Only a handful of companies have the luxury of taking their time and they got to that stage by working hard and meeting deadlines.
especially if everyone goes gaga for it (seems anything with a quirky art style about a big-headed child protagonist in an oppressive world wins gets acclaim these days. it's like oscar bait... for video games)
Can't wait to see what these guys do next. Limbo was great IMO.
And yeah, if your next game takes 3 years and isn't longer than Limbo I'm going to have to ask what you're doing. Hell Portal 2 didn't take 3 years.
I think its unfair to compare an indie team to the experienced devs at Valve. Especially when Playdead is starting on an unfamiliar engine and Valve has been using their proprietary engine for like 6+ years.
P.S. People loved Limbo because it's a great game. The end.
To play another 48 minute (That's what Limbo lasted to my, without speedrunning, while dying a lot)
Don't like Limbo? Cool. Don't play it then. Just don't go around bitching at it when there is no reason.
And this guy must be the entire development team for it to take 3.5 years for a new game. That's honestly pretty crazy and most definitely not a sustainable business model in the indie sphere.
What I'm saying is, if you're planning for the next game to take that long to make then you're doing it wrong. Either by biting off more than you can chew or just by physically designing games incorrectly.
I mean, it's not like you had to write music for your LAST game, and your chosen art style should have sped up level design by quite a bit, so that's some saved time right there.
Playing a game this macabre felt new to me, as well. Not only could the little boy that was your character die, the game's developers had him die in some really grotesque ways. The lack of colour fit that vibe, also.
The "music" was atmospheric, nothing wrong with it.
As for the story, when I bought the game off Steam, its premise was presented as "Uncertain of his sister's fate, a boy enters LIMBO". I wonder, though, whether everyone saw this tagline. I didn't see it in the actual game. If you missed it, you wouldn't know going into the game what your character was there to do.
There's the full price "Standard Game" experience, then there's Limbo's low price "Light Game" experience. The story fit that, I thought. The way it was told wasn't familiar to me, but I can't fault it for anything. It fit the "Light Game" experience.
The game is short, yes, but I've come to appreciate short games of late. Braid, VVVVVV, and Bionic Commando: Rearmed are three of the best games I've played in recent years. Game length and quality are independant, in my opinion.
Did it blow my mind? No. But it did not dissapoint. That's more than I can say for most games I play.
It taught me yet another way in which a game can be presented, and still be a valid, original experience.
It's not necessarily the game that's pretentious, but it's some of it's followers. For instance It's okay to say that you didn't like Red Dead Redemption, or Super Mario Galaxy 2 although both of those games got high praise most people understand that everyone is not going to like the same game, but if I say that I was disappointed by Limbo I get bombarded by people telling me I don't understand art (which is false because I went to art school, and I know my stuff), and that I'm against new experiences (Which is not true I actually really wanted to like the game). I can understand why so many liked it, but just because it was an Indie game that's considered art people act like the game is exempt from criticism and that if you didn't love it you hate art, and new experiences.
Jean-Luc Godard isn't all that bad, his movies can drag on a bit, and the dialog can become condescending, but his movies have their moments. In my opinion the editing, shot framing, and fashion are the main highlights of his film. I like his stuff, and he's actually inspired me as a filmaker, but I will admit he is a bit of a one trick pony, and many of his films have long scenes that are completely pointless.
Im not saying it should have had a 20 hour campaign, but for 1200 points it should have been longer or sold for less points.
Short games can be appreciated of course, but only when they are sold for appropriate prices for the content contained within.
All that being said, Limbo stands proud among my top 360 games.
Like Diablo II & III, Shadow of the Colossus & The Last Guardian,
Like Guild Wars 2, Bioshock Infinite, etc?
If a studio has the luxury of having their own deadlines as opposed to a fiscal one, 9 times out of ten you get a quality game. If its rushed you get almost everything else out there.
DNF wasn't just delayed and you know that.
Why is it not worth 15 dollars to you?
Im sincerely curious as you seem like a reasonable guy.
Are you judging the quality of a gaming experience based on its length or the based on its price of admission?
All I know is that if that was the case then I would have easily paid $200.00 for Final Fantasy 6 back in the day.
(I also find it funny that no one complains about buying a $25 dollar blue ray that will probably only be watched a handfull of times.)
The bigger question is, what is your time really worth and how come it varies so widely across different form of entertainment?
Also next time don't click on a link about a developer you've already, with a closed-mind, decided to hate and post your nonsense. We get it you didn't like Limbo because it was "pretentious" or as I call it, "Something other than 1st/3rd person killing sprees".

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