Developer: Playdead
Publisher: Playdead
Reviewed on: PlayStation 4
Available on: PlayStation 4, Xbox One &
PC
Released: June 29th 2016
I want to begin this review by saying
that because I've been looking forward to this game coming out for so
long (basically since I first played LIMBO, which is Playdead's first
game) I'm going to be slightly biased with my review in the way that I
was bound to think it was good. Having said that, it could have
easily swung both ways, because I love LIMBO so much, I was
unsure as to whether INSIDE could live up to it and for that reason I
was going to either end up feeling disappointed or loving it just as much (or more).
I would also like to say, while this
review is spoiler free, it may contain minor spoilers about some
environments and very vague themes brought up by the games story. So
if you want to avoid any information about the game at all, stop
reading now. Any major spoilers will not be mentioned in this review.
Upon completing INSIDE it's difficult
to know where to even begin, this review will be a lot shorter than
my usual reviews because I don't want to give too much away. A lot of
the fun is in exploring this game's universe for yourself and
discovering it's secrets on your own. So was INSIDE worth the wait
and does it live up to the experience I got while playing LIMBO?
The atmosphere in INSIDE is just as miserable as it was in LIMBO.
First of all let me explain what INSIDE
is, it's a 2.5D cinematic platformer with a lot of horror influences.
It's set in a near future dystopia where the upper classes rule over
the lower class inhabitants using forms of mind control.
You control a unnamed boy in a red
sweater who is escaping from something and we join him part of the
way through this escape. On the journey you go through farmland, a gigantic city and a huge scientific facility. Each of these places give us a lot of information about the game's world.
The way the actual story of the game is
told is through imagery and metaphors, as such it's down to your
individual interpretation as to what the game means and what happens
throughout. This is something that divides a lot of people, some love
it and some hate it, I am in the love category. I like thinking about
an experience when it's over and I like paying attention to
background details to formulate my own ideas about the narrative of
the game. I understand the argument that this method of telling a story can be seen
as somewhat lazy but I heartily disagree when we're talking about INSIDE.
Some sections of INSIDE are bright and somewhat colourful, bringing a sense of hope. Though it's always fairly short lived.
The way to go about this kind of
story-telling is to not be explicit in outright telling the audience
what's happening but offer clues and subtle indications as to what
might be happening. Doing this also adds to replay-ability because
people will want to keep going back to see if they missed any clues
or try and understand something they didn't while playing for their
first time.
Rather than speak about my own opinions
about what the game means to me, I want to leave the game's plot
largely unknown, just because it's something you need to experience
for yourself.
INSIDE starts with a loading screen
which simply states the title of the game and then throws you
straight into the game, there's no need for menus here! I appreciate
this because not only does it reflect the game's minimal design but
it also isn't necessary to have a menu. Too often games can have
complex menu systems for no real reason and while I appreciate the
level of customisation this brings, with a game like INSIDE, it
isn't necessary. When you start a game, you want the game to do just
that, not have to fiddle around in menus for a few minutes before
starting the experience. Having said this if you do want to change the brightness or turn controller vibration off you can do so by pausing
the game.
The red sweater helps to distinguish yourself from other characters while also being a metaphor for the non-conformity your character represents. It's deep stuff.
The gameplay of INSIDE is made up of
several different elements, you have stealth sections where you're
hiding from enemies in the background and need to figure out when
it's safe to move forward, you have
platforming sections which feel incredibly smooth and satisfying and
the levels are very well designed. It also has puzzle sections which
aren't very difficult at all if you pay attention to your
surroundings but are very satisfying to complete and they aren't easy
enough to be disrespectful to the player's intelligence. INSIDE also
has sections where the emphasis is on exploration or just taking in
the surroundings and these sections are great because they create a
foreboding, oppressive and lonely atmosphere that adds to the
elements of horror which are massively expanded on in the last act of the game.
At it's core it's a simple game where
the only button inputs are the left analogue stick to move, the X
button to jump and the square button to grab. But it's what the game
does with these minimal controls that make it so good. Despite having
these basic controls it never re-uses the same puzzle elements twice
(and if it does they are modified in some way) which makes every section of
the game distinct and memorable. You also never feel like the game causes cheap deaths, you know all of the controls from the very start of the game
which creates a situation where it's just you, your wits and your
reactions against all of the various puzzles and traps. If you die
you never feel like it's the game's fault, it feels like you should
have seen whatever it is that killed you coming by paying more attention to your
surroundings.
The stealth sections mostly consist of staying out of the line of sight of enemies in the distance. They are very tense and you have to make sure you move at the exact right time to avoid detection. The player character will automatically take cover and change his stance during these sections.
Throughout the game are hidden areas
which are indicated by a yellow wire which can be placed in the
background or foreground environments, while you might know there is
a secret area nearby, sometimes finding these areas can be a little
tricky, but the game never becomes frustrating at any point even when
searching for these areas. The hidden areas are also hinted at on the trophy and achievement lists, so if you're struggling you can consult them for a
hint as to where they might be. I highly recommend you find these
hidden collectibles because there's a completion bonus, but I won't ruin
what that is.
After finishing the game you gain
access to a chapter select screen where you can replay specific
sections. This can be used to simply replay a bit you really liked or
to find all of the hidden secrets so it's both handy and a fun reward
for finishing the game.
The game takes around three hours to
complete, and around four hours to get one hundred percent
completion. I think this length is great, while it's obviously short
it never outstays it's welcome, it's better to have a game leaving
you wanting more than boring you and leave you not wanting to play it
again. Every section in the game is unique and this just
leaves you wanting to see what else the game has in store right up
until the end. Even after finishing the game I found myself wanting to jump right back into it again to see what I missed in the game's backgrounds and find all of it's secrets.
The camera and environments move in ways that create an unnatural feeling, like everything is off balance and wrong in some way. It's very unsettling.
The visual style of INSIDE is quite
unique. The colours appear quite muted and de-saturated which
reflects the state of the world you're exploring. Textures mostly
look quite smooth and almost clay-like at times which gives the game a distinct look and also makes it's universe look other-worldly.
As I previously mentioned there is
quite a bit of visual variety in the way that you explore several
different areas which all look very different, but even within those
areas there are different sections, the passage of time will change,
you'll be alternating between being interior and exterior locations
and this, along with the different gameplay styles and the game's
length keep the experience exciting and fresh.
Lighting in the game is used to signify
safety and this works itself into the game mechanics at certain
points. It also looks great, piercing through the darkness and
creating this sense of discovery and mystery as you progress, not
quite being able to make out what's in front of you. There are also
bright sections of the game, which stand in contrast to these darker
sections and create a a feeling of relative safety.
"Hello!" "Hello!" "Follow me!" "Okay!"
There's a lot of subtle details in the
games visuals too, like how after being chased, the main character
will breathe heavily and you can see his chest harshly puffing in and
out, he'll also turn to check how far away a danger is when he's running
away and many other details that make the world and characters seem
truly alive.
From a technical standpoint the game is
perfect, it runs at sixty frames per second constantly with no slow
down at all and there was no graphical or audio glitches in my two
play-throughs of the game.
The secret collectibles in INSIDE give you the trophies/achievements the game has to offer. Some are rather easy to spot whereas others require a bit of problem solving to reach.
The sound design is very ambient and
only picks up in sections which are climactic. Often the music will
blend perfectly into the various background sounds almost becoming a
piece of the environment itself. It's used sparingly, but to great
effect. Because music isn't used all the way through the game it also
creates this sometimes shocking contrast between the tense and hectic
sections and the quiet slow moving sections.
The background sounds in the game are
fantastic, trains will roll past in the background giving out an
industrial rumble indicating the change of scenery and tone, the slow
moving marching sound emanating from the city creates a feeling of
dread and intrigue, the sound design really is spot on. There's one
section in-particular while in the scientific facility which really
uses sound in an amazing and very threatening way but I won't spoil
it here.
At every stage of the game the sound
perfectly compliments what's going on on screen. Nothing is out of
place and every detail adds something to the overall experience. I
would recommend using headphones while playing through the game, just
to hear every detail in the background.
When the camera zooms out, it's really effective in providing a sense of scale. The world around you becomes huge and you become more insignificant.
It's probably obvious at this point, I
think INSIDE is nothing short of a masterpiece. It's an absolute
must-play and now it's on PS4, pretty much anyone can get their hands
on it. Some may think that a game which is three hours long isn't
worth the price tag of £16, but it's truly an experience worth every
penny.
It's one of those rare games that comes along and are instant classics and it's one which I'll be playing over and over again without my enjoyment decreasing at all.
Every aspect of INSIDE from it's
gameplay, graphics, controls, sound design and story is fantastic and
it's the first time I've written a review where I've not had a single
negative point to make. I never thought LIMBO could be topped, but
Playdead have gone ahead and done just that. I can't wait to see what they do next.
10/10
Pros
- Mysterious and thought provoking
story that keeps you thinking about the game's themes and message
long after finishing it.
- Simple and intuitive controls
which fit perfectly with the style of the game
- Gameplay is varied and every
section of the game is memorable from start to end. Each section
stands out and is separated from the previous by having lots of
different mechanics which all work in a similar way, but are
different enough to create a sense of wonder for what will happen
next.
- Sound design is incredible and to
be fully appreciated must be listened to with headphones or good
speakers, it perfectly blends into the visuals and adds so much to
the atmosphere.
- Unique and interesting graphics,
it looks beautiful while also being threatening and scary when it
needs to be.
- Replay-ability is high because of
the way the story is told and the hidden collectibles which are
scattered throughout the game (though admittedly these can be found
quite easily).
Cons
- No retail/boxed version. I would
like a LIMBO and INSIDE collector's edition! There's lots of
potential for a great collector's edition with an artbook,
soundtracks, posters, t-shirts and maybe even PS4/Xbox One themes
(and PC wallpapers)! I'll take anything! Maybe put 140 in as an
extra too (which was developed by Jeppe Carlsen the gameplay
designer of LIMBO and INSIDE).
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