about the game, here I am only talking about my views on the story. Just like with Limbo, Playdead pretty much leaves it up to the player to figure out what's going on in the game. I personally enjoy that, because it makes me think for once when playing games. The internet is full of ideas about what people think is going on in the game, but I am going to give it a good old college try and tell you what I think is happening.

[Note: There are spoilers ahead. Tread carefully.]

First things first, when does this take place?

Well, I think that this game takes place in the same world and before the events of Limbo. Two major things point to that -- the first of them being the mind-control worm things. The little white worms were featured in Limbo and they can be seen early on in INSIDE attached to a pig. The pig is very aggressive until you make him run into a wall and you pull the worm off him. Once the worm is off he is a lot more calm (maybe the worm was being tested on pigs before it was tested on humans).

The other factor that leads me to believe that the games takes place before Limbo is that the number of people the player encounters and the state of the buildings. In Limbo, pretty much the only person that you will see is yourself and the little girl at the very end of the game. Aside from those two people, no other humans are seen. So the fact that there are people in Inside makes me think it's earlier on the timeline in the same world.

Up next, what the hell is going on?

Well, this may be weird..but bear with me for a second. The blob thing from the end is the one in control the whole time. Think about it -- you break out of the facility at the beginning and hide from the guards, just to make your way all the way through the game to end up back at the facility and free the blob. The blob wants you to help it get its freedom.

This is also enforced through the alternate ending of the game. The ending shows the boy walking into a room that has a mind control helmet plugged into the floor. When the player pulls the power plug he collapses into the same position the other "zombies" fall into when not being used. 

Now, what's the objective of the game?

Well, it could be one of two things. The first possibility is that you goal is to have the blob to escape the facility, which is achieved. Or it's for the blob to leave the facility and go somewhere else, which doesn't happen. Either way, it's pretty depressing, since it seems like the blob dies in the ending. 

Well there you have it, my thought on INSIDE and what's going on. Much like Limbo the game is pretty depressing, but it's a great game regardless. What do you think is going on? Let me know in the comments.

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Inside Looking To Be One of the Greatest Games of 2016 https://www.gameskinny.com/cknnk/inside-looking-to-be-one-of-the-greatest-games-of-2016 https://www.gameskinny.com/cknnk/inside-looking-to-be-one-of-the-greatest-games-of-2016 Wed, 29 Jun 2016 05:52:13 -0400 cactusjudy

2D-puzzle adventure game Inside comes out on the Xbox One tomorrow (and on PC July 7th), and the reviews are already rolling in. Spoiler Alert: they're spectacular. 

The second game from Danish indie developer Playdead, which gained critical acclaim for its 2010 title Limbo, Inside follows a nameless boy as he struggles against forces who are trying to take over the world through experimentation on human bodies. The game starts off in a dark woods where the playable character is being hunted by guards, and soon continues into a military factory where the majority of gameplay occurs.

The boy must complete a number of puzzles and avoid death as he continues through the factory, uncovering secrets about his world. The only actions available to the player are "jump" and "interact," limiting the boy's movements and adding to the atmosphere of terror and mystery surrounding the game. Additionally, no dialogue or text instructions exist in-game, forcing the player to enter the game clueless as to the backstory and details of its characters, locations, and conflict.

Inside is being hailed as a masterpiece by numerous gaming magazines and websites due to its detailed, bleak visual design, stellar use of sound and camera work, and intricate, engrossing plot. The game is certain to provide a number of tense moments as the boy continuously escapes death by the skin of his teeth. Or doesn't... leading to a number of gruesome death scenes that add to the game's thrilling and mysterious experience (and don't punish the player too harshly, given the generous number of save spots).

For all of these reasons and more, Inside is already proving to be one of critics' top choices of the year, earning a perfect 10/10 from both IGN and VideoGamer.com (and 9.5s from most other review sites) and holding a score of 91 on Metacritic. Though not for the young or the squeamish, Inside should be on the radar of every gamer this year as it continues to win accolades and aims to become one of the greatest titles of 2016. 

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Limbo is Free on Steam Until June 22 https://www.gameskinny.com/7bv1m/limbo-is-free-on-steam-until-june-22 https://www.gameskinny.com/7bv1m/limbo-is-free-on-steam-until-june-22 Tue, 21 Jun 2016 16:45:09 -0400 HaruOfTime

The developer Playdead is giving away Limbo on Steam for free until June 22, at 10 AM Pacific Time. Simply add the game to your Steam account, and you will keep the full game after the free period.

Limbo was also free on the Xbox One for a short period. So if you missed your chance to claim it from the Xbox store, you can now get a free copy for your PC.

Limbo is a dark 2D puzzle platforming game that follows a boy's journey to find his sister. The game's world is dangerous, filled with obstacles, traps, and deadly enemies. The game has received overall high reviews.

Playdead has an upcoming title called Inside, which will be released for the Xbox One on June 29, 2016, and for the PC on July 7, 2016. Inside is also a puzzle platformer and shares some visual similarities with Limbo.

Get your free copy of Limbo on the Steam store before time runs out, and experience the game's eerie beauty.

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Limbo Coming to IOS https://www.gameskinny.com/vp09k/limbo-coming-to-ios https://www.gameskinny.com/vp09k/limbo-coming-to-ios Wed, 26 Jun 2013 12:54:40 -0400 Reilly C.

Limbo is coming to all IOS platforms including iPhone 4s and 5, iPad 2 and iPad mini as well as the latest iTouch.

Anyone else remember this little game that came out in 2010 during the Microsoft Summer of Arcade? It dripped with atmosphere, had interesting puzzles and was slightly horrifying for the tasks it asked you to commit.  It received numerous awards and with multitudes of praise from multiple sources of media.

I couldn't have agreed more.  I loved Limbo and finished it in one sitting as I was wrapped up in its grim world and very minimal sounds added for just the right impact.  I have played it maybe six times through trying to get one elusive Achievement. I heavily recommend this game to anyone but also feel skeptical about this going to touch screen.

The game really requests some very time sensitive jumps and actions that can be made more difficult when your hands all over the screen.  Quite frankly, I worry about the precision of the presses might not register right and cause unnecessary deaths.

I have been surprised though. 

Limbo should be popping up in the App store on July 3rd.

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