Let's Play: Inside

by Kasyoka Mwanzia — Nairobi

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Obtuse, unsettling, bleak and somehow beautiful. Part platformer, part Interactive nightmare, part horrible dream - the pacing, the aesthetic, the timbre, is superb. Without a single word uttered, Inside communicates, and yet in the end all I had was more questions.

If you liked Limbo, you'll like Inside. Same developer, same darkness, same subtle signals on how to navigate your world. A boy once again traversing a dystopian landscape of empty factories, brainwashed zombies, forests with men with guns, abandoned offices.

The game play is again trial and error puzzles - and as a result a bit draining. There aren't really any clues as to the upcoming traps and the innumerable seemingly innocuous things that will result in your disturbingly realistic death. Once again, a discussion to be had about lives and death not just here but games in general.

Wordless with excellent sound design - crunch of gravel as you run, gasps of breath, savage dogs, explosions in the distance… You're sprinting and sneaking and eventually when you've gained knowledge of the dangers waiting ahead - hesitating at things you think might get you killed.

Inside

So despite how jarring the death and immediate resurrection can be it all strangely feels quite natural. The running feels natural, and knowing that all you can do is jump and grab, your focus turns to all the unanswered questions: what is with the pigs? Why is everyone out to get you? What happened? What did you do? Right up to the strange ending that with leave you with still more questions.