Inside
X
Forgot password? Recovery Link
New to site? Create an Account
Already have an account? Login
Back to Login
0
5.00
Edit
Hunted and alone, a boy finds himself drawn into the center of a dark project. “MASTERPIECE! Inside is a 2D puzzle platformer that builds upon what made Limbo great, and in fact builds something greater.” 10/10 – IGN “Inside expands on the concepts and scope of its predecessor in wildly creative ways, and it's so immaculately designed and constructed from top to bottom that it almost feels suitable for display in an art museum. This is one hell of a followup.” 5/5 – Giant Bomb “The universe Inside depicts is one of the eeriest, most captivating settings I've ever encountered in a game.” 9.5/10 – Polygon
Steam User 50
Nothing is as it seems.
From the makers of LIMBO, INSIDE sees you control a nameless boy in a bid to escape from... something. Having no dialogue, cutscenes, lore or any exposition whatsoever, you are left largely to draw your own conclusions as you progress through the game on the way to your objective.
While not as eerie or haunting as LIMBO (which wins out in that category due to the stark use of black/white and no colours), it has a menace all of its own, especially the dogs. The environment also does not feel quite as lethal as the world of LIMBO, but in reality there are still plenty ways to die. There is still a strong puzzle element here, just a lack of obviously deadly obstacles such as buzzsaws, electricity, etc. Instead, these are replaced by sentient beings, such as dogs and humans - some of which are hostile, and some of which are indifferent.
The game raises philosophical questions about the nature of self, agency, and morality. What does it mean to be human in a society that strips away individuality and autonomy? How far would you go to escape from such a system? What are the ethical implications of manipulating others for your own survival or curiosity? Due to the "clean" nature of the game (very limited information input as mentioned earlier), it seems probable that most players will come to their own, unique conclusions based on their experience playing through the game. Then again, it may also raise the question of whether there is even a point in the first place.
Highly recommended for anyone looking for an adventure, story or something more introspective. Much like LIMBO, this is more than a game and comes closer to art or a thought exercise and deserves to be experienced.
Played on Windows 11 Pro x64 without any issues.
Steam User 249
A week ago I was diagnosed with a terminal illness and the doctors have given me a year at best. I'm so glad I was able to play this before I go. I don't know how many people will see this; but I recommend to you to play this game if you do see it. Gameplay, atmosphere, graphics. everything is masterfully crafted. If you read it, thank you and good bye.
Steam User 62
tf was that ending
Steam User 38
Lot to say about this game.
I think the first thing I have to note though is the brutality. Because while the game is gorgeous, the world building is spectacular (with no dialogue! Show, don't tell), the puzzles are clever, and the escape sequences are so tightly timed that I tensed up every single time, I HAVE to warn you that it's unapologetic in its gruesome story telling.
INSIDE is not a happy story. It's depressing, dark, and twisted, but most importantly: It's terrifically done. INSIDE had my skin crawling like few games dared to try. But that meant going through with the graphic content to back up the stakes.
I'm going to list a one of the death animations and describe it, but under a spoiler tag. That way if you need the extra info to decide, it's there, but I'm not spoiling anything for somebody just scrolling by. But to note: Some of these wouldn't be as bad if you weren't a child being killed.
When a dog catches you, there's a full death sequence. It bites you, some tear at you, others snap your neck. And you watch for a couple seconds after you die, so it's just dogs eating your body, or your now limp body hanging from the dog's mouth.
If adults catch you, you get a couple different ones as well. Strangulation seemed to be the most popular, but I was also beaten with a stick/bat once. Again, disturbing to see an adult beat a child like that.
ALL THAT SAID:
It's incredibly well made. The world-crafting is terrifically done, as they make every scene you go through count. Watching the people march along, realizing what this factory does to people here, all through phenomenal visual storytelling.
And the puzzles fit the world perfectly. INSIDE does what LIMBO did, where you create a gorgeous puzzle game with no UI, except INSIDE did it cleaner. I loved LIMBO, but some of it was tough with it being all black. Through INSIDE, they're able to take full control of color design to make the entire puzzle even better. It's easier to tell what you can interact with and what you can't, the context clues are more fleshed out, and the whole experience flows better for it. Mess up a puzzle and you'll be able to catch what went wrong from your first death. It's great that I only have to mess up once, and the death again gives you clues on what went wrong. I stood somewhere too long, I should've let go sooner, whatever it is.
The flow of the whole game feels terrific. I didn't realize how jarring it was to go from a desert to the sewers to ice capped mountains, when suddenly I ran into a puzzle game that flowed the whole way through. There were varied environments to work through, giving you a diverse array of puzzles, but it wasn't just abruptly changing scenery all the time. INSIDE's visual design is on a whole separate level in this regard. The enemies that appear, how you dealt with them, and how that progressed the game were beyond brilliant as well. I'm going to talk about a part from the trailer, so no spoiler tag here: The part where you have to lock-step with other people was AMAZING mid-game. It happens, you have to go through with it, and eventually you make your way out the other side. But I wasn't ready for it, and it felt like such a fun part of the puzzle to do and experience. It's nerve racking, despite being one of the simplest parts of the game!
Every facet of this game is finely tuned and crafted to make the most of a video game that you can. The dogs barking, the chain link fence jostling, the silence, the loud bangs, all entirely uninterrupted by flimsy stories to justify you changing from the sewers to Paris france even though you were on a mountain. No UI prompts, no minimaps, no score, no timer, no health bar, to bring you that much closer to the piece of art and not the "video game" portion of the format.
Sincerely recommend, it sets a ridiculous bar for video game story telling as a format. Other games would do well to learn from INSIDE. Not copy it, but learn from it.
Steam User 45
Must play game in my opinion, as the dark atmosphere breathes the life into this. game. Shame that this game is short, but still a cinematic masterpiece.
Steam User 29
Playdead's Limbo is a classic, but its spiritual successor Inside is even better. Much like the Danish developer's debut game, Inside is a wordless trek fraught with tension, tight puzzle-platforming, and incredible sound design. The animations are so fluid and natural that at times the game beggars belief that it's being played in real-time.
Despite its refusal to give any answers, Inside never comes across as pretentious. Its unconventional plot is still spawning interpretations to this day, but more important than what it tells you is what it made you feel. Where the gameplay feels alternately thrilling and satisfying, the story felt melancholic and profound.
Inside is a short game, clocking in at just over three hours, and it lacks immediate replay value because of the kind of game it is. Yet I don't think the value of a game lies in how many hours of your time it ate up, but rather how long it lingered inside your heart. And in that respect, this game is triumphant.
Steam User 54
The little boy pulls a worm out of a pig's ass.