By entering the world of Inside, you'll forget your own world and everything that's been going on in it. From beautiful art design to engaging gameplay, thrilling atmosphere to marvelous story, everything about this game is truly exceptional. Do not miss it.
It's rare that a game can be beautiful, gruesome, tense and exhilarating all at the same time, but Inside does just that. Its six years in the making really show. It might be just a sidescroller on paper, but it's so polished and well-put-together that its a showcase of Playdead's mastery. It's captivating and moving, gory and bleak but ultimately, Inside is a piece of art from the first stumbling steps to the closing credits.
De lo mejor que e jugado, juego corto que vale la pena cada maldito segundo por su estilo, puzzles y como transmite al jugador el mundo que rodea al protagonista en el que se puede interpretar de muchas maners, algo que se puede ver con el final que puede ser algo bueno, malo o lo que quieras que sea, su estilo es INCREIBLE, se hace notar el esuferzo que tuvo, merecido nominado al GOTY.
Inside, from the makers of Limbo, is just like its predecessor - truly amazing to explore. The beautiful atmosphere and the intriguing themes are interesting, even though the game is fairly short and does not succeed in being very challenging.
It's Dragon's Quest. Art is really good, but you don't actually do anything.
So far as I can tell there is never an indication of what you should do, which is odd since all you can do is go right left, jump, and grab, or occasionally swim. Do you run out into the head lights or not? Sometimes you do. So pick one at random. If it doesn't work, do it again and pick the other one. Now run to the right. The wall in front is too high, run back the other way. Is it a cliff - leap of faith. Were you not supposed to leap of faith /this/ time? Then pick another thing at random to do. And on and on, long bouts of running and then interacting with one object in a scripted way or walking in a specified way. That's the game. There's only ever one option. How do the designers want you to interact with it?
That's not a puzzle and that's not strategy. I submit it's just stupid. It's like a two piece jigsaw "puzzle" that you're trying to put together blindfolded. Have the user keep his mouse in this circle, that could be your next game.
It's a cool senior CS game design project I admit, but you should've given it away not charged $20.00 for it (though I did get it on Game pass).
So I played some of what should have been your short film and participated just as much. Might as well have written a text adventure that's just pushing "X" at regular intervals.
I'm going to be the fly in the ointment here amidst all these rave reviews. Inside is wonderful for a long stretch. The game is eerie, frightening and full of suspense. Then at about the three quarter pole things start changing for the worse. Despite all these hard core players claims about the game being a cinch, be advised that you may not think so. The puzzles get harder and harder.. Also, along with increased complexity and the inevitable tedium that results, the earlier feel and atmosphere vanishes with some very strange technical and convuluted sets. The climax is so underwhelming that you'll find yourself asking outloud; "That's it?"