Xsjadoblayde said:
...narratives that hold your imagination and thoughts long after playing. A lot of people prefer direct, unmistakable storytelling. But the idea of a story that respects the observer's imagination (dare i say intelligence? Though am personally more imaginative than clever) enough to fill in the gaps like a form of meta-challenge is quite appealing.
^Yes, exactly! Engaging my imagination and making me feel a part of the experience both during
and after was so much more rewarding than a "cut and dry" story. I just think how much less of an impact
Inside would have had with voiceovers or some trite exposition via collectible lab notes or something as any number of developers would have done and
have done countless times in the past.
Casual Shinji said:
... I don't feel Inside stuck its landing. It's certainly better than Limbo, but it does suffer from the same issues, where it presents you with these excellent crafted moments, but then fails at properly stringing them together and having it really come together at the end in any meaningful way.
Kind of extending upon the point I quoted above, personally, that disjointedness adds to the appeal, the idea that all of this that makes NO sense actually does in some way in this world that's unfolding in front of me.
Limbo was certainly more so simply because its premise was so vague. Until we got to the "girl" at the end, we NEVER had any idea what we were doing, who the boy was, whether or not he belonged there, what his motivation was; we just pressed forward through increasingly bizarre and vicious puzzles until... her. It came together uniquely in my mind and I LOVED it. It was just such a gift from a developer who wanted to offer something different from "you're the hero go save the princess/world/whales/etc., ad infinitum."
Inside was a lot more jointed in that it was grounded in a surreal reality with clear and organized threats, but Playdead succeeded again and more so in engaging me in their world without holding my hand and allowing me to be a part of the story even as I walked blindly through it. It's as if Playdead works in "themes" and not "events," which is in and of itself an impressive feat, especially when done so well. At the very end of
Inside, the theme was "freedom at last" and that feeling was palpable even while the concrete meaning/purpose behind it all was not.