
Independently developed games have been around nearly as long as video games have existed, but they really came into their own through the mid 2000’s to the early 2010’s. Games like Cave Story, Braid, and Super Meat Boy all helped establish indie games as a source of excellent titles. Even Minecraft, one of the most successful and popular games ever made, was an indie game developed by the tiny studio Mojang. Indie games have been a fascination of mine ever since my reintroduction to video games around 2014. In fact, Cave Story + was one of the first games I bought on my 3DS. One indie game I always heard a massive amount of praise for was Limbo, but I only recently sat down to play through it.
Limbo was the poster child of early 2010’s indie games. Developed by Playdead with a team of around 8 people, it emphasized a striking art style and atmospheric storytelling while cutting gameplay down to its core. I came out in 2010 to instant critical acclaim and was the indie darling of that year. Being a platformer, it was a very familiar style of game, but one that was done so differently and artistically that people took notice.

Limbo is focused to a laser point. It gets rid of everything unnecessary to the game, leaving only two actions for the player to do besides moving the character: jump and interact, which means either pushing/pulling an item or hitting a button. Everything single thing and mechanic in the game revolves around these two actions. The anti-gravity affects how and where the boy will jump, a bear trap might need to be pulled into the path of a murderous spider leg or a box pushed to climb pass a high ledge, the section were the level rotates around the boy moving the layout of the platforms constantly, making the timing for jumps constantly changing.
This strong focus is Limbo’s greatest strength because it extends out of the gameplay and into the presentation. The art style is the first thing any new player will notice about the game. Limbo’s visuals use only light, shadows, and the shades of grey found between. This style shows the character and the world around them as silhouettes from distant light and helps builds the bleak atmosphere of the game. The world the boy must travel through is utterly indifferent except when it wants him dead. It forms an oppressive loneliness around the player that sticks with them well after the game is over. Personally, the loneliness of the atmosphere is what affected me most about Limbo and what I continued swirling around in my head when thinking about the game because the Limbo seems to actively work to make the player dislike it.
The puzzle solving loop of the game relies heavily on trial and error. Nearly all the puzzles and platforming challenges in the game are close to impossible to solve on the first try, either due to very strict platforming timing or some of the pieces of a puzzle being obtuse without the player dying first. Trial and error gameplay has always been a touchy subject for games as it often seems unfair to the player, who couldn’t predict an obstacle until it’s killed them. Limbo can be frustrating with its trail and error design, especially when the player is expected to interact with a new mechanic they have no idea how it will act, but it doesn’t hurt the overall experience too much. Death, for one, is always interesting since the boy’s body will rag-doll and react to the game’s physics engine and respawning is extremely quick, meaning the player doesn’t have to wait to play the game after an unfair death. Secondarily, the trial and error design feels intentionally hostile to the player themselves and this helps with the atmosphere of dread and oppression. Ultimately I believe gameplay should come absolute first for any game, but I begrudgingly respect Limbo for sacrificing smooth gameplay to heighten atmosphere.

The first half of Limbo is the stronger one. The moment the player is sunk into the game’s world and take in the bleak landscape around them is one of the most off putting in gaming, the blurry outlines of shapes in the background looking like they’re about to jump out at the player at any second. The game feels like a horror game at first, with a giant spider trying to hunt the boy throughout much of the first half and a strange group of people trying to impede your progress forward.
By the second half of the game, though, much of the horror for the forest is gone and replaced with more physics-based puzzles of the industrial area. The player will have to explore run-down buildings with electric signs, buzzsaws, and machine gun turrets that never truly feel like they belong to the world in which the player explores. More frustrating, though, is that the puzzles become much more strict. It’s only natural for puzzles in a puzzle game to get more challenging as the game progresses, but they would be expected to add difficulty by making the puzzles trickier or require more thought and exploration of the surrounding area. In Limbo’s case, the difficulty is increased by narrowing the margin for error. Timing to move boxes or complete a task will rely on frames of timing and platforming challenges often come down to pixels between success and missing a swinging rope needed to pass. I was nestled in for a slow, puzzle solving game and was not prepared for platforming challenges later in the game.
Even with these issues in the game, however, Limbo is still good, but I have trouble deciding whether I think it’s great or not. My opinion of the game wavers between loving the game and thinking it is fine. Moments like the spider chase and the section where the player rotates the area around them are great, but the frustration felt with some of the later, stricter puzzles means I not itching to replay Limbo anytime soon. The thing I know for sure, though, is that I respect the hell out of Limbo for it’s tight focus on core elements and it’s willingness to emphasize atmosphere over everything else. These are choices not often seen in games by AAA studios and is the reason I can easily recommend Limbo, and independent gaming in general.





