I was going to preface this article with a request asking you to excuse my lack of professionalism. I have absolutely no intention of writing something objective and balanced about upcoming platformer Limbo. In fact, my only goal here is to share with everyone possible how excited I am about this videogame.
Copenhagen-based group Playdead worked on Limbo for over three years. Actually, the game designer was previously a graphic illustrator, and he's been working on imagery for what would eventually become Limbo for about six years. I met Playdead here in San Francisco during GDC this week. You'd think that people that put over three years of their life into a game would be excited to talk about it. These guys were cool and quiet, though. They had me sit in a dark room, kept quiet, and just let me play Limbo. I'm here to tell you that you need to experience the same thing. You have to play this game.
Limbo isn't your typical platformer. First off, it's black and white. It's actually mostly black. Your character, a boy looking for his lost sister, is a totally black silhouette on a black landscape in front of mostly gray and black backgrounds. No color here. You'll never see any part of his face other than two bright white dots that are supposed to be his eyes. The backdrop is made of vague but strangely photo-realistic imagery. You'll never quite make out what you're seeing, but you'll also never fail to be impressed at how beautiful it is. The most striking aspect of the look is the lighting. With black being the primary color, the lighting seems impossibly realistic. These elements combine to create an overall look that is both dark and spooky, but also hauntingly lovely. In the early stages of the game, one section had sunlight filtering through fog -- I still can't get that imagery out of my head. I want to say what you'll expect me to say at this point. Here it is anyway: You'll never fully appreciate how beautiful Limbo is until you witness it in person.
At this point I know what you're thinking. No, I really do. You think that I'm so impressed by the unique look of Limbo that I'm glossing over game play. You're wrong. It turns out that the game play is the most impressive aspect. This 2D left-to-right platformer has you walking in a forest, down hillsides and hopping over ponds and rocks. It all seems pretty normal until you come across your first clever platforming puzzle. At first you're doing simple things like moving crates -- nothing serious. As the game progresses you'll encounter increasingly difficult puzzles, working up towards ones that are deviously tricky. Forget sliding boxes. Even though I only saw about 40 minutes of the game, I came across mechanical puzzles, gravity based brain-busters and zombification/body control. I looked over to see the guys from Playdead grinning at my struggle to figure some them out. I had to ask for help a couple of times. They were laughing at me.

What I like most about Limbo is how the experience is so beautifully controlled. Though there's no dialogue or text, a story begins to unfold, sometimes dropping in very surprising twists. It's all told visually, with no reliance on anything but silhouettes and the rare sound effect. It's a slow reveal that will hold you through its 5 hours of continuous game play. There's no load screens to take you out of Limbo's world. No scores, no life bars, no menus. I was also told that there are also no Achievements connected to the primary story, which means you won't be interrupted or removed from the experience.
On sound, there's also an absence of music. Instead you'll hear startlingly natural environmental sound effects like wind blowing through treetops. This is all accented by really loud booms and clanks that accompany the puzzles. Or your death.
You die often in Limbo. Death is what happens when you work out a platforming puzzle incorrectly. Death is really what makes this game. Revealing exactly how you die would ruin much of the fun you'll have when you play it for yourself, but know that you die in varied and often hilarious ways. I found myself screaming in surprise at many of my deaths and the Playdead guys seemed to enjoy watching my reactions. Impalings, crushings, limb ripping are only a taste of what will happen to this poor boy on his quest for his lost sister. Luckily, you'll quickly respawn to a spot right before you died, with no penalty.

I'm fully aware that my impressions have done little to explain Limbo. Even the developers of the game say that they have a difficult time explaining the game to others. It really is one of those titles that you have to see and play for yourself to appreciate. At this point, all I can do is insist that you play it for yourself.
Limbo will be released this summer exclusively for the Xbox Live Arcade.
Please tell me it's hitting the PC as well... or did the more lucrative appeal of the X-box marketplace steal it away from me?
It looks, and sounds, like a sidescrolling Ico.
That's f'ing amazing.
"Luckily, you'll quickly respawn to a spot right before you died, with no penalty." Awesome, in games where you die a lot a system like this is necessary to keep me from becoming too frustrated and losing interest...
Anyway! this is probably their hearts and souls poured into 6 years of hard work, and I'm going to enjoy every second of that when they give me the chance :)
I give them a pat on the back for this one. And I can also assume there will be challenge modes of some sort since no Achievements are tied to the PRIMARY story.
Looks so good!
I saw the trailer for Limbo about a week ago for the first time and it certainly struck me as a very beautiful game. I'm glad it will be worth a purchase.
xbox live arcade is full of so many exclusive goodies.
Or hell, MS announce GFWL-Arcade sometime in the very near future.
Why did you type all that out? Why not just write "I have no taste". It's a lot shorter and gets the same concept down.
Seriously, of all things, how could you say that is ugly?
http://www.youtube.com/watch?v=C-7dNw3v5c4
^^^ "video of the game in motion"
I have one question: does the art style have ANYTHING to do with the story (i.e., the boy is traveling through some alternate dimension or something), or is it just like that for its own sake?
im really looking forward for this game. I would pay a full price if it would hit the sores as a retail!
I love how this game just implys things through its simplicity.
Its not that IN YOUR FACE, like most of the games work today.
By implying things, there is a lot of things left for what has to be filled with the imagination of the player. And by doing so your connect automaticly with the game. Like back in the days when you played those 8 bit games. Everything looked like a clunky square mess. But not for the player, who knew the background of the game.
The difference being he commented on the GAME while the response was directed at his PERSONA. ""Hey everyone! I'm an immature little brat with no taste! WHAAA!"" is more like personal assault than saying "I disagree", don't you think?
Cruel bastards.