Silentpony said:
Take Limbo for example. The story is you're in Limbo...and that's it. That's the full story. You're on the first circle of hell, things are always bad, and when you finish the game, turns out you're still in Limbo. As stories go, its simplistic sure, but its at least explained and cohesive. But what if Limbo had just faded to black after the City sections. It wouldn't have been brilliant, it would have been confusing.
Just remembered, I mean to respond to this. I?d argue that ?Limbo? was, by far and away, more ambiguous than ?Inside.? I may be wrong, but I don?t think Playdead ever released a synopsis concretely defining ?Limbo?s? story at all; the game is defined largely by the community presumptions. You wake up in a forest (we?re never told it?s the literal ?limbo?) and run right for a few hours through increasingly lethal and impossible puzzles only to crash land in front of a previously unmentioned and unnamed female (we?ve always assumed it?s his sister) and the game ends. We literally had no idea of our goal or purpose until the very end, and even then, the abrupt drop to the credits doesn?t tell us if we or ?the girl? were, in fact, alive or dead the entire time. At least, as surreal as it all was, ?Inside? had more clearly defined antagonists and progression (i.e.: forests into farms, into industrial areas, ending at corporate labs.) ?Inside? at least
suggests its stark reality and the perception of long-awaited freedom at the end, love it or leave it, is there.
Yes, ?Limbo? was a far simpler story, and in doing so, is more readily forgiven for its ambiguity as the puzzle challenge was the focus. ?Inside? explores more complicated themes with a much larger focus on the world unfolding around us; the puzzles were less taxing this time, I believe, to save players breaking immersion every 5 minutes looking up YouTube guides.