Sunday, April 6, 2025

Limbo (2010) - Review

I personally think the indie game landscape is one of the best and freshest things to happen to the video game world. It was looking quite dark there for a while in the mid 00's, with triple A developers only hinging their money on the safest of bets, ergo the most predictable of games. The video game industry seemed to be caught in a loop of trying to predict and deliver exactly what video gamers wanted, which only led to games that no one fully enjoyed. Things were glum indeed and suddenly, almost as by design, developing tools became accessible and user friendly enough that any basement game designer could give it a go. It was a beautiful full circle back to the very dawn of computer and video games, when most of them were made by people just playing around on their machines, trying to create something that they themselves wanted to play and not necessarily make the most money out of.

Limbo, released in 2010 by Playdead, wasn't among the very first indie games, but in my mind it definitely belonged to the first batch of games that showed players what indie games could accomplish that triple A developers were missing out on or were overcomplicating. It was a game that dared to be simple and concise, something that video game designers seemed to have almost forgotten the art of. Instead of moving towards even more content, even more open world, even more customization, Limbo was a game that removed all of that and told the simplest of stories with the most straight-forward of gameplay, like the darker twin of Super Mario Bros.

I was deep into my World of Warcrafting when Limbo was released and had little interest for it at the time. And in all honesty, the only reason I decided to eventually check it out was simply because it still lingered in the back of my mind as a game that was part of a big moment in video game history, and as such at least something I should know a little more about than the name and that it seems to have huge spiders in it.


Puzzle platformers are really not my thing, I must admit. I also tried Braid and didn't like it, so I didn't have high expectations for Limbo either. I also suck at Mario games, but those I still enjoy playing every now and then. My problem with indie puzzle platformers have often been that focus has been so much on making interesting puzzles, that it seems that the most important part - good platforming - has been lost on the way. Nothing is more frustrating than trying to solve a puzzle and constantly failing because your character doesn't control well enough. This was one of my issues with Braid.

I found this to be part of the issue in Limbo as well. The character, who seems to be a young child lost or running through dark woods, controls just fine until you get to parts that require timing. The controls are super simple, you can go left, right, up and down and with "ctrl" (on computers at least) you can grab things. The child will automatically cling on to ropes and edges if you're close enough. That's all there is to it. But it doesn't always work well enough and your character will suddenly do a short jump where you needed a long one, or fail to climb over an edge in time. I'm not saying the controls are badly programmed, but they are not tight enough for what is requested.

So you have to be prepared for a lot of trial and error. Limbo will throw traps at you that reverses the rule of a previous trap, which just feels devious. Or maybe hilarious, depending on your mood for the evening. Some times the puzzle is on a time limit for varying reasons (rising waters being one) and you don't get much time trying different ideas. Some times you know exactly what you need to do but fail at execution for unfair reasons, see above.


I am not entirely sure what Limbo is trying to tell with the atmosphere, but there must almost be a subgenre of games that has the "lonely in dangerous woods"-feel. If you like the feeling of being alone in the world, everything out to get you and nothing making sense (and why would you, it literally sounds like a nightmare), while solving puzzles, I can recommend checking out the games Rymdresa and Year Walk as well. The black and white in Limbo really works in its favour, and it probably helps hide the fact that Limbo itself feels like only half a game.

Because something struck me as interesting while playing Limbo - I am not so sure Limbo would've been noticed at all if it had been released in todays indie landscape. I am in fact sure it wouldn't be. Limbo in itself isn't much of a game, really. You run in one direction and  But what it represented when it was released meant a lot more than the game itself. It was what the game industry needed at the time. But now that we have indie games galore, we're spoiled with out of the box ideas and underdog design choices and a game like Limbo doesn't seem like a game that's out on a limb(o) anymore. In todays indie world Limbo seems a bit simple and tame.

But it wasn't back then. Back then it represented fresh and daring thinking, and no one can take that away from it. If you're like me, a bit curious about gaming history and gaming milestones, you could give Limbo a few hours of your life. Otherwise I think it's enough to just know what it once was, and enjoy the fruits of what it sowed.

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