When talking about current-generation games with friends of mine, I often find the conversation drifting to a talk on graphical quality rather than game mechanics. However, I would argue that good graphics aren’t necessarily required to make a good game. Games like Thomas Was Alone, Katamari Damacy and Pony Island have all functioned perfectly with their visuals, despite their obvious lack of graphical quality.
While I enjoy high-fidelity graphics, (Look up renderings in Unreal Engine 4. Just remember to pick your jaw up afterwards,) poor graphics can be easily redeemed if the games aesthetic picks up some of the slack. Today, we’ll look back on a game that lacked “Triple A” graphics, but used the game’s aesthetic to truly set the mood for the game.
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Looking back to 2010, we’ll find the release of Limbo, a 2D puzzle game developed by Playdead Studios. This game won VGX Award for Best Independent Game of that year, and a swift play-through of the game will prove why.
The story is simple enough: A young boy loses his sister in Limbo, and is searching for her in the mysterious dimension known as Limbo. His journey through towns and forests is what drives the core puzzle gameplay. The player is required to tread carefully in the environment, avoiding monsters and clever snares that would otherwise kill the young boy.
Objectively speaking, 2D puzzle-platforming is a relatively common gameplay mechanic. Come to think of it, the story certainly isn’t what won the awards either. However, Limbo is an effective game in at least one respect: The aesthetics.
The traps themselves are a somewhat violent addition to the mix, since each triggered trap will kill the player character as gruesomely as possible. This macabre addition to the gameplay actually helps emphasize what are, arguably, the main themes of the game: No matter how far you go, the world is in control. The player is ultimately powerless to change the world, despite their constant drive to survive the horrors of Limbo.
The environments weigh heavily on the tiny player character, showing just how small the player really is. |
While I like the game for the atmosphere, there are a few things that diminish the game as a whole. The length would be a good place to start, since the average play through lasts less than four hours. While Portal was able to tightly contain its puzzles and story into a 3-4 hour playthrough, I’d argue that it was designed with just enough content to succeed but not much more. Limbo had the aesthetic, creatures, puzzle ideas and vistas to have expounded more on the world as well as providing insight on the nuances of Limbo itself, much like what Silent Hill 2 was able to achieve.
A little bit of a spoiler here, so perhaps you might want to skip to the next paragraph. The ending is a little bit of a letdown, considering it arrived without any warning and consisted of a brief, five-second cutscene before finishing the play-through. This, I assume, is due to the simplistic story, but I feel that it could have been handled much better. Some of the traps are somewhat unfair as well, necessitating several deaths just to pinpoint their trigger times and locations. However, what with the fast death/resurrection state, the unfairness of the puzzles juxtaposes adequately with the fast reload times.
The sickening death sequences mesh with the grotesque atmosphere, allowing the gameplay to carry weight while allowing respawn times to maintain the game's natural flow. |
All in all, I will put out a cautious recommendation for Limbo for the rock-solid atmosphere and puzzle alone. Due to its short length, I would encourage players to buy the iOS or Android version of the game. This version, while slightly more fiddly, costs about a third of the console price at only $5.
If you’re into tension and excellent aesthetics, then wander into the world of Limbo. However, if you’re looking for a happy platformer that will put a smile on your face, I’d advise you to wander right on out.
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Written by Spence