Inside (video game)
Inside | ||
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Composer(s) |
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Release | June 29, 2016
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Puzzle-platform | ||
Mode(s) | Single-player |
Inside is a
Playdead began work on Inside shortly after the release of Limbo, using Limbo's custom
Inside was released to critical acclaim. Critics noted it as an improvement over Limbo, praising its art direction, atmosphere and gameplay. The game was nominated for numerous accolades, including game of the year, and won several independent and technical achievements. As with Limbo, Inside is included on multiple lists of the greatest video games of all time as compiled by game journalists.
Gameplay
Inside is a
The boy can die in a multitude of ways, including drowning, being shot with a gun or tranquilizer dart, mauled by dogs, ensnared by security machines, being blown apart by shockwaves, and others. As in the predecessor game Limbo, these deaths are presented realistically and are often
Later in the game, the player controls a monster called the Huddle, who possesses great strength and cannot die in any way. However, the player will still need to rely on strategy to get through certain areas.
Plot
A boy slides down a rocky incline. While running through a forest, he encounters masked guards with flashlights, as well as vehicles with mounted spotlights, and fierce guard dogs. He escapes the guards, then crosses a road where a block has been set up with more vehicles and guards, to a farm where parasitic worms cause pigs to run rampant. The boy uses the farm animals and equipment to escape to a seemingly abandoned city where lines of zombie-like people are moved through mind control. Beyond the city is a large factory of flooded rooms, a shock wave atrium, and a laboratory environment where scientists perform underwater experiments on bodies.[4]
While traversing these areas, the boy uses a mind-control helmet to control some of the zombies he encounters. The boy comes across an underwater siren-like creature that attaches a device to him, allowing him to breathe underwater.
Continuing through the office and laboratories, the boy sees scientists observing a large spherical chamber. The boy enters the chamber and discovers the Huddle,[5][6] a monstrous mass of conjoined human bodies. After disconnecting the Huddle's restraints, the boy is pulled into it, seemly becoming one with the Huddle.[4]
The Huddle escapes confinement, crashing through offices, killing some of the scientists in its path. The scientists trap the Huddle in another tank, but the Huddle escapes again and breaks through a wooden wall. It rolls down a forest hill and comes to a stop at a grassy coastline bathed in light.
Alternate ending
If the player deactivated the hidden light orbs in the various bunkers, the boy returns to one of the bunkers and gains access to a new area. He reaches an area that includes a bank of computers and one of the mind-control helmets, powered by a nearby socket. The boy pulls the plug from the socket, then suddenly takes the same stance as the zombies.[7]
Theories
Journalists and players have offered several different theories about the game's main ending (the freeing of the Huddle) and the alternative ending.
One theory speculates that the boy is controlled by the Huddle throughout most of the game, leading him to help free the Huddle from containment.[8] As described by Jeffrey Matulef of Eurogamer, the game impresses that the Huddle has a magnetic-like draw that leads the boy to endanger himself and unquestioningly enter the tank where the Huddle is kept so as to free it.[7] Players speculated on the theory that taking the alternate ending is working contrary to the Huddle's goal, and the act of unplugging the computers is to release the Huddle's control on the boy. There are some who believe that in the world of Inside, humanity has almost been destroyed because of some ultimate biological catastrophe and that the scientists are making experiments with the Huddle so it can control minds very far away to free itself. This has been thought because there are large quantities of buildings under water. When the Huddle escapes, there is a 3D work of paper and wood that represents the coasts at which the Huddle arrives after escaping the tank of water.[9] A similar theory has the boy being controlled by one or more of the scientists, evidenced by how some of the scientists appear to aid the Huddle in escaping the facility. In this theory, the scientists put the boy through many dangers to gain strength and intelligence, so that these qualities can be absorbed by the Huddle when the boy frees it, improving the creature in a desirable manner for these scientists.[7]
A more
Development
While Playdead had built a custom game engine for Limbo, they chose Unity to reduce their workload.[12][21] The developers created a temporal anti-aliasing filter for the engine, entitled "temporal reprojection", to create a signature look for Inside. In March 2016, Playdead released the source code under an open source license.[22]
The Huddle, the amalgam of body parts that the player controls at the end of the game, had been an idea for the game since 2010, when animator Andreas Normand Grøntved had been brought aboard Playdead to do preliminary animations for it based on a drawing by artist Morten Bramsen.[23] Bramsen's drawing of the Huddle served to guide much of the visual nature and art style for the rest of the game.[23] To animate it, Grøntved took inspiration from the motion of Nago the demon form of the boar god from Princess Mononoke, the squishiness of the main character of the game Gish, and human behavior during crowd surfing.[23] Grøntved developed initial animations using what he called the Huddle Potato that simplified the geometries to demonstrate how the being would move and interact with the environment.[23] Whereas most of the other game animations were based on a combination of pre-set skeletal movements along with the physics engine, the Huddle had to be animated predominantly by a custom physics model developed by Thomas Krog, and implemented by Lasse Jon Fulgsang Pedersen, Søren Trautner Madsen, and Mikkel Bøgeskov Svendsen. This model uses a 26-body simulation of the core of the Huddle, driven by a network of impulses based on the direction of the player and the local environment, which allowed the Huddle to reconfigure itself as it needed in certain situations, such as fitting into tight spaces.[23] They then added six arms and six legs with some pre-set animations that would also help to drive the impulse in the main body simulation.[23] The skin of the huddle was a mix of art styles borrowed from the sculptures of John Isaacs, and the art of Jenny Saville and Rembrandt.[23] The vocals and bodysounds were performed by the renowned Danish-Austrian performance group SIGNA.[24]
Music
Martin Stig Andersen, with SØS Gunver Ryberg, composed and designed Inside's soundtrack, returning from Limbo. Andersen was inspired by 1980s B horror films, often using synthesizers, but did not want to compose an actual soundtrack. Instead, he created the music by routing sound through a human skull and recording the result, a "bone-conducting sound" that created a "sombre, chill quality" that often complements Inside's visuals.[25]
Inside has a close integration of the game-play and audio, with some puzzles set directly to visual-aural cues. This required Andersen to work more closely with the game-play developers than he had in Limbo. This enabled additional visual elements tied to the audio; Andersen noted that the boy's chest movements related to breathing are tied to the sound effects he created for his breathing, which themselves are influenced by where the character is in the game, with differences being calm and panicked emotions depending on location.[25] Andersen collaborated with the design team on the game's general structure and pacing to provide scenes where the music builds up atmospheric tension.[25]
Marketing
Playdead announced Inside's release dates during
Playdead partnered with iam8bit and Abyss Creations (the manufacturers of RealDoll) to create a special release edition of the game for the PlayStation 4 which includes a silicone recreation of the Huddle, along with additional art. Though revealed and sold in 2018, the contents of the special edition were not fully revealed until December 2019.[37]
Reception
Aggregator | Score |
---|---|
Metacritic | XONE: 93/100[38] PC: 87/100[39] PS4: 91/100[40] NS: 91/100[41] |
Publication | Score |
---|---|
Destructoid | 9.5/10[42] |
Edge | 9/10 [43] |
Electronic Gaming Monthly | 9.5/10[44] |
Game Informer | 9.75/10[45] |
GameRevolution | [46] |
GameSpot | 8/10[47] |
GamesRadar+ | [48] |
Giant Bomb | [49] |
IGN | 10/10[50] |
PC Gamer (US) | 76/100[51] |
Polygon | 9.5/10[52] |
TouchArcade | [53] |
VideoGamer.com | 10/10[54] |
Inside received universal acclaim, according to video game
Much like for Limbo, several publications have included Inside on their lists of the greatest video games of all time.[63][64][65][66][67][68][69] In 2022, PC Gamer listed Inside as one of the best PC games, with editor Rich Stanton stating the game was "one of the very best experiences I've had in gaming", and contributing writers stating the game was "the perfect narrative sidescroller", and "had one of the best endings of any game".[70]
Accolades
The game won the awards for "Golden Cube" and "Best Desktop/Console Game" at the Unity Awards 2016, and it also won the award for "Best-Looking Game" at the Giant Bomb 2016 Game of the Year Awards, whereas its other nomination was for "Best Moment or Sequence".[71][72] At The Edge Awards 2016, the game came in second place each for "Best Visual Design", "Best Storytelling" and "Studio of the Year", and it came in third place for "Game of the Year", while it won the award for "Best Audio Design".[73]
Year | Award | Category | Result | Ref |
---|---|---|---|---|
2016 | Game Critics Awards 2016 | Best Independent Game | Won | [74] |
Golden Joystick Awards 2016 | Best Original Game | Nominated | [75][76] | |
Best Visual Design | Nominated | |||
Best Audio | Nominated | |||
Best Indie Game | Nominated | |||
Best Gaming Moment (The Ending) | Nominated | |||
Game of the Year | Nominated | |||
Xbox Game of the Year | Nominated | |||
The Game Awards 2016 | Game of the Year | Nominated | [77][78] | |
Best Narrative | Nominated | |||
Best Art Direction | Won | |||
Best Music/Sound Design | Nominated | |||
Best Independent Game | Won | |||
2017 | 20th Annual D.I.C.E. Awards | Game of the Year | Nominated | [79] |
Adventure Game of the Year | Nominated | |||
D.I.C.E. Sprite Award | Won | |||
Outstanding Achievement in Animation | Nominated | |||
Outstanding Achievement in Art Direction | Won | |||
Outstanding Achievement in Game Design | Nominated | |||
Outstanding Achievement in Game Direction | Won | |||
Outstanding Achievement in Sound Design | Nominated | |||
Outstanding Achievement in Story | Nominated | |||
National Academy of Video Game Trade Reviewers | Camera Direction in a Game Engine | Won | [80] | |
Independent Games Festival 2016 | Seumas McNally Grand Prize | Nominated | [81][82] | |
Excellence in Audio | Nominated | |||
Excellence in Visual Art | Nominated | |||
Game Developers Choice Awards 2016 | Game of the Year | Nominated | [83][82] | |
Best Audio | Won | |||
Best Design | Nominated | |||
Best Narrative | Nominated | |||
Best Visual Art | Won | |||
Innovation Award | Nominated | |||
2017 SXSW Gaming Awards | Excellence in Design | Nominated | [84][85] | |
Excellence in Art | Nominated | |||
Excellence in Animation | Nominated | |||
Excellence in SFX | Nominated | |||
13th British Academy Games Awards | Best Game | Nominated | [86][87] | |
Artistic Achievement | Won | |||
Audio Achievement | Nominated | |||
Game Design | Won | |||
Music | Nominated | |||
Narrative | Won | |||
Original Property | Won | |||
2018 | 2018 Webby Awards | Action | Won | [88] |
Best Game Design | Nominated | |||
Best Music/Sound Design | Nominated | |||
Best User Experience (People's Voice) | Won | |||
Best Visual Design | Won | |||
Best Writing | Nominated | |||
Puzzle | Nominated |
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