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An Exceptionally Short Stint in Limbo
Jamespic4
Monday, July 19, 2010

PlayDead's soon-to-be-released title Limbo is short. In fact, it is the shortest console game I've ever played. It took me just over one hour to finish. The press and the public -- myself included -- have made quite a lot of Limbo's strong art design, but I feel like length may, in this rare instance, be an issue that trumps quality and defines the game. I am hesitant to discount my overall reaction to an experience based on how long it lasts. Mirror's Edge leaps to mind as a title that many people criticized as too brief, and I enjoyed that game immensely.

The difficulty, of course, is pinpointing where exactly value comes from. The simplest metric -- and the most widely used -- is length. Perhaps Limbo's value lies elsewhere.


Length as a measure of worth

Before I move on to other possible value gauges for Limbo, I have to say that based on the metric of length, I think Limbo is an abject failure. More than that, it presents what is quite possibly the single largest value quandary I've ever experienced. After finishing the game, my initial response was a mix of stunned incredulity and mild anger. The ending is very abrupt and feels unearned -- not to mention dissatisfying -- and the adventure itself seems like an abridged version of a longer title. More simply, Limbo feels like a really extravagant demo.

 

Limbo's central design philosophy doesn't do it any favors either. One long, side-scrolling level comprises its entirety. Unfortunately, PlayDead decided to prevent the environment from expanding nearly every time you finish a puzzle: You'll slide down unclimbable hills, watch as the platform you were just standing on drops out of the screen, and run from monsters that prevent you from going left. This means that the bounds of the screen almost always contain all of the necessary components to complete Limbo's myriad puzzles. It would have been nice to see them include a few more expansive, multiscreen elements. Instead it inexorably plows to the right. Since Limbo only has two buttons, and the tools are always right in front of you, none of the challenges are particularly difficult. The game didn't stump me once, and the only brain teasers that presented any trial whatsoever were those that required timed platforming.

Of course, it bears mentioning that Limbo isn't a full-priced game. It's one of Microsoft's $15 Summer of Arcade titles. But to give some measure of perspective, I recently saw Christopher Nolan's new film, Inception, at the movie theater for $11. It is an excellent film, and it's two times as long as Limbo. This means by one specific metric, it's twice a good a Limbo, right? Of course, quantitatively comparing like this illustrates what is so silly about judging a game based soley on its length.

Novelty as a measure of worth

Perhaps then, a better metric is originality. Fortunately, Limbo deserves a bit more praise in this department. Its puzzles, while somewhat simple, do display impressive variety when you consider that game has only a “run” button and an “action” button. This is mostly thanks to a well-crafted physics engine that keeps the world feeling substantial and allows PlayDead to insert all sorts of environmental play sets for you to toy with. 

Not everything is wholly new. The overall presentation -- as opposed the more granular aspects of its art design -- feels lifted from previous side-scrolling gems like Braid, The Misadventures of P.B. Winterbottom, and Trine. Limbo's world, and how the puzzles fit into it, exhibit an organic sensibility that owes a great debt to those titles. (As a side note, when taken as an aggregate, these titles are starting to feel like a somewhat-hard-to-define subdivision of the platforming genre.)

To be fair, I would offer that originality isn't necessarily the best way to ascribe merit to a game, anyway. A title like Noby Noby Boy is wildly original, but that doesn't necessarily mean it's worth playing. Novelty's only real value is in how fun it is, and oftentimes it is preferable to have a high-functioning copycat in lieu of a poorly executed stroke of genius.

Charm as a measure of worth

This brings me to the most ineffable quality of Limbo: its charm. What is charm? How do you create it? Where do you find it? While establishing a template for what makes a charming game is very probably an impossible task, I can tell you what is charming about Limbo -- and also that this argument is the strongest reason to play it.

Limbo's main character, an unnamed boy, fights his way though a world that is irresistible. When it's not oppressively spooky, it's downright macabre. But buried somewhere in its dismal presentation is a kernel of delight and magic. It's the same sense of wonder hiding deep in the stories of Hans Christian Andersen and the Brothers Grimm, which ostensibly influenced the developers -- Andersen and PlayDead both hail from Denmark.

Despite its somewhat derivative mechanics, Limbo is, at its core, a bona fide original. It's a melancholy and capricious affair -- two qualites sorely lacking in bigger-budget games. It's black and white tones are full of wondrous -- and sometimes revelatory -- discoveries, and what it lacks in the stress of difficulty it more than makes up for with fraught atmosphere. 

The only other games that I can conjure that even vaguely resemble Limbo are Rogue Entertainment's American McGee's Alice and Tale of Tales' The Path. I feel that people should laud Limbo more highly than either of these titles because it presents an entirely new fairy tale that is at once both strikingly familiar and disconcertingly alienating. With its neon hotel signs and electrified rails, it's its own little slice of modern folklore. And that, more than anything, goes a long way toward mollifying my worries about its length.


I cannot recommend or discourage the purchase of Limbo because in the end, I'm still somewhat ambivalent toward it. My advice would be to look inward and examine what constitutes a valuable experience for you. And don't worry: A wrong answer to this question doesn't exist.

 
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Comments (20)
Default_picture
July 19, 2010


I love American McGee's Alice which nothing can hold a candle to IMO :) ...


Jason_wilson
July 19, 2010


I fell in love with its art style the first time I saw this. I still need to play it. How many of you compare the experience of playing a game to a movie when it comes to value per dollar spent?


100_0503
July 19, 2010


I honestly think that games should be judged on its own merits. It's the experience itself that you're paying for, not the hours of gameplay. When you start judging works based on dollar amounts, you start wandering dangerously closer to consumer reporting and away from criticism.


Jamespic4
July 19, 2010


@Jeremy I totally agree with you Jeremy, but by the end of Limbo, I almost felt like its brevity was its defining critical characteristic. It's really THAT short. I'm not interest in talking about the length of a game at all, and I have purposefully avoided it until now. But it stands to reason that there has to be some lower limit of how short a game can be given a certain price. 



I think a little over an hour is really pushing it. I'm not saying it's right out, but what if it was a half an hour? What about 10 minutes? I don't know where the lower limit is, but 70 to 80 minutes is damn close. It is the first game that I've ever played where I was literally in disbelief at how short it was.


100_0503
July 19, 2010


@James I can only speak for myself, but Rez is one of my favorite games of all time and it's just under an hour. You can definitely have a satisfying and complete experience for that amount of time.


Bitmob_photo
July 19, 2010


I have fairly strong opinions on the topic of game pricing, and I'd go as far as to say that instead of thinking of a game in terms of a score, I think of it terms of a price.  I really wish I could play this game to lend credibility to my arguement, but from what I've seen, Limbo is not a $15 game.  To me, Limbo  is probably not a 9/10 as IGN has scored it.  Thinking of games that way isn't useful to me; rather, I might instead recommend that someone pick it up at $5 if they can, otherwise don't bother.  I have trouble thinking of anything in real life or a game that I'd spend $15 on to get an hour or less of entertainment. 


Jamespic4
July 19, 2010


@Jeremy @Chris I'm glad to have both your comments because it alleviates the trepidation I felt about writing this. The end of my piece is supposed to indicate that this isn't a review, and I hope people don't read it that way.



After my initial surprise and irritation at how quickly the game ended, I turned it off and reflected. I really, really liked the game up until that jolting surprise. And I spent an entire day thinking about what the "story" about this game is. I realized I didn't want to do a write up solely about how pretty and satisfying it was to someone who likes arty games; I wanted to tie it into a larger problem in the general gaming discourse.



More than any other game I've ever played, Limbo falls at two extremes: It's an amazing experience. It's also a very short, relatively expensive experience (for what you get) in a gaming landscape with a ton of fun stuff to do! What is the price cap for an amazing experience? That's what left me floored about Limbo, and I feel that's where the "story" really is. Qualitative comparisons to awesome, highly artistic games like World of Goo and Braid are totally unfair. Quantitative (length) comparisons to games like Fallout 3 and Mass Effect are also unfair.



I intended this "review" -- if you want to call it that -- to address where our sense of value even comes from. If Limbo were free, I'd tell you to play it with an effort that should be multiplied by a million times a million times a million. But as it stands, it's so short, that I'd say if you haven't played World of Goo...well, it's a similarly qualitative awesome effort. But quantitatively World of Goo is a far more complete product.



It's all so confusing! You could buy Team Fortress 2 for the same price as this game. And that's an amazing game that you can play forever. You could also buy the original Fallout for even less than TF2 on Good Old Games. You can play Fallout for at least 50 hours. And it's great, too. Does that make it better than TF2 and Limbo? I don't have that answer.



It sounds really unimaginative and hippie-ish, but I think that the greatest truth is a choice you have to make about what you like about games. Everyone has their own ideal of what a game should be. The 'value proposition" isn't a hard and fast rule. It goes one by one.



As for Limbo, I remain on the fence.


Me_and_luke
July 20, 2010


Damn, James, these are some deep thoughts.  



I have been extremely excited for Limbo ever since I saw its first trailer, and have every intention to to shell out 1200 MSP when the game releases this Wednesday (which I'm curious, how have you played it already?).  Length has never been a deterrent for me, especially when it comes to XBLA/PSN/WiiWare games.  I remember people being all up in arms when Braid's five-hour adventure was priced at $15.  The thing is: One hour, five hours, or ten hours, I know I would have come away from Braid absolutely floored by what I just experienced.  Quality over quantity is often an apt adage; I'm anticipating feeling the same about Limbo. 


Me
July 20, 2010


When I value a game I don't look at it as a quality vs quantity tug of war. It makes me feel a little cheap to say this, but it's almost certainly both.



I think that a game can be wonderful, have great gameplay, attractive art direction and so on, yet be hobbled by the fact that it's too short. Or too long, for that fact; if Mirror's Edge had gone on any longer, it'd have been painful.



I haven't played Limbo yet so I can't really comment specifically on it, but I think Jeff Gerstmann mentioned that he'd finished DeathSpank in about five hours, so the length:value ratio may be an issue that's going to be raised a number of times this summer.


Default_picture
July 20, 2010


I might be bitpicking here, but are you sure it took you just over one hour to finish? Did you clock it or something?



Because although other reviews mention that it's a short game , they still suggest otherwise. Somewhere around 3-4 hours


Jamespic4
July 20, 2010


@Guy After I finished writing this, I read that, too, and it surprised me. But yes, I definitely finished it in under an hour and a half. I know this because of my email. I got the review code from Shoe, and no more than three hours later (which included a trip to the supermarket and then downloading the game) I was finished and I emailed Shoe back saying exactly this: "Well, no one will ever call that the longest game ever...." The email time signatures showed how long it took. The main reason was that none of the puzzles impeded my progress. Obviously, individual play times will vary. Also, I didn't bother with any of the Achievements (which are really uninspired by the way -- you just have to find these glowing globs in random places).


July 20, 2010


I was really, *REALLY* looking forward to this game... but reading your (and other web) comments about the game's extreme brevity gives me pause.  Oh, i'm still interested, but now my interest is tempered with the desire for extreme couponing.  If XBL can break out a 50% off coupon, i'm there.  Maybe even 30%.



I reckon i am more open-minded than most when it comes to value versus game length.  Short games have never made me a vocally angry gamer.  Braid was fantastic at any price, I loved MW2's campaign, and Splinter Cell Conviction's short campaign was excellent, too.  So, too, was ODST, which i still rate as my top Halo game.



Then again, each of those games were given legs due to their SpecOps, Deniable Ops, and Firefight modes.  Except for Braid, of course (but wouldn't that have been an interesting mashup -- firefight+Braid?)



I am an Achievement whore, but I have my (glob-seeking) limits.  I can wait.  Still want to play it.  Badly.


Jamespic4
July 20, 2010


@Keith I hope you get to play it someday! It's a really distinctive game. Unfortunately, my hope doesn't necessarily extend to encouraging you to buy it.


Snapshot_20100211_14
July 21, 2010


Anybody who approaches video game price in terms of time is someone I can't stand in this industry. I'm not talking about you by the way, I agree with your stance on it. It's more Chris Davidson and a large majority of game players. A games value SHOULD be weighed out by its merits and worth. I don't care if a game is only two hours long if that two hours is enjoyable and memorable - especially if I have the urge to go back and play it again.



Whenever I read people crying over an eight hour game being $60 it makes me cringe. This industry is about fun and enjoyment. If a game delivers that, length is a moot point. The price of a game and time have nothing to do with each other.


Jamespic4
July 21, 2010


@Shawn My challenge to you is finding a way to assess Chris' point of view as wrong, logically and financially. I have a limited budget. This is why I can't recommend Limbo. I got a review code, and as my real-life, have-played-Limbo self, I'm not sure if I could tell my hypothetical-life, haven't-play-Limbo self to buy it whole heartedly..... If that makes any sense.



Basically, people have a limited amount of money to spend, and yes, at some point, cost does enter in to  the value judgment if you can spend it somewhere else on something better that you don't have.



That, I think, is the key. Limbo is awesome, and I think everyone should play it. But at the same time, they could spend their Microsoft points on 'Splosion Man, Braid, Castle Crashers, and even something like Chime (which I just found out about, and I really want play -- BUT haven't) if they don't have those titles.



Based on cost, lenghth, AND quality, I would recommend those titles foremost (except for Chime 'cause I haven't played it).



Also, I have been reading more and more reviews of Limbo as they come out -- because I'm interested to hear what others think of its brevity -- and it seems most reviewers found it to be three to four hours long. I'm not claiming to be a savant (I used FAQs twice to finish Braid), but I think there was something weird about the challenges that meshed with my puzzle-solving skills. Apparently, speed runs are only under one hour, and my initial run was barely above that mark. I'm starting to think my experience is an aberrant piece of data...but even that doesn't change my argument. What if BioShock was equally awesome and equally expensive, but only an hour and half long?


Me_and_luke
July 22, 2010


I am a bit shocked that most of the critics' reviews aren't nagging on it for being too short (my first run of the game was about two hours and ten minutes, with countless deaths and a bit of blob exploration; my speed run thereafter was two deaths, 55 minutes).    It's good to see it garnering positive acclaim.  And rightly so.  I do recommend it to anyone, even at the $15 price tag.  Limbo needs to be experienced.



EDIT: You just got me really interested in Chime, James.  Downloading now. 


Default_picture
July 22, 2010


Hours per dollar is one way I quantify a games value. It isn't the only way, but it's useful. Of course a good short movie/game is better than a bad long one, but don't you usually want more of a good thing? There's always the perfect length too.


Lance_darnell
July 22, 2010


What a great comment thread!



My questions - is there any replay value? 



And - Is it possible that someone who is not as skilled would take longer to complete the game?



My Comment - $15 is a lot for an hour of game. It actually seems about right if it was an old arcade game that you have to shove quarters in every 30 or 40 seconds! haha


Me_and_luke
July 22, 2010


@Lance:  Like most puzzle games, replay value is usually pretty minimal, outside of speed runs or - in this case - death runs (there's an achievement for completing the game in one sitting dying five or less times; it can be tough without careful memorization of all the puzzles).  There are also ten secret blobs to find throughout the game, some of which are pretty well-hidden, and take some skill and wit to obtain.



Unless you come from the DeRosa family, you're probably not a genius, and it will take you quite a bit longer than an hour to complete the game the first time around (like I said in a previous post, it took me about an hour longer than James).  I really recommend it, Lance!


Lance_darnell
July 22, 2010


I do not come from the DeRosa family, and I am definitely not a genius, so I will check it out! Thanks!


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