![]() Inside there's no clear way ahead, but there is a machine that you can start up and engage with a lever to blow something at a hay bale up in rafters. Then you reach a point where the only way forward is to shimmy up a rope, and use it to swing back and forth so you can leap into the upper opening of a barn. There's an abandoned refrigerator to topple over and push up to a small cliff face so that you can use it to scramble up. ![]() Initially, the platforming is straightforward, essentially designed to get you up to speed on the game's simple mechanics. It does – what you do in the game is the story, and it starts with the hero working his way through the forest, evading the attention of the people that seem to be looking for him. But that's not to say it doesn't tell a story. The game is essentially a mystery: It has no dialog, and little in the way of cut scenes. There are many similarities between the two games in terms of aesthetics: Inside features the same kind of beautifully backlit 2.5D scrolling vistas that gave Limbo its distinct look, and also echoes some of its mechanics and design elements. Originally announced at E3 in 2014, Inside is an arcade adventure meets platform puzzler from the makers of Limbo. Perhaps they're specifically looking for the hero, or perhaps they're simply searching for stragglers? Those questions are never answered, but what is clear is that our hero has to avoid capture, and he can only do that by moving forward into uncharted territory. In the background, a semi-articulated truck loaded with prisoners pulls away, while guards scour the environment. It's the middle of the night, and the weather is cold and wet. Inside opens with its young, unnamed protagonist running through a dense, dark forest. Some content, such as this article, has been migrated to VG247 for posterity after USgamer's closure - but it has not been edited or further vetted by the VG247 team. And for that reason, I'm far more excited about what next year will bring in terms of indie and flash micro-gaming than I am about any or all of the big-name stuff we're due.This article first appeared on USgamer, a partner publication of VG247. "You need to blog about more games like that", he demanded afterwards. Turns out he'd picked up YHTBTR from RPS and adored it - as he proved by singing pretty much the entire credits music at me. This is guy for whom, love 'im, GTA IV and COD IV were the biggest gaming events of the year, so I wasn't really expecting him to be so enthusiastic about something that didn't involve man-killing. Anecdote time - whilst visiting a university chum a couple of weeks back, he surprised me by bringing up YHTBTR. Now all I have to do is figure out how to complete the game and my year will be complete.Īlec: I just feel so sorry for that poor rope. My need to play along was the walkthrough I wrote, which took me a frightening amount of time to create as I painstakingly created the ASCII title, before someone told me that - obviously - there are sites that generate it automatically for you. A special piece of smart nonsense designed to make us knowingly laugh. Regarding Jim's comment about wanting to join in, it was like a viral meme that was just for us gamers. But I also think it's pretty self-evident. John: I think it's possible to spend a considerable amount of time being quite specifically wanky about why this was such a good idea, and why it caught so much of people's imagination. And - wankmodeon - probably a better artifact of what gaming is about in 2008 than anything you'll find in the all format top 10 at Christmas. But why would you dissect that particularly butterfly? Totally commendable. ![]() And, yeah, it's the sort of thing you could totally write a proper clever piece of deconstruction around. You sit down in the morning with the tea, turn on the computer and never know what the world's going to present you - and never really know what the world's going to do when you present something back. It's this kind of sudden surge of unexpected enthusiasm that makes bloggery so much fun. ![]() Anyway, what a peculiar phenomenon this was: an out-pouring of riffing on the idea, as if people want to absolutely confirm that they got the joke. Games as one-liners? Puns? They're already heavy on the slapstick. Kieron always says that you should be able to joke about anything, but perhaps you should also be able to make anything into a joke. Jim: Whatever we write about this game, it can't be long. (Warning: this article contains spoilers) Inspiration itself?įor the eighth game of Christmas, my true blog gave to me…
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