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Limbo is an Insult

Redeye
Monday, August 02, 2010

I may think this often, but I never say it unless it's a serious offense; me and the designer of Limbo need to have words.

I went into Limbo cold. Some people oohed and ahhed  over it, but I had mostly ignored it. I dropped some cash on the table, and jumped in to see what I thought. After a short while, I pretty much knew what I thought because the same thoughts kept going through my head over and over and over.

“Son of a bitch this is maddening! Why would any game maker do this to their players?”

 Limbo is a no frills puzzle platformer with simple mechanics. You jump, you run, you push crates, and you pull switches. All of this is dressed up in a purposefully ambiguous story about some boy looking for some girl whom I believe is his sister. The game is unbelievably simple. This sometimes works well for a game, but here it does everything it can to not work.

What you see is pretty much what you get here



Many people have described this game as 'not holding your hand.' I experienced it taking my hand, and then inserting it into a bear trap....yes that actually happens. I was killed by a bear trap that I didn't know was a bear trap until it killed me. During the first 10 or so minutes, the game gleefully kills you at random intervals just because it can. It winds up being entirely just trial and error until you know where every death trap is located. While this gimmick ultimately gets abandoned in favor of more traditional puzzle solving, it serves as proper foreshadowing for my experience of the game.

This game HATES me.

Permit me to explain in more detail. As a gamer, I have a bad habit of misunderstanding a level designer’s intentions and missing pieces to a puzzle and end up getting myself stuck. If it's possible to misinterpret or mess up enough to put yourself in an infinite loop of trying the wrong solutions, I'll often end up floundering in that loop for ages.

I can permit a game a few points where this happens because, naturally, no game designer is perfect. It's always possible for them to miss little details or not test a certain puzzle for every type of player. My temper and playing style may actually make it impossible to make a game that doesn't piss me off at least once.

Limbo, however, revels in giving me that experience. It seems to design puzzles to single out and trap people who miss small details and don't try every possible solution. At one point in the game, I was stuck for 10 minutes because I didn’t push a button I was supposed to. The reason why I didn't push that button is because it existed as a small light on a piece of background scenery. I didn’t automatically assume it was a button because I hadn’t been expected to press a button during the first 30 goddamn minutes of the game. I didn’t know my action button was an action button, in that sense, because all it was used for up to that point was pushing and pulling boxes and other items.

Basically, that same experience of me missing one detail and floundering for 10 to 20 minutes happened at least 6 times throughout the entire game. On top of that, some of the puzzles require perfect timing and pinpoint execution where it seems like there is zero margin for error. I would end up stuck in a completely different fashion because of being not quite good enough at the game to continue.

My only choice would be to do the same thing over and over and over until I got lucky. This is my least favorite gaming experience of all, personally.

The game took me 3 times as long to beat as someone who knew what the hell was going on had played it. The time I spent with it was the equivalent of gamer's torture, with me groaning and yelling at the screen and hating the experience. I persisted because of my interest in finishing just so I could compose a coherent thought and speak out against this game's frustrating mechanics. I resigned myself to playing a frustrating chore of a game, and instead focused on the art and the design of the game’s world.

Spoilers ahead for those who have not finished the game.

In my travels in the fictional world of Limbo I mostly ended up with questions. “Why is everything dark? What would it look like with color? What are these creatures and who are the humans wandering around and getting slaughtered by them? Where is the girl I’m looking for? Who is she in the context of this world? Why is the game's world switching from fantasy forest, to fantasy cave, to modern urban setting, to dilapidated futuristic factory? How do all these disparate parts fit together into a coherent world, and how will the meandering series of events culminate at the end to reach a satisfying conclusion?”

The ending answered all my questions and more. As I slowly approached the girl from a distance, after finally finding her, the tension built and built and then...the screen faded to black before I made it.

Take that, closure



As I sat in a stupor and tried to process this information, I brought up the achievement for beating the game and read the description “Persistence has its own reward.” Then I understood.

This entire game, it's frustrating difficulty, it's minimal mechanics, it's refusal to guide the player, it's meandering and now completely unexplained and incomplete story, was all an intentional message to the player that I believe goes something like this:

“Modern games with their “tutorials” and their “balanced difficulty” and “stories,” where people talk and things happen are all bull. Gamers should be focused on pushing the limits of their patience and skill, in black boxes with no goal but beating the level. Games should not be an “experience,” they should be a test.”

That is what this game communicated to me. It’s a  tribute to broken, archaic and standoffish game design that’s designed to waste the player’s time, and either eat quarters or provide an insurmountable challenge to artificially increase play time to add value. It’s a tribute to masochists who want games to be like the good old days; plot-less, frustrating, and ultimately only useful for bragging rights.


I respond back to this call for a return to the past with a heart felt “go fuck yourself.” Limbo, your message did not change my perception and make every trial you put me through okay. Just because a game is difficult doesn't make it worthwhile. I will delete you from my hard drive and go back to playing modern games with all their faults gladly, because at least they don't piss me off with every single step I take and I can have FUN.

Remember what fun is, Limbo? It's the real purpose of games, stop trying to hold us back from it.

 
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Comments (14)
Bman_1a
August 02, 2010

Man, I hope this game makes it to PSN sometime. It seems to be a love/hate thing, which I can dig. Not to minimize your feelings but I really enjoyed you hating it.

Lately I've divided my game life into 'Before Demon's Souls' and 'After Demon's Souls'. The BDS me would probably be right there with you, but the ADS me is really intrigued.

I only take issue with the idea of one 'real' purpose of games. Shenanigans. I don't think a game has to be 'fun' to be worthwhile -- which can get a bit semantical, so I'll qualify it by saying I don't need to be edified or amused or have a joyful time with it. There are many different ways to look at worth.

Wile-e-coyote-5000806
August 08, 2011

Limbo is on PSN now.  It was released a couple weeks ago.  I think there is a demo of it, too, but I'm not sure.

Also, I agree with you about the "fun" thing.  One game that's quite enjoyable without really being fun, per se, is the PSN release "flower".

Redeye
August 02, 2010

Well I wrote this mostly to sum up how outraged my experience with the game made me. I realise that some parts of it can be a bit over the top or innaccurate but I think that the developers of the game need people showing off how much the 'hate' side of the love hate situation can be a horrible experience for the gamer types they left behind with the design.

I would agree with you that their are certain cases where a game can be rewarding without being 'fun' in the most traditional use of the word, but being challenged mentally and emotionally is something I include in the 'fun' category personally so my use of the word is a bit loose. What i'm mostly saying is this: Frustration is a failure state for a game. If a person puts down the controller and steps away from the game because they feel they can't continue you have failed to engross them in your world.

It's certainly a fine line to walk to please people who desire a challenge while also pleasing people who are not up to that challenge. My problem is that this game, like so many others that I complain about, does not try to provide help for the latter. In fact they seem to almost insult the people who are not up to the challenge by purposefully removing rewards at the end of the game and help when introducing new mechanics.

I'm sure plenty of game developers say that their game is designed for a certain type of gamer that wants a challenge and wants to be thrown in the deep end. The problem with that is you can't e-mail every person who isn't up to your game's challenge and tell them 'don't waste your money on this'. So if you aren't making the game accessible for people who may not be the most patient or skilled of gamers then you are assaulting their sensibilities and their wallets. Then you have a large backlash to your game waiting in the wings once all the critics get done praising it.

Default_picture
August 02, 2010

All I see here is wahhhhhh. The game does exactly what it was supposed to.

Redeye
August 02, 2010

I understand that this article has been reposted on N4G and is the subject of a bit of attention. I say by all means if you disagree with me then sign up on bitmob, and post here explaining why I am wrong. I'll only respond personally to people who post using their full given name and state a reasonable and respectful argument.

For you guy's benefit i'll give you a summary of why I bitch about games in general so you can understand where i'm coming from and the thought processes behind it.

I can understand how other people like the game. Certain people just like certain kinds of challenge in their games. What i'm really trying to underline here is that this type of challenge is not universally popular and few people openly state that they are frustrated with it or dislike it and even less express exactly how maddeningly frustrating certain games can be to them because people hide behind stupid statements like 'quit whining' or 'your playing it wrong' or some such things. That does not solve any of the issue at hand, which is that some games simply are not fun to play for certain types of gamers and those types of gamers are under represented among the community of people reviewing and judging games.

I'm sick of people without 'mad skillz' being marginalised when they say they don't like a certain game for being hard, and I address that problem by complaining openly when a game pisses me off.

Frustration is not fun to many gamers, and they should be given as many opportunities to enjoy games without throwing controllers as they can get. Higher difficulty levels and special challenges can always be added to games to please the hardcore but once a game is too hard it's too hard forever. The end result of making more games less frustrating is just to get more people playing those games and help the industry.

If you don't agree, that's your bidness.

Alg_halo-reach-beta
August 22, 2010

Hmmm that is a very interesting take on the game for it had the absolute opposite effect on me. I thought the game was much too easy and i blew through it in less that 3 hours. I think that maybe the game just doesn't really appeal to a player like you. The part with the button that made you frustrated for 10 mins, i looked right at it, and pressed the action button on a hunch. I agree with your ending though, although rather than saying "Fuck you i hate this game" i said "Fuck you i did all this shit to see a person i only knew was my sister due to the description on xbox live for 2 seconds and then the game ended!" All in all, nice review. Maybe take a chill pill next time you play an arcade puzzle game :)

Inception
August 22, 2010

I feel like I got the opposite feel from this article. I think it stems from the fact that game designers are so hell bent on being "directors" or viewed as "artists", and I'm perpetually sick of that. They keep trying to convey story in such limp wrist material that could barely cut it as a Lifetime or SyFy daytime movie....

Redeye
August 22, 2010

Hi guys. I wasn't expecting this to get spotlighted so long after I wrote it so hold on while I try to put back on my Limbo discussin' pants....hrm.

@William. I think the game would probably fine for someone that gets stuck a lot less then me, i'll agree with that. I personally found it a bit boring to just jump, push, and pull things and have no other real motions to do in the world but that's more personal taste then anything else. I also agree that the ending, just taken at face value, is a huge anti climax. I write angry reviews mostly just to convey how dissapointed in a game I am or how much it frustrated me at the time. I don't dwell on the game being bad TOO much, but I do feel that holding a game accoutable for my bad experience with it is an important thing to do in my review style. I refuse to apologise for 'playing a game wrong' or give it a rating based off of what I think other people would think of it. I judge a game based off of what it meant to me. As of the moment I finished the game, I considered Limbo to be an insulting kick in the balls.

@Keenan I would agree that their is too much of an assumption among indie or low budget game designers to seem artsy and deep when they don't really have anything to say, but you can really say that about anything. their are always going to be people who think they are deep when they really aren't (I dare say I'm close to being one myself LOL) but you can't really hold that as too much of a negative because when someone thinks they are deep and they really are it can sometimes be a very powerful experience. I say don't be afraid of being a little pretentious here and there, just be willing to balance it out with some self awareness as well.

but yes, a great deal of video game stories (even the ones that are good by games standards) can be pretty one dimensional and stupid sometimes. I think we'll improve eventually as the medium becomes less about new technology cycles and more about exploring the design and storytelling space to innovate.

Glad to see respectful and thoughtful comments rolling in. Thanks to everyone who read this with an open mind!

Default_picture
August 22, 2010

I only played the demo. Both my wife and I think it is a beautiful game, but the price tag along with the trial by death game-play have kept me from purchasing it. Not my cup of tea I guess. I completely understand the frustration that comes with this type of game. I fell victim to a bear trap because I happened to notice some fireflies and stopped paying attention to the ground. Seems like my money will be better spent elsewhere. Go frustration rant!

Default_picture
August 22, 2010
Woo! Go Jeffrey! Yes, I am shamelessly cheering for you. But in all seriousness I do not want to spend that much for a game that screws you over with it's ending.
Default_picture
February 26, 2011

I wanted to thank you for this article. It sums up how I felt about the game. It's also a very interesting read. Thanks for so many great articles!

Default_picture
August 08, 2011

This review in five seconds - Limbo is the new Rick Dangerous. Stylized, yes, but with the same mind numbing frustration and "love it/hate it" fans as ever before.

Redeye
August 08, 2011

I am really suprised to see more attention for this limbo review thingy so long after I wrote it. thanks all for reading and commenting. I am glad to see anyone understanding my opinion on this game since so much of the attention it's previously gotten was vicious hate from Limbo boosters ^.^

Pict0079-web
August 08, 2011

Well, I liked Limbo, but I agree with a lot of everyone's arguments. On one side, a person could say that this was an epic graphical update to a side scroller such as Out of This World.

On the other side, a person could say that this was a low-budget waste of time. The graphics are monochromatic, to say the least. The final ending is artsy and very anti-climactic. I interpreted it partly as an anti-war piece, as if the character was trying to return home from a violent world. However, it really makes people wonder whether it was all worth it in the end.

I would say that the "breaking through the glass" scene looked pretty damned epic, but I can certainly see why some people would see it as a waste of time and money. I certainly could have looked for a better game. Thankfully, I bought it while it was on sale, so I didn't argue with this game as much as other people.

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