As a long time fan of Stephen King, I have always maintained that he captures the emotion of fear better than any writer, director, or psychologist in the world. One of my favorite books of his is the extraordinary novel The Girl Who Loved Tom Gordon. It’s easily one of his shortest books, and the plot is almost absurdly simple: a young girl lost in the woods, and the fears that childhood magnifies into the supernatural. Both the length and the simplicity weave together to create something beautiful, brilliant, and terrifying. With Limbo, developer PlayDead Studios has managed to do much the same. Limbo is quietly and simply flawless.
Limbo offers no tutorial, no on-screen prompts. You wake up the young boy in the midst of a dark forest, and from that point on, you are in a mode of pure exploration. The controls are as simple as possible, with jump and grab the only options you have. There is no dialogue, no soundtrack to speak of. There are no faces, no details, no loud screams or cries of pain. The world is shadow and darkness, so bleak that the minimal light seems to struggle vainly, like ink trailing through water. Sound is mostly muffled, with only the scratching of spider legs or the creak of equipment. Limbo is the finest example of the power of minimalism that I’ve ever seen in a game.
The story is what you interpret it to be. With no cut scenes or dialogue, what you know is very limited. There is a vague suggestion of a search through this world for a sister lost, but that’s never stated. But your path through this world reveals horrors and shadowy nightmares without reprieve, and the result manages to pack more raw fear into three hours than Alan Wake or Dead Space manage in ten. Your journey is punctuated by your mistakes, mistakes that result in uniformly horrible death. These deaths are made all the more powerful because of the silence that accompanies each brutal end. This boy quietly dies, and is reborn to suffer some new untold nightmare. This horrible cycle continues throughout this journey, and the ending is exactly what is needed for this tale.
Every one of us was a child once, and all of us remember the creaks in the forest sounding like the footsteps of some unspeakable monster, or the gentle breeze through our open window the hungry breathing of a ravenous terror lurking beneath our bed. Limbo reawakens that primal, pure fear, and uses it to craft the incredible. Easily the best game I’ve played this year, Limbo is a powerful experience that should not be missed.
Popularity: 2% [?]

The Limbo: A Symphony of Silence by Dietrich Stogner, unless otherwise expressly stated, is licensed under a Creative Commons Attribution-No Derivative Works 3.0 United States License.
Related posts:






No Comments