There’s very little definite about Inside, which makes this whole ‘write about it’ lark particularly difficult. There’s a very dystopian vibe going on, but, because the entire world exists in a complete void of exposition, every last drop of it is left completely up to the player to interpret as they see fit. There’s no library of convenient notes littered around, slowly spelling out the fate of the fragmented world around you. No death rattle monologues offered by dying foes, keen to confess their myriad sins. There’s no deep lore dive introduction cinematic; there’s no introduction at all. A boy appears at the edge of a forest. Shortly after you assume control of him, your actions get him horrifically killed.
Graphically mauled by an attack dog is the odds on favourite first death, though you could be throttled by a patrolling security guard, or drowned in an underground lake after flinging yourself off a small cliff. In sudden, urgent context, there’s little reason to initially wonder why you’re being hunted and who the people so urgently searching for you are because base survival is a far more pressing priority. You’ll need to silently surge through checkpoints, slink through the shadows of long-abandoned vehicles, avoid stumbling on the overgrowth during desperate flights from danger. Fling yourself from cliffs. Not immediately drown after flinging yourself from a cliff.
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Staff review by Gary Hartley (June 28, 2020)
Gary Hartley arbitrarily arrives, leaves a review for a game no one has heard of, then retreats to his 17th century castle in rural England to feed whatever lives in the moat and complain about you. |
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