LTTP Inside, a huddled mass of contradictions

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Started by Legend, Apr 15, 2022, 11:18 PM

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Legend

Finally got around to playing Inside from Playdead, the team behind Limbo. This will be spoiler free till the spoiler tag, but I will discuss stuff in general terms.


It's an ok game, I just have no idea what it wants to be. So many design decisions feel contradictory as if different developers fought to include their own concepts. For example this game has the worst forced death in any game ever! It is literally an enemy that you have been evading and dying to for the past 15 minutes that for no reason suddenly does something else when it catches you.

Similar thing very early in the game. A man is chasing you so you have to run. He is off screen but right behind you with a flash light. If you keep running you die though. Instead you need to stop for a sec to evade car headlights, and the man chasing you literally just pauses till you're ready to move again. The two concepts contradict each other and it doesn't make sense.

The biggest contradictions include the end of the game, so this is the full spoiler part.
Spoiler for Hidden:
<br>The facility you break into and eventually out of has secretly predicted this and been in control the whole time. There is a diorama that shows the outside beach with a little mini version of you in the exact location the credits role. The scientists also help and encourage your escape, maybe guiding you.<br><br>Yet tons of scientists die! If the scientists know what is going to happen exactly how it will happen, why the heck are they in the way? When first breaking out of the glass, a lot of scientists are caught off guard and killed when the glass fully shatters. Additionally the CEO of the facility is in their office and killed when you launch them out the window. If you give the CEO time though, they&#39;ll move out of the way to avoid death. Why would random employees know where to be to guide you, yet the CEO and other employees know nothing?<br><br><br>Another contradiction is the boy/player&#39;s intentions. Near the end of the game they see the blob in the tank from the window, yet they continue. They get inside, and think it&#39;s a good idea to help it. Yet both us as the player and the boy in game are caught off guard when the blob eats us. The boy fights to stay free yet fails. Wtf was the boy expecting to happen instead? The secret ending proves the boy is mind controlled, yet this shows he isn&#39;t or his controller didn&#39;t want this either.<br>



It'd be awesome if the abstract elements had a legit deeper meaning but like the gameplay, things were just poorly executed. Abstract games can be whatever they want but this one feels like a rorschach test.