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Inside (2016, Playstation 4) Review


TRAPPED IN HERE WITH A MASTERPIECE


Also for: iPad, iPhone, Macintosh, Nintendo Switch, Windows, Xbox One


Things are as bleak as ever in the psychological landscape of developer Playdead. This second release of theirs, Inside, could easily take place in the same universe as their debut, Limbo. With no backstory, you're thrown into the shoes of a nameless little boy trying to escape a dystopia. Guard dogs and people with guns chase you through forests, farmlands, towns, factories, sewers and laboratories. Why they're after you is unclear, but the journey ahead will reveal what's in store for those that get caught.

As you keep running to the right, the game delivers a wordless story at the pace of an immaculate thriller, resulting in one of the most intense playthroughs of my life. On your way you bear witness to enslavement and cruel experiments on animals and humans. Working people have lost all self-control. They stand motionless until someone literally steps in to take over their minds. And through it all you're mercilessly hunted, afraid you'll end up with the same fate.


I can only compare the gameplay experience to such a silently intense award-winning movie as No Country for Old Men (2007), or a genuine horror game like Amnesia: The Dark Descent (2010), but without the disappointing final segment. Both stories convey the dreaded sense of being trapped inside a waking nightmare. You can do little to defend yourself and an escape seems improbable. The immersion is mind-numbing.

To experience such a sensation in a title like Inside is even more impressive, because immersion is traditionally not a factor in 2D sidescrollers, since the camera is too distant from the action. But Inside cleverly uses the third dimension as a storytelling tool in the background, to reveal foreshadowing and expository events - things that make your skin crawl and never lets you off the hook.


For instance, sightings of dogs in the distant background should alert you that a chase sequence could be right around the corner. Sometimes the boundaries between background and playing field dissolve as some person detects you and starts shooting, or a huge surveillance robot might come alive and scan the area ahead of you. It provides the game with great visual depth and a sense of constant paranoia.

I suppose this is why it's so unsettling. The horror doesn't exactly fly in your face, instead it's more of a passive-agressive promise of a threat. The game plays with a sequence of phobias, most obviously in the shape of agoraphobia, caused by wide open spaces, because who knows what's lurking in the surrounding darkness. And cramped underwater spaces induce claustrophobia, because who knows if you'll ever see the surface again. It's almost too intense, but not enough so to temper your piqued curiosity. The three hours to reach the shocking and perplexing ending are over in a jiffy.


And it constantly reinvents itself, never repeating a puzzle mechanic for very long until a brand new obstacle crosses your path, forcing you to re-evaluate what you've learned. The intuitive controls are limited to only one stick and two buttons for jumping and interaction, and in so doing creates one of those rare games that don't require any tutorials.

Tonally, the game is very dark and highly oppressive, with an eerie, minimalistic soundscape to heighten the tension. When music plays it's to convey the boy's emotional response to what he's witnessing. It can be really helpful, like when you've been detected and a thumping, stressful tune goes off, like an alarm bell urging you to think quickly and act efficiently.


Also helpful is the fact that the boy is animated to automatically respond to the desperation of the situation, giving you a hint of how you should react. When guards stand idle the background, he crouches to avoid detection, and when he's surrounded by people, he imitates their stance to blend in with the crowd. The boy's animations give you a fighting chance to avoid deaths, even when you're entering an area for the first time. When he stops crouching and the soundtrack comes alive, it's time to run for your life.

Inside might be the most painstakingly playtested and optimized game I've yet reviewed on this blog. As I sometimes like to say: It never sets one foot wrong - although this time I actually mean it. Even as they're told completely through gameplay, the chase sequences are directed to always end up with you escaping by a hair. And when you screw up, you'll realize it a second or two ahead of your death. That short moment of anguish is dreadful, as all you can do is brace for impact, and the following gruesome death animation and sound always makes me feel bad for the little guy.


Even the puzzle difficulty is balanced to perfection. Not too hard, but still hard enough, they make you feel accomplished when you crack the solution, which you often deduce by adding one and one together. The puzzles themselves often hinges on perfectly understandable physics. No-one can argue with their logics. You can reason with yourself to reach the right conclusion: "I need this box to weigh down that pressure plate, which means I must use that platform far back as leverage instead." And when it works, the satisfaction can compare to the joy of winning a PS Trophy.

You might not pay much attention to it while playing, but the puzzles also hint at some storytelling, nudging you to ponder the fate of the world and the boy. What are those parasitical worms? Are they connected to the mind-control helmets you occasionally come across? And how do they relate to all those zombified people lining up to step into the trucks in the background? Why are they herded like cattle? And where do the transports take them? And to summarize it all: What is wrong with this world?


Inside hints of some extraterrestrial or supernatural truths, but I guess many will reach the ending with too many questions unanswered to feel satisfied. I personally love it like that. It turns the game into a mystery, which itself becomes like an unofficial sidequest that I made up for my own pleasure. The game might only last a short while, but the thoughts will linger for quite a while. Your first playthrough is obviously gonna be dedicated primarily to solving puzzles, but subsequent ones could go into soaking up more of the story; the setting, atmosphere, creatures and events in the background.

Inside seems to stimulate some pretty primal fight-or-flight instincts inside the human psyche. It reminds me of a forgotten, recurring dream I used to have in as a youngster: It was a stressful one where I was chased by the police, for reasons the dream always kept secret. I always sensed I couldn't escape the law forever, but for the moment I was always on the cusp of succeeding. Strikingly often the dream would end with me quietly wading into a stream of water and floating away. Sometimes I got away, but other times the police would spot me and start shooting at the water around me. No matter the outcome, I always awoke at this moment with a sigh of relief, glad to realize I was no fugitive after all.

There's no waking up from Inside, you gotta see it through to the end, and the puzzling ending gave me something to think about. I know it's kinda boring or corny to hear about other people's dreams, but you know it says something about a piece of fiction when it evokes the shared, buried landscapes of our youth's psyche. In one of the most amazing years for games overall, this old indie masterpiece is one of the best new discoveries for me.

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