OrangeRKN wrote:deathofcows wrote:But I think once you stop worrying about death it just becomes punctuation (like in Meat Boy or something) and you can instead enjoy the puzzles and set-pieces (which are good!) and gradually unfolding themes and drama. Also some bits teach you how death occurs, then still manages to imbue the scene with tension when you know these 'rules' that you have to work within. I liked Inside and am deffo glad I played it (having not finished Limbo), though I thought the ending was over-hyped.
I enjoy the spectacle of set pieces in something like Uncharted, but there you rarely die or have to repeat a section. In Limbo that happened all the time which I think was a detriment to the enjoyment of the set pieces, breaking up the experience and the repetition laying bare the shackled direction. There were good set pieces, and the deaths were often grimly satisfying to watch, but I ended up feeling very detached from the whole thing because the strict rules to progress were so apparent. Was worrying about death not the intention? The light horror trappings and general oppressive atmosphere suggest you should be.
Hmm, I guess you
do worry about death, but also accept it as an inevitable part of learning the rules of the world/the scene. I guess I found the prospect of death/failure good enough to add tension and stakes, but the puzzles (often physics based I think) and gamefeel loose enough that it didn't feel
too scripted to me.
But I get your points and your concerns. I guess overall it just worked for me as a whole, though I wasn't quite as blown away as some.