Inside

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Revision as of 02:14, 17 October 2025 by Wikiadmin (talk | contribs) (Created page with "It's as brilliant as Limbo. But 3D and colors brought some freshness to it. They added some more mechanics and the ability to swim. In a way the last part made me remind of Portal, due to the environment showing how you are inside chambers and you seem to be the test subject. The character wearing a red outfit over a colorless background made me remember the movie "The Schindler List". The parts where the character acts as a robot made me remember the movie "Modern Time...")
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It's as brilliant as Limbo. But 3D and colors brought some freshness to it. They added some more mechanics and the ability to swim. In a way the last part made me remind of Portal, due to the environment showing how you are inside chambers and you seem to be the test subject.

The character wearing a red outfit over a colorless background made me remember the movie "The Schindler List". The parts where the character acts as a robot made me remember the movie "Modern Times". I may be overthinking it, but characters lined up and having to follow orders made me think on concentration camps during war times. "Modern Times" by Charles Chaplin deals with industrialization and how people were treated as if they were disposable. The main character acted as if he was a robot with no brains following orders. Perhaps the mechanic of controlling dolls in Inside made me think about the Charles Chaplin's movie.

Inside, Limbo and Portal made me see that a game may look innocent and simple. Yet, it must be hard to make. Even harder than triple A titles. At least when I think that the simplicity of it means that you really have to invest a lot into creating powerful mechanics, characters, environments, that may lack the hyperrealism, grandiosity and cinematic style. Yet have to convey sympathy, empathy and emotions to make the player enjoy it at its fullest.