Limbo, at the time of its Windows release around 2012, was one of those titles I had no idea existed, until I played it at a friend's place on PC. Main reason for that was that I really wasn't interested in new games.
My latest device was a GBA for ages and I still managed to find games on old machines to complete, whilst my imagination of modern games was mostly 3D design and overwhelming input with complicated controls and the need to invest loads of time and concentration. And Wii games usually too casual on the other hand.

Though I'm really into old and b/w movies, so having no aversion like many of the younger folks do, the simple but beautiful grey scale design inspired by German Expressionism wasn't what caught my attention in the first place. Actually, because of the title, I had expected a dancing game.
My love with Limbo began, when I was forced to take the pad in hand to play.
It just feels so natural exploring the eerie landscape and dive deeper into physics of a sombre, unknown territory. It's kind of a modern take on the old days, when you put in Pitfall or Jungle Hunt. That have been really crude graphics, but enough to trigger your imagination adding up to adventures larger than life.

The moment you gruesomely die and don't want the nightmare to end is when you realize you're hooked. I guess it must have been when I had to find out how to get past a huge spider that literally pierced me over and over again.
I never finished Limbo that day though and here is where the Nintendo Switch version comes into play. I got introduced to the Switch at the same friend's house, but never got one myself until the OLED version was unleashed. Now looking for games and Limbo being on discount was the ideal moment.

I know things have happened since Limbo's release, like danish programmers Playdead released their follow up Inside. But a great game has to stay at least a good game no matter how much time has passed.
Now, I always liked puzzles and platforming. I guess if you liked to play something as Kwirk or Plok like me, you can understand where Limbo clicks into connection here.

It's not breathless action until maybe the final sections, so what I like is I can usually slow down between tasks and think what I want to do. And even if not, it's very pleasant you can run into it until you pass. The save points are very convenient, so there's usually little to memorize, compared to back in the day, when Jump'n'Runs expected you to learn complete level designs, having you fall back to the start for any lethal mistake.

Old platformers are sometimes awfully short if you look back at them, but with that system it took a while to master them.
But Limbo's being comfortable makes it also appear not too complex. Sure, you've got to take your time to internalize the mechanics, like how to move with a friggin maggot stuck into your head, having an influence on control, but that's part of the learning curve. Next obstacle with a maggot, you have another task to worry about.

Actually, I had to look up information to find out the game is supposed to draw interpretations from the sentence „Uncertain of his sister's fate, a boy enters Limbo“. I just checked and it doesn't show up in the game. However, whilst Limbo itself doesn't suffer in quality depending on that knowledge, it would have helped to understand what the ending was about. Not that it really is any more specific than the bestiary and people, live or dead, you meet while manipulating objects or even physics along the way.

Though the ending felt a little underwhelming as a reward, it's the overall experience distinguishing Limbo as the brilliant adventure it is.
Having in mind it started out with just Arnt Jensen and some sketched out ideas in 2004 until he met Dino Patti via internet campaign to then establish Playdead and finance the project, Limbo is a very refined and thought through debut plenty of publishers wish they could offer.

I'm still about to play Inside, but judging from the reviews, Playdead managed to build upon that success.
Even if it will be hard to reverse engineer that initial experience when you already played newer games inspired by Limbo, I'd still highly suggest picking it up anyway.
Compared to titles like Dream Alone whose traps seem just to be designed to piss you off, Limbo has that almost flawless quality to really put you into the zone.

As mentioned above, Limbo really helped me to rebuild trust in the gaming industry. I don't know if it really had that much of an impact, but it was a door opener to find more gems hidden under what appeared to me as a surface of uninteresting next gen titles. Call me an old fart, who doesn't even use added save options, if the original didn't have one, but I've got certain schematics of what I like, represented by Tomb Raider putting an end to platforming games finally back then. I mainly played racing games after that, though GBA was enough of a throwback to pull me in.

I'm actually very happy that I could find entertainment in new titles and mechanics. In the end, there are games like Limbo out there that also got me to enjoy some of the comforts established over the years. So much, that for instance in Point'n'Click adventures, I start to avoid old games with mechanics way too complicated, after games like Strangeland showed me it doesn't have to be that way.
As the revelation Limbo was to me, I should probably give it five stars for the conversion it started.

Reviewed on Dec 12, 2021


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