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Being in limbo phrase
Being in limbo phrase










The setting was alive but colorless, serene yet dangerous, and many a puzzle were set in your two dimensional, side-scrolling path. You, playing as the boy, romped along in a world that was, literally, limbo – that strange place between heaven and hell. And that boy’s journey was fraught with peril and dead things and big, nasty spiders, as any decent journey usually is. Now, I’m not entirely sure I understand LIMBO or understood its story at the time I was playing it (last year), but I’m fairly certain that it involved a boy seeking a girl. And I just couldn’t unsee it’s…that… look. Because I wasn’t much interested in anything that wasn’t expansive. The evolution was slow, the evolution of my mindset. It’s weird when a picture really DOES speak 1000 words.īut seeing a gameplay review of LIMBO that summer made things…different. I was so engulfed in open worlds and dialog trees that I couldn’t see anything beyond those barriers. These “real” games translated into real (really big) time-eaters – games that took weeks to complete, that had you making the tough choices, and that contained monsters and guns and pretty places. Neither was of much interest to me as I was too wrapped up in “real” (big) games, such as Mass Effect 2, Dragon Age: Origins, Uncharted 2, GTA IV, and any number of Nintendo DS games.

being in limbo phrase being in limbo phrase

In fact, at the time, whenever I heard the phrase, only two games came to mind: Braid and Fat Princess. When LIMBO was released in the summer of 2010, the phrase “indie game” was hardly in my lexicon.












Being in limbo phrase