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Tuesday 28 June 2016

Inside Review

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The first 10 minutes of Inside, the long-awaited Limbo follow-up from developer Playdead, swing between being beautiful, haunting, and terrifying. Sometimes it is all three at the exact same time. From there, it adds intrigue, wonder, and shock on top of those and never lets up. For that reason, it’s best if you take my word for it and go in completely blind to discover it for yourself. But if you need to be convinced, keep reading for more on this visually stunning, thought-provoking, and mysterious masterpiece.

Even though it is mechanically a 2D puzzle-platformer, Inside is quite simply one of the most beautiful and subtly detailed games I’ve ever played. Every frame appears to have been meticulously crafted and polished several times over, from dust particles hovering in smoky air to raindrops splashing down in a bog to golden sunlight beaming onto your unnamed, red-shirted boy avatar through a window. Everything appears to have had an artist’s full and undivided attention. I often stopped just to admire my surroundings, taking in the subtly detailed animations, moody lighting, boldly contrasting color palette, and even the eerily unsettling sound design. You can hear the boy breathing hard after he’s been running for a while. You can see him stumble after he jumps and sticks a running landing. Gray paints a lot of the scenery, but splashes of color – often red – are used as a bold contrast that draws your eye where the designers want it to go. Camera work is also laudable; the perspective only ever shifts slightly, but from scene to scene you’re always in the optimal viewing position for what’s happening on screen, and there’s always a visual reward anytime the camera moves closer in, pulls further out, or changes angle.

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