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Analysis of Inside. How did Inside sit to travel to Switch?

Written by Kamran Haider

One of the best videogames of what we have been generation could not miss your appointment on Nintendo Switch. In this Inside analysis, you can take a look at our conclusions about how Playdead’s masterpiece fits into your fashion console video game. Another gem!

Launched in 2016 for PC, PS4 and Xbox One, Playdead consolidated its image as a reference studio in the indie scene with this great videogame. And is that, coming from who comes, the authors of the excellent Limbo, we were clear that Inside we would like. What we did not imagine is that this adventure of puzzles and platforms was to fall in love with the way he finally did. It is impressive, and now you can also enjoy it in portable mode thanks to the benefits of Nintendo Switch as a platform. It is a common path that more and more multiplatform video games that end up leading to the successful Nintendo machine.

But if it remains in force two years later, it is also, for many reasons. Artistically, it’s a wonder, he intelligently poses his playable challenges, and also the story he tells, and how he does it, gets a pinch in the heart; To penetrate deep into your consciousness to such an extent that once you have completed the dark journey that you propose, you will continue to think and turn around what you have seen, what you have done. That’s why the new Playdead is an essential video game. No excuses that are worth it.

Some will fill more than others their playable proposal, it is normal considering its formula, but the way in which Inside gets inside your head is worthy of praise. It’s been a long time since we found a videogame with such emotional force, without saying a word! That is why, after his successful passage through computer and desktop machines, there is no better news than seeing this marvel also premiere on Nintendo Switch, where we find an identical version to the previous ones “. Are you ready to start this path full of intrigue and suspense? We already warned you in this analysis that it is very worthwhile.

Under the skin

Limbo had a very clear narrative. We walked and walked with the hope of finding our sister, where were we? There was not a very accurate notion, but there were several clues throughout the adventure, and the end ended up ordering to plant a conclusion before our eyes. The start of InsideIt is something similar, but its way of developing totally different. If in the first video game our protagonist boy woke up in a forest, he got up and walked; in which we are concerned today, the child we incarnate has already started a flight forward, and we simply limit ourselves to prolong it. It is picked up by some branches in a forest that, perfectly, could be that of its predecessor and from there it pushes and pushes us, always forward. Towards a destiny that, at first we will not know, but that will later take form before our astonished eyes.

In Playdead they made the decision to just promote the game with videos and trailers, and there is a reason. The study wanted the surprise factor outside at all times the king in terms of the sensations that the program holds for the player, so we are not going to be less and again we are going to tell absolutely nothing about that narrative engine that advances the game with a huge pulse. We did not do it in the previous reviews, and we will not do it now either If the exceptional Limbo already achieved it with suspense, his new work is betting to shoot the intrigue to higher levels and to leave droplets that make us wonder little by little: what’s going on? about us? Who are all these people? Do we really run away or do we walk towards a specific destination? The outcome is the right one for a story as hallucinated and hallucinogenic as this one, but if you played Limbo you know that in terms of drawing conclusions about the endgame, this group of talented Nordics does not make things easy. We will have to reflect on what we have seen and elaborate on our own message as to what the videogame wants to transmit to us. Is it demolishing or exciting? Is there room for hope or only for helplessness in its dark future? Each one will elaborate on his own theory.skin

There is a real interest in knowing what is happening in your world, and knowing where we are headed.

This monumental journey that we are going to star in this title has obvious reminiscences with the first launch of this study. The aforementioned children as avatars, the scroll as the only way forward, the sections of platforms and also the occasional puzzles who, with much ingenuity, put us in a series of predicaments that only our ability to understand how their fascinating and unreal world is governed allow us to discern. The best part of it is that they resolve themselves in a very intelligent way, telling us things about their world and, sometimes, with the help of unsuspected companions that allow us to activate this or that mechanism or reach a height. They are not difficult but not easy puzzles, and they invite us to think until we begin to understand the peculiar way in which everything works in this universe and, from that moment, the resolution of these will “leave us alone”.

The platforms sections themselves are still present, although perhaps with less challenge than in Limbo. In that videogame there were some parts that were devilishly difficult, and in which we had to coordinate our movement in an exact way to try to overcome a slope or a trap. Inside, on the contrary, it is not so “prickly” with the precise being of millimetric form with our acts, and although it does have some sequences in which we must coordinate our movement with great precision, it is not a dominant and general tonic the different playable styles seem better mixed than in that one. There is more diversity of formulas, and these alternate more and more accurately.

Inside has a staging simply amazing

What is much more achieved is the variety of scenarios, there were many and very ingenious in their first video game, but this time the way in which different environments are achieved is much better achieved. The renunciation of the monochromatic aspect of that can offer a less surprising or groundbreaking look (although it remains equally unique, and even more beautiful), but it definitely allows much better things to be achieved in terms of each area of ​​the title having an identity own formidable. The sense of way is not only achieved in Inside with a playable progression that is changing a lot depending on the area in which we are, for example industrial facilities, natural areas or underwater areas … all with their particularities in terms of the type of puzzle or of platforms that we have to overcome.

This is helped by a simply incredible staging. Playdead, on this occasion, has decided to give up its own graphics engine, which he used in his debut work, and has opted for the Unity license, one of the most popular engines in the indie scene at the moment and that adapts perfectly to virtually all current platforms. The results are also outstanding in Nintendo Switch, with really impressive physics and light uses, which help that always complicated task of making us feel in the game. I have not noticed decreases in the rate of images per second or in the portable or desktop mode of Switch, but I have experienced a crash that sent my game to the desktop of the game console. Logically nothing serious, but quite unusual and, of course, annoying. For the rest, nothing too striking in the transfer neither for the good nor for the bad in a version quite faithful to the originals,

However, what really rounds the visual section is the artistic direction, which is again the strong point of this team of developers who left IO Interactive because their creative vision was a bit too small to work in Triples-A’s profile. Hitman and he decided to turn to his own work as an independent team where the only limit was his imagination.

Thus the references for Limbo were very obvious, located in the German horror cinema of the early twentieth century, but this time they are much harder to track, and link with their plot intention: It is no coincidence that the characters of their world do not have a face, is a criticism of our society, it is not a coincidence either that some of them move like undead, something that many human beings seem when they walk the streets of big cities without taking off their faces from mobile phones.

But many of the other references are only understood in a second pass through the individual campaign, the only playable offer of the program. Yes, it can be overcome in about 5 or 6 hours depending on our ability and a little more if we are interested in their collectibles (which unlock an alternative conclusion), more than reasonable figures considering that the game costs just 19.99 euros in the Nintendo eShop, but when we discover the true secret that hides all your world and remember most of its memorable sections (some of them that make your hair stand on end, literally), we will certainly want to overcome it again. Maybe not the next day, since it is a game emotionally and psychologically very demanding to be able to be finished once after another, check it as many times as we want. That friend is priceless.artistic direction

The graphics aspect, the artistic direction, the soundtrack of Martin Stig Andersen … Everything works like a Swiss watch to make Inside a video game that enters through the senses. However, it goes a step further and is not just a beautiful thing, but the new work of the creators of Limbo is also a playable marvel. Improves everything seen in that in terms of mechanics, and offers a work capable of satisfying many different palates: lovers of platforms, those of the puzzles and, in addition, those who seek stories not exempt from critical capacity and intelligence and with a strong emotional charge.

Recommended: Analysis of Youropa, playing with the perspective

Conclusion:

The Nintendo Switch catalog continues to draw on extraordinary video games that, not without a certain delay, end up landing on the phenomenal hybrid video game console. The Inside case? Improves everything seen in Limbo in terms of mechanics, and offers a work capable of satisfying different palates: lovers of platforms, those of the puzzles and, in addition, those who seek stories not exempt from critical and intellectual capacity and with a strong emotional charge. A work that enters through the senses and that, moreover, you can take with you. Can you ask for something more?

  • The narrative, although minimalist, invites us to advance with interest
  • Some of the puzzles are really ingenious
  • The injection of some moments of terror (moderate) surprises, and fits
  • The visual and auditory staging is overwhelming

About the author

Kamran Haider

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