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Violence, mystery, and meaning in the dark world of Limbo photo

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We often speak of videogames in terms of the narratives they present. A game’s story is seen as a necessary extension of gameplay, like the heart that resides within the body and keeps it in motion. Games like BioShock are praised for the narratives they present, and without them, the games amount to little more than standard fare.

Then there’s Limbo, which is minimalistic and vague in its storytelling while simultaneously offering one of the best experiences of the year, and not just because of its puzzle-solving gameplay. You never really know where you’re going, what you’re doing, or who you’re sharing the world of Limbo with, and because of this some might be quick to label the game’s story as lacking or even poor.

Those people are, of course, missing the point. Limbo presents one of the most engaging and sophisticated stories in videogame history, and it does so without giving you a solid idea of what the hell you’re doing. 

You maybe probably shouldn’t read this if you haven’t played the game and care about things like spoilers and things.

The strangest thing about Limbo is that, if you’re playing it having heard nothing whatsoever about it, you’ll truly have no clue what it is about. While press releases and game summaries reveal that Limbo is the story of a boy searching for his sister in Limbo, players don’t even see the sister until over halfway through the game.

Because of this, playing Limbo’s first couple of hours can feel like playing a game without a story, or even a casual game that has no intention of presenting a narrative whatsoever. Instead, it’s simply a series of challenges to overcome. At its most basic level, it contains only slightly more plot than Tetris, and that’s only because you get to see the person who you control.

Of course, one cannot stop at Limbo’s most basic level, as it’s not simply a puzzle game. Unlike Tetris, Limbo places the player within a darkened world of mystery and horror, where death is a constant threat from sources that the player cannot see or understand. The world and those things that surround the player at all times represent the true achievement of the game, placing it far above any puzzle-platformer in history.



The most striking aspect of the world is how it is populated, both in terms of its living and non-living inhabitants. Unimaginable horrors seem to be around every corner, becoming more intense as the boy traverses the world. The environment in places seems crafted simply to block the player’s progress; this wouldn’t be a surprise, as thousands of games have done this. They present challenges simply to challenge the player, to entertain him.

However, few games like this actively make you wonder about the nature of the challenges before you. For instance, early on in the game you see a pair of children much like yourself who are scampering around in front of you. Since they are the first people you encounter, the player is naturally curious. Soon, it becomes evident that those children are attempting to interfere with your progress. You see one operating a lever to complicate the path before you juts as they escape, never to been seen again.

What the fuck? Who are these two assholes?

Unlike other games with similarly minimalistic or absent storytelling, this is a question that I believe we are meant to ask about Limbo. Who is trying to impede our progress and why? Where did all of these oversized bear traps and saw blades come from?

Because of this, a sense of mystery pervades the world of Limbo, so much so that the game eventually feels like the unraveling of a mystery even though you don’t understand what that mystery is supposed to be. Answers are never provided; an attempt at this is never made.

The sheer brutality of Limbo’s world is another mystery that doesn’t appear to have an answer. This violence goes beyond the plentiful nasty deaths of the main character. Violence is built into the very world through which you travel, and violence is necessary simply to make paths to ensure your continued movement forward.

For instance, there’s a moment fairly early in the game where the player is walking across a wooden platform. Suddenly, the platform gives way, sending the player crashing down to the ground below. However, there’s another descent taken by a previously hidden body that drops only part of the way, his fall cut short by the noose tied around his neck.



This moment has no relevance to the gameplay, and the player isn’t even sure what happened. Was he dead all along, or did you cause his death simply because you were passing through? There’s really no way to be sure, and the game never answers that for you. But there is one thing you can be certain of: because of your progress, there’s now a body hanging by its neck in the middle of a forest.

Another instance of brutality lasts for about the first hour of the game, beginning the moment that the boy encounters the first living thing in the game: the spider. This huge, nasty thing chases after the player relentlessly, literally losing life and limb in the process. The player tears the spider apart in a variety of terrible ways before using its lifeless, limbless body to climb onto an overhang. There’s no dignity in death, it seems.

What’s so strange about this whole thing is that it begins rather innocuously. The boy approaches a tree with some strange branches, and if he gets too close, he learns that the tree is home to a very territorial giant spider with abnormally sharp appendages. If he backs away, the spider does not pursue; it essentially just comes down to a spider exercising self defense if the boy’s proximity seems to present a threat.

But the boy has to go on, no matter the cost. In this case, it’ll involve getting the spider the hell out of the way by cutting its limbs off with a bear trap. Totally acceptable, right? I mean, he has to get somewhere! Because sister!

When you really think about it, it’s strange, right? We’re quick to tear apart this creature in some seriously horrifying ways simply because we need to make progress, and this is before we even know why we’re doing it! I’m not sure if this was the creators’ intent, but this makes a pretty interesting statement about all of the mayhem we cause in games and how quick we are to acquiesce to those requests that require us to be brutal.

The world created by Limbo is one where violence and brutality are both expected and required, despite the fact that we’re playing as a boy that, for all we know, was perfectly innocent before we took control of him in that forest. Now, in this world full of danger and brutality, we have become dangerous and brutal, affecting the world around us in terrible ways.

All of this is story. It may not be storytelling or conventional narrative, but it is story. Plain and simple.



The story told by Limbo is not one of story arcs, protagonists and supporting characters, rising and falling action, or resolution. It is one that presents a series of breathtaking moments and asks the player to find the meaning in them. Is there meaning at all? I fully believe there is, and I believe the title is perhaps the only thing needed to point us in the right direction in terms of finding that meaning.

Wait, you want to know what meaning I think the game has? Dammit, I knew this was going to happen. Bear with me, and feel free to skip ahead if you’re more interested in doing your own ruminating.

Limbo as a concept naturally originates in religion and is especially prevalent in the Catholic Church, though its popularity and nature has changed multiple times throughout history. The term comes from the Latin word limbus, meaning "border" or "edge" (it was actually used often to describe clothing, as in the places where two pieces of cloth are joined. The English word "limb" is derived from limbus). It is a place for those who have not been damned to Hell but have not earned entrance into Heaven.

Especially noteworthy in this case is the concept of Limbo of Infants, which allows children who have not committed grievous sin to avoid hell, though they cannot enter Heaven due to original sin and their inability to understand sin itself. Since you play through the game as a child, it seems possible that the game has some connection to this concept. Is the boy dead, searching for salvation? Does he find it at the end of the game, being transported out of Limbo and into Heaven?

Symbolism supporting this idea can be found everywhere in the world of Limbo. Since it is essentially the edge of Hell, there’s no surprise that horror and brutality would spill over into Limbo. It’s not a place of constant torture; after all, you can get through the game without a single death if you want to. But treacherous terrain, monster spiders, and children hanging from nooses all seem to be indicative of a world close to Hell.

There are various parts in the game where your character is taken over by a worm that burrows into the boy’s head, causing you to stumble around idiotically, unable to change direction. The only way to turn around is to wander into bright light from above, which causes the worm to sizzle and crackle, turning away from the light to seek a safer path. In one moment, this even causes the boy to miss an opportunity to reach his sister; this comes at the first moment that you encounter her.



Good and evil, anyone? Let’s imagine that this worm represents evil, which is able to burrow itself into a person and essentially control them. It shies away from light, which can be considered to represent good, or even a brief glimpse of Heaven (after all, the light does always come from above). If we consider the worm to be sin, and the sister to be redemption, Heaven, or Jesus, then it makes sense that the boy cannot approach her when the worm has taken him over.

And, yes, it’s very possible that the sister is not a sister at all, but an escape from Limbo. After all, we’re never told why we’re seeking the sister. She never appears to be in any danger; she simply waits beneath a bright light next to a ladder leading upwards. Perhaps the sister represents that moment in which a child has overcome original sin in Limbo, which would allow the child to ascend to heaven. Of course, we never actually see the child ascend the ladder, so perhaps this represents only the hope that it is possible, or even worse, that it is not possible at all. Many Catholic writings suggest that Limbo is permanent. There is no departure, no matter what.

There’s another more direct possibility. Perhaps the boy is indeed searching for his sister in Limbo, as they have both died as children and ended up with neither a ticket to Heaven nor Hell. This journey then would simply tell the tale of a boy searching for companionship in a place that has no escape. The boy awakes at the beginning of the game lying flat in a forest, and he ends the game in a similar fashion before rising to meet his sister. As the screen fades to black, this could be a symbol of a denial of Heaven or Hell. After all, once you've picked apart that poor spider, how could he be admitted into Heaven? This hopeless interpretation is a stark contrast to the redemption found in my prior theory. The best part is that such hopelessness and redemption can be considered equally viable as interpretations.

Yeah, there’s a lot of hardcore conjecture and pretentious mental masturbation going on here. And that’s what I love about Limbo. It doesn’t answer questions. Hell, it doesn’t even ask them. What Limbo does is leave room open for players to ask and answer their own questions or simply ignore all meaning. They can play a game that is all about a boy solving some crazy puzzles in a black and white world. Or it can mean a myriad of other things, ranging from the simple “It’s about a boy looking for his sister” to “It’s a complex allegory for the death of a child and his journey toward salvation in the afterlife.” A quick trip around the Internets yielded a variety of other interpretations, ranging from a fall from a treehouse for the boy and his sister to a simple survival journey.

In my mind, Limbo is the first videogame that can either mean everything or nothing. That’s a true fucking achievement, and it will be an honest-to-god tragedy if this goes unrecognized because people weren’t willing to go beyond saying “I don’t know what Limbo was about.” Limbo does not offer the best storytelling in the history of videogames, but provides one of the best foundations for players to infer their own stories. There’s just something damn special about that.








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Andrew Kauz is Destructoid's Community Blogging Manager, taking the many amazing things done by the community and making sure they're seen by as many people as possible. Bred from the community blogs, Andrew also writes editorials and features for the site. He also has some weird thing about unicorns; not sure what's up with that. Likes absurdity, collecting 100-hour RPGs and never playing them, sipping whiskey while playing games, and you.
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80 comments | showing # 1 to 50
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Jnr Johnson's Avatar - Comment posted on 07/26/2010 16:09
Jnr Johnson
This Was a Nice read..
Phawx's Avatar - Comment posted on 07/26/2010 16:14
Phawx
**SPOILERS AND SUCH WARNING**
If you search for the hidden eggs, the story gets a bit more interesting. Again, nothing is said, but the boy and his relationship with the environment changes.

Such as the Hotel scene. in one instance you are a giant running a top the sign. In another, (proven by the hidden eggs) you are running on the EXACT same hotel sign, only you are now much smaller.

My take on it, is that the boy died in a car accident (crashing through the glass) and the scene with his sister is she is actually alive and mourning him on his grave.
Chardan's Avatar - Comment posted on 07/26/2010 16:14
Chardan
Shit I have to buy this game soon so I can read this past the first paragraph. Sweet looking thing.
Themightylebeau2009's Avatar - Comment posted on 07/26/2010 16:15
Themightylebeau2009
I recognize its brilliance. Bought it day 1 and have played it through several times. The moment I finished the last puzzle I was breathless. Then the slow walk....

Also, this is a f*ing good read.
Electrium's Avatar - Comment posted on 07/26/2010 16:19
Electrium
This just totally changed my mind about the whole Braid vs. Limbo debate. I used to support Braid because of how shocking the ending was, but as a piece of art, I think Limbo is so much more successful.

I'll say I've done a lot of rummaging around on the internet looking for people's thoughts on the game and so far this article is the most thought-provoking and interesting interpretation I've seen.
Spykron's Avatar - Comment posted on 07/26/2010 16:26
Spykron
To me Limbo has a very strong premise, but after that, basically no story. So I would agree with what you're saying about "it up to you to interpret the story for yourself."
Jack Maverick's Avatar - Comment posted on 07/26/2010 16:30
Jack Maverick
The only real thing I know for sure is that there are at least two dead bodies roaming around in Limbo, because in the main menu, there are two groups of flies flying close to ground, near each other, giving me the idea that those are graves of the boy and sister.

Another thing I'm getting is how you end up under the treehouse at the end of the game, which is the same scene as in the main menu, which gives me a feeling like you're going in a loop. The boy could likely also be on a search to find out how he died, and because he's in Limbo, he is possibly forever forced to keep going in this loop, searching his cause of death, finding out, and starting over again.

Certainly a game to make you think.
Sæglópur's Avatar - Comment posted on 07/26/2010 16:33
Sæglópur
Found this game to be rather average. There's no story presented, so it's all left up to your imagination. It's basically an artsy fartsy puzzle game that is so far up its own ass to actually make any sense of itself, so it makes you try to make sense of it.

No thanks, Limbo, no thanks.
Diomeneus's Avatar - Comment posted on 07/26/2010 16:34
Diomeneus
I do not fully agree with the story you have injected, sir, but I absolutely 100% agree with your take on the story... I was blown away by this game and I love reading all the different theories on what exactly the scenario is.
cornagandarub's Avatar - Comment posted on 07/26/2010 16:36
cornagandarub
Damn great read to you sir. If only Limbo was on the PSN...
Destin Legarie's Avatar - Comment posted on 07/26/2010 16:39
Destin Legarie
@glitzngiam ha ha ha ha. What did you do? Turn on the game and say "oh you know what you arrogant asshole, go fuck yourself. How dare you come here with your black and whiteness. Fuck you Limbo, you artsy fartsy piece of shit. Get your head out of your ass. No thanks Limbo, no thanks." *Then you just scream angrily at it for 20 minutes*

I loved the game. I can just picture you getting all offended as soon as you turn it on and I find that hilarious.
PrivateIronTFU's Avatar - Comment posted on 07/26/2010 16:47
PrivateIronTFU
I think the only kind of person that doesn't enjoy this game is somebody that lacks an active imagination, and wants everything to be told to them.
Mr Andy Dixon's Avatar - Comment posted on 07/26/2010 16:49
Mr Andy Dixon
This game made me so happy it almost hurt when it was over. Thanks for your thoughts!
True Axiom's Avatar - Comment posted on 07/26/2010 16:55
True Axiom
I like Limbo, but I have a major problem with it. Namely, the whole second half (after the brain slugs go away and it becomes the rotational/gravity puzzles) loses all the intensity and brilliance of the first half. Suddenly, you're standing still in rooms, wondering how you solve this puzzle, instead of running from imagined and real horrors.

Like, the first half is brilliant. Because...there are these people. And they aren't friends with you, and you want to be friends with them, because...they're people! And then...they go away, replaced by faceless machines, and I don't know if there's a meaning there. Because it doesn't make sense with regard to the concept of the afterlife, which they're clearly mining.
Electrium's Avatar - Comment posted on 07/26/2010 17:03
Electrium
@ Lucas Says - One common idea is that the boy is replaying key points in his life in while in Limbo. You start out in the woods, and your first dangers all stem from simple fears of water, spiders, and the generally the environment itself. Then other people come along, and they're the next major adversary. As you go further you enter a more industrial world and again, the environment itself is the issue. The main character struggles to orient himself in a world that rotates, flips, and completely changes on a regular basis. Young Child --> Adolescent --> Adult? Sounds like it to me.

Although I will agree, the frantic and thrilling puzzles were a lot more interesting to me than the puzzles at the end of the game, though. A better game might've been made using more of those kinds of puzzles, but maybe not a better piece of art.
sandorasbox's Avatar - Comment posted on 07/26/2010 17:22
sandorasbox
Its articles like these that made me a destructoid reader in the first place.

If there is anyone looking for another minimalist game wide open to interpretation, I'd recommend the game REDDER on newgrounds: http://www.newgrounds.com/portal/view/529992, a game I would consider to be one of my favorite games of all time (no joke)
Mulk Calathar's Avatar - Comment posted on 07/26/2010 17:41
Mulk Calathar
@ScrewAttackDestin Why are you judgmentally holding someone else responsible for the contents your own condescending imagination? And who gives a shit if you loved the game? The dude said what problem he had with it. It's his opinion. Why do you have to whine about him stating his honest opinion?
Themightylebeau2009's Avatar - Comment posted on 07/26/2010 17:52
Themightylebeau2009
Ok, here my take on it.

SPOILER ALERT THOUGH IF YOU ARE THIS FAR YOU HAVE PROBABLY FINISHED BOTH GAME AND ATRICLE!!!!

They are both dead. I believe this because of the title screen. some kind of treehouse based tradgedy.

If you look and listen on the title screen you will see two sets of flies buzzing around. Now finish the game again and notice its the same treehouse but in a better state, until it reverts back to the title screen (probably how they remember it together).

Just a thought.
D-503's Avatar - Comment posted on 07/26/2010 17:54
D-503
There's a secret in that title screen.
RaunchyBulbasaur's Avatar - Comment posted on 07/26/2010 17:55
RaunchyBulbasaur
This doesn't change the fact that I paid 15 dollars for an hour-long flash game with no significant replay value.
Themightylebeau2009's Avatar - Comment posted on 07/26/2010 17:55
Themightylebeau2009
@ D-503 - Shit, did we just post essentially the same thing at the same time???
lem's Avatar - Comment posted on 07/26/2010 17:56
lem
I've got my girlfriend playing now, and while she's only done maybe an hour she says the face the story isn't fed to you is what makes it so engrossing as you want to keep playing to find out what's going on.
Also, the fact there's no loading of levels and such, it's just so easy to keep going without stopping.
Themightylebeau2009's Avatar - Comment posted on 07/26/2010 17:59
Themightylebeau2009
@ RaunchyBulbasaur - Did you not read the review?
PrivateIronTFU's Avatar - Comment posted on 07/26/2010 18:00
PrivateIronTFU
@Raunchy: Boo hoo.
redsun's Avatar - Comment posted on 07/26/2010 18:04
redsun
@Mulk Calathar It's his opinion about that opinion. Why do you have to whine about him stating his honest opinion about someone else's opinion? And why do I have to whine about you stating your opinion about his opinion about that other guy's opinion?
Infamy's Avatar - Comment posted on 07/26/2010 18:04
Infamy
That seems to be a car on the title screen, above the degraded ladder. It's obvious both the boy and girl are dead, as the 2 distinct piles of flies at the title screen are in the SAME spot as the boy and his sister at the end of the game.

The glass he breaks through at the end of the game? Windshield.

Spiders, bullies and water? Common fears for a child, so that's a possibility to be integrated with things. Then again (if you look at mythology), in the River Styx, you're not able to swim due to souls dragging you down, which might be related to this Limbo, because the boy cannot swim..
Infamy's Avatar - Comment posted on 07/26/2010 18:05
Infamy
That seems to be a car on the title screen, above the degraded ladder. It's obvious both the boy and girl are dead, as the 2 distinct piles of flies at the title screen are in the SAME spot as the boy and his sister at the end of the game.

The glass he breaks through at the end of the game? Windshield.

Spiders, bullies and water? Common fears for a child, so that's a possibility to be integrated with things. Then again (if you look at mythology), in the River Styx, you're not able to swim due to souls dragging you down, which might be related to this Limbo, because the boy cannot swim..
Themightylebeau2009's Avatar - Comment posted on 07/26/2010 18:07
Themightylebeau2009
Iem - I fell prey to that....didnt stop playing my first go until about 60% of the way through. I got stuck and decided a sandwich would help...
Themightylebeau2009's Avatar - Comment posted on 07/26/2010 18:14
Themightylebeau2009
@ Infamy - Im pretty sure its a treehouse.....there is a ladder and everything. Of course the problem we have no real way of knowing ;-)
D-503's Avatar - Comment posted on 07/26/2010 18:15
D-503
@Themightylebeau2009 - Wow. We kinda went to the same place at the same time huh?

I was thinking that the beginning and ending mirror each other. Since you start with the title screen you don't realize you are seeing the end, and you will not notice the two groups of flies. Then when the game ends and you return to the title screen you finally realize what you had been looking at in the very beginning was also the conclusion to the story.
EmptySilence's Avatar - Comment posted on 07/26/2010 18:21
EmptySilence
It IS a good art game, but I still can't see justifying a game that lasted me two and a half hours for fifteen dollars. It moved me, I loved it, I'm glad I paid for it, but a part of me still cringes to think that fifteen bucks only brought two and a half hours of enjoyment.

Now, I know some will say that the time I spent thinking about it, dissecting the story, and interpreting it how I want is the true value of the game. Well, the movie Inception made me ponder more, and it only cost me seven dollars.
Themightylebeau2009's Avatar - Comment posted on 07/26/2010 18:25
Themightylebeau2009
@ D-503 - Looks like everybody did...

So to continue what you were saying...you start the game again to see if you missed anything, clues hints etc, only to find yourself back at the start.

Again.

One of the reasons I think he is so good at climbing is thanks to the treehouse. I remember climbing trees and stuff and thinking I could climb ANYYHING. Until the inevitable fall.

Maybe his Limbo is representative of this for him.
Andrew Kauz's Avatar - Comment posted on 07/26/2010 18:46
Andrew Kauz
I LOVE the windshield idea. Totally works for me. In wonder if perhaps the treehouse idea and the windshield thing could both be true. Maybe the sister has been in Limbo this whole time after falling from a treehouse, and then the brother joins her there and searches for her after he dies in a car crash.
Themightylebeau2009's Avatar - Comment posted on 07/26/2010 19:03
Themightylebeau2009
That would make a kind of sense. This game just gets more tragic everytime I think about it now.

Also 'The Boy' has a thing for pulling appendages from insects too it seems.
Electrium's Avatar - Comment posted on 07/26/2010 19:04
Electrium
The car accident theory is the one I most believe, for a few other reasons as well. First of all, tires are EVERYWHERE in this game (the flaming one the kid rolls at you, the factory puzzle, H O T E L, etc). The other really big hint (well, I think it's a hint) is how the very last few puzzles work. Your character is being bounced from floor to wall to wall to ceiling to floor, until at the very end he is sent flying through the windshield.

I do wonder if the sister is dead, though. Your main character has glowing eyes, and he's the only one that's clearly in Limbo. Everyone else you see doesn't have the glowing eyes: they are all already dead, die in the process of interacting with you, or escape somehow. I think that maybe the treehouse was just a place that was important to the boy and his sister, and he goes there to try and find her.
Electrium's Avatar - Comment posted on 07/26/2010 19:11
Electrium
@ Themightylebeau2009 - I just went and replayed it after reading this article and I noticed something really powerful about the mosquito scene. Once you jump on the mosquito, he starts desperately trying to fly to the light. At that point your character could just jump off or drop down and leave the mosquito be, but he instead risks his life as the mosquito flies higher just to yank off a leg. It's creepy to think about, for sure.
TheStripe's Avatar - Comment posted on 07/26/2010 19:20
TheStripe
@electrum. Perhaps the adult is fighting to survive the faceless machine of the world of work. I know when I first broke through the glass wall, I thought the game had started over, and I was struck with the idea of a cyclic fate, stuck in limbo.
Sean Hayes's Avatar - Comment posted on 07/26/2010 19:22
Sean Hayes
While playing, I interpreted the whole game as the world viewed through the eyes of a child. Especially towards the middle/end. Complex structures and ideas reduced to their most basic form. Antagonism from groups of larger children. Of course, this would make perfect sense if the world was a Child's Limbo.
Oswald Leon's Avatar - Comment posted on 07/26/2010 19:22
Oswald Leon
I'm sorry, but Limbo is a very shallow game. It's style over substance. There is no meaning. Limbo is the video game equivalent of Lars Von Trier film. People want to find meaning, but the film/game has none. Why? because the "artist" don't know what their doing in the first place. This is the reason why modern art suck. The ending of Earthbound has more meaning than the entire game of Limbo.
Oswald Leon's Avatar - Comment posted on 07/26/2010 19:33
Oswald Leon
Braid is an art game with meaning. Limbo is the hipster who wants to think he's smart, but doesn't know the difference between your and you're. Empty and shallow.
audiosnag's Avatar - Comment posted on 07/26/2010 19:41
audiosnag
@oswald leon
Cool story bro
PrivateIronTFU's Avatar - Comment posted on 07/26/2010 20:18
PrivateIronTFU
@Oswald Leon: It's actually funny that you say that, because your whole post smells of pretension.
SlyKill's Avatar - Comment posted on 07/26/2010 20:37
SlyKill
@audiosnag GET YOUR OWN PROFILE PIC!
redsun's Avatar - Comment posted on 07/26/2010 20:45
redsun
hey, leave lars von trier out of this! antichrist is one of the best movies i've seen in a long while (not to mention europa and dancer in the dark). say what you will but the man makes movies that will stick with you and haunt you and that's all i need for it to be worth my time. and of course, that's, like, my opinion man.
btw, it's very fucking pretentious to tell others what "real art" is and what isn't. art does not need an objective "meaning" for it to be meaningful to the person experiencing it. duh!
Mr Andy Dixon's Avatar - Comment posted on 07/26/2010 21:24
Mr Andy Dixon
@RaunchyBulbasaur

"This doesn't change the fact that I paid 15 dollars for an hour-long flash game with no significant replay value."

That's funny, because I spent the same amount on two meals at KFC today and I'm pretty sure there's no "replay" value in that, either.

Unless, of course, you eat shit.
PrivateIronTFU's Avatar - Comment posted on 07/26/2010 21:28
PrivateIronTFU
@mrandydixon: Thanks so much for that image.
audiosnag's Avatar - Comment posted on 07/26/2010 21:48
audiosnag
@slykill
NEVER!
I've had this one since i got here. Granted, if you've been here longer then me that sorta renders my argument moot...
but still....
NEVER!
Zeevo's Avatar - Comment posted on 07/26/2010 22:01
Zeevo
I thought, when you break through the glass wall at the end and the boy wakes back up, instead of going foward he would just start going back again.
omfgdrphl's Avatar - Comment posted on 07/26/2010 22:03
omfgdrphl
In the part where you walk across the wooden platform that gives way, the guy with the noose around his neck is blinking before the platform falls. As simplistic as that death was it was actually one of the most shocking deaths I've ever witnessed in a video game.
Destin Legarie's Avatar - Comment posted on 07/26/2010 22:04
Destin Legarie
@Phawx I have some of the hidden eggs, and all of the achievement tied eggs. The only achievement I don't have is the death related one and I haven't seen any of the crazy stuff you mentioned.
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Comments policy

Destructoid is an open discussion community. You don't need to "audition" to post a comment - just speak your mind. We respect differing opinions on the site, so have at it. Be smart, funny, insightful, clueless, or cute -- but back it up with substance. Keep your cool, keep it fun. We only ask that you act respectfully and above all: don't be a troll and ruin it for everyone else. Don't bring down gamers or we'll, you know, gently shoot you in the face and stuff you into a flaming mailbox. Each comment is your opportuntity to make this community awesomer. Is that even a word?

Avoiding the banhammer only requires common sense: spamming, trolling, racism, NSFW stuff, and other forms of sucking will not be tolerated. If anyone is griefing please report abuse. Be good. Don't suck!