
Close enough to video game tropes to be immediately accessible, but not yet another video game cliché. I was ready for something to come along and shake me up. I was going to be successful - and really bored. I had tried academia, writing, and graphic design.
#PLAYDEAD LIMBO PROFESSIONAL#
Limbo helped me to reconsider games - not just as something to pass the time, or as even an art form, but as something that I might want to dedicate my professional life to. My perception changes, almost overnight.įor a decade I had resigned myself to think of video games as basically stupid. A friend (a fellow graphic designer, who had, unlike me, not complicated his vocational ideas by studying philosophy) puts Limbo in front of me.

Video games seemed like a rite of passage I had completed, a childish idea to shake off on your way into adulthood.ġ0 years pass. It's about the year 2001 or so, the world is getting darker, I'm into rock 'n' roll, girls, and brooding philosophical books. My cool friends looked at games with a sort of knowing disgust and after a while, I agreed. Maybe that wasn't fair, but that's how I felt. Just clichés and juvenile power fantasies. I grew older, more critical, a bit less childish, and games seemed to have less and less to offer. It seemed preposterous that there should be normal humans putting them together - or that I could learn to be a magician.Īs I got older, I gradually fell out of love with video games. And in being magical, it seemed obvious that they must have been made by magicians. They were the closest thing to a perfect fantasy. In a way, I found video games more than just fascinating. I'd been entranced by them as a kid, the disparate worlds of Prince of Persia, Wing Commander, and Under a Killing Moon pulling me in. I probably wouldn't even be playing them, aside from the odd half-drunk session of FIFA on a friend's sofa.īefore Limbo came out, I had sworn off video games. Without Limbo, I wouldn't be making games. Playing Limbo did not just inspire what was to become White Shadows, our first game, but in part also the creation of Monokel, the studio behind it. The second one is my story, and how it intersects with that short black-and-white platformer that took the world by storm more than a decade ago. The first story is, of course, the beginning of Playdead's wonderful Limbo. Doesn't really matter, it's the journey that counts. Until he stumbles upon the story of the other boy, and he sees a dimly flickering light somewhere in the forest. And wherever he can find gigs, people only seem to care about doing things cheaply. He wants to create things - but with others. Writing and visual arts feel hollow, mostly things to be pursued alone. No picnic for someone with a slight case of arachnophobia. Every branch turns out to be a spider's leg. He feels like he has a little bit of talent, but no place to apply it. For him - or rather, for the people playing him - it's the journey that counts.Ī slightly older boy, maybe aged 29 or 30, feels trapped in a different kind of forest. Now he's here, he has to try, to see what's next. He might make it out of here, he might not. Only to realize the branch is a giant spider leg. Jumps over a chasm filled with spikes, looks up at another branch.


And so he climbs up a branch, evades a trap. To use what the forest offers him to escape. An eerie silence has fallen over the place.
#PLAYDEAD LIMBO SERIES#
This entry was contributed by Daniel Wagner - the co-founder and creative director of indie development studio Monokel that today released the dystopian cinematic puzzle-platformer White Shadows on PS5, Xbox Series X|S and PC.Ī little boy, maybe aged 9 or 10, is trapped in a dark wood. You can read more about Somerville and also watch its first teaser trailer via our previous coverage.Why I Love is a series of guest editorials on intended to showcase the ways in which game developers appreciate each other's work. In other Playdead news, former Playdead CEO and co-founder Dino Patti recently unveiled that his new indie studio Jumpship is working on a game called Somerville. If you have yet to play them and you enjoy owning physical copies of your games, you should definitely mark September 12th on your calendar. Inside and Limbo both received high review scores during their respective launch periods (2011 for Limbo and 2016 for Inside). In addition to both games, the double pack will also come with an exclusive art card and poster. The double pack will cost $29.99, making it an affordable choice for gamers who have been wanting to play them but haven’t gotten around to it yet. (September 15th in Europe) for both the Xbox One and PlayStation 4. The Inside/Limbo double pack will be available via select retailers on September 12th in the U.S. Developer Playdead has announced it will be releasing a special physical double pack of its two critically acclaimed horror platformer titles Inside and Limbo later this year.
