Limbo, Playdead’s first release, was as ambiguous as it was achromatic. “Uncertain of his sister’s fate, a boy enters limbo” was all we were offered by way of story in Limbo. Theories sprouted up days after the game’s release as gamers attempted to cobble together something that could explain the game’s events.
Playdead, clearly trying to stoke the fires of imagination, left the game’s true meaning unclear. It’s an approach I love, because a game is always truly memorable when it keeps us talking. Thankfully, I expect their follow-up to 2010’s Limbo, Inside, will warrant a similar response.
Though vague and, at times, utterly batshit bonkers, Inside, I think (bear in mind, my guess is as good as anyone else’s at this stage), is a bleak look at what control is, and the implications of such a thing. Those that dig a little deeper will perhaps infer the game leveling questions at player agency and other metaphysical themes related to gaming itself.