Smaller experiences, or “indies” as they are called, are the heart of the video game industry right now. Over the years we have been blessed by the gamer gods with experiences such as Journey, Brother: A Tale of Two Sons, Gone Home, Ori and the Blind Forest, and more recently Firewatch. Now we are bestowed Inside upon us. Inside is an Xbox One console exclusive (also available on Steam), and if you own an Xbox One, you are required to play it…it’s just that simple.
Inside comes from the studio, Playdead, who brought us all Limbo back in 2010. Limbo was known for its ambient storytelling, interesting art style, and clever puzzles. Inside is the obvious step forward for this studio as they take everything they learned from creating Limbo, and implement those lessons and new ideas into what is easily one of the greatest gaming experiences I have played this year…nay…this generation.
Inside starts off very much like Limbo. You are a young boy, in a dark forest, running to the right of the screen as you complete simple but smart environmental puzzles. The ambient story telling that was in Limbo returns here and it works even better this time around. Right off the back I get the conflict, and I understand the story. My goal is to survive in this dystopian world by any means necessary. Strange men in masks chase the young boy, sending dogs after him, and hunt him down using vehicles and flashlights as a sense of tension is created that not only has me caring about my survival, but has me clutching my controller as I make close calls, and quick escapes. “Go, go, go go, go!” seems to be my inner mantra as I run daringly across the levels and make leaps of faith into the unknown, in hopes for a brief respite. The sense of atmosphere is so cleverly pieced together, as the hauntingly beautiful aesthetic works for the bleak story they are trying to convey. Part of that tension building is accompanied by the outstanding soundtrack that again is more ambient than it is present. The game is all about having the story pieces on display, but making you put them together by being observant. The environment tells a better story than most games with spoken word, which this game lacks completely. The implementation of color is also noteworthy. What starts of as muted blacks and whites we are then slowly introduced to more colors as the pallet expands itself out but never to the point of being colorful. The game retains its tones through its implementation of these muted colors and this works majorly to its themes, and tone.
The game controls are simple and smooth. Directional joysticks control you character, and one of the face buttons act as your jump while another acts as your “interaction” or “grab.” At no point did I ever find myself fighting against the control layout or the mechanics themselves. The puzzles are frequent but never overbearing. I am not a puzzle fan at all, and not once did I ever find myself checking my watch for how much time I spent on a section or even worse, getting bored. I found myself using the word, “smart,” over and over again. Smart is the way I felt when I completed a puzzle, and it was what I kept saying out loud when seeing the mechanics and layout of said puzzles. The design of this game is just brilliant, in every sense of the word. The Inside experience had a stranglehold on me, and has me rethinking how I feel about the puzzle/platforming genre in general.
It took me about two hours to complete Inside, and the average seems to be in that range, or around 3 hours for those who take in the sights a bit more or get caught longer on a few of the less hand holding puzzles. It is an experience I highly suggest you play in one sitting, so you get the full immersion of what the story has to offer.
While this game is very much about the journey, it is equal parts about the destination. Thankfully, Inside’s ending delivers in every way. No worries, I refuse to spoil it here because it needs to be experienced, heck I doubt I would do it any justice. What I will say, is that the ending is thought provoking, head scratching, WTF inducing, and very much so open to interpretation. I suspect people will be talking about the end of Inside much like gamers talked about the ending of Journey for years after its release. Even right now, there are thousands of discussions happening between players of Inside who are bouncing theories, ideas, and their own interpretations off one another. If a game can spark so much conversation, then to me that makes it more than the sum of its parts. All the praise and accolades this game has gotten from players and critics alike are warranted. If you own an Xbox One, or are part of that ever so loving PC Master Race, you need to do yourself a favor and drop everything you are doing and purchase Inside. You want to be part of this conversation because this will be a game that inspires many, inside and outside of the industry.
As New York Comic Con gets bigger and bigger, it becomes impossible to take it all in, and no matter how well we plan for it, inevitably things don’t work out. Here is our breakdown of one of the fastest going conventions in the United States.
Thursday goals included attending the 88MPH: A Celebration of Back to the Future, a panel about DC Comics imprint Vertigo’s new #1s, attempting to get into the Viz Media/Musashi Kishimoto panel, and finishing out the day at MootCon4 to talk to people about the Game of Theories webseries. While not an entirely adventurous schedule, the sheer amount of people made it impossible to navigate the exhibit hall (or the smaller, craft/creator filled area called The Block) in a timely manner. New York Comic Con was wall to wall cosplayers in different Doc & Marty costumes (and a TON of Rick & Morty costumes as well), some so well done, several double takes were needed to make sure we didn’t accidentally walk by Christopher Lloyd himself. We had to slowly step our way to the Image booth where we met up with comic creator Ivan Brandon for a scheduled interview, before attempting to make headway toward the Funko booth, hoping to get our eyeballs on some of those exclusives! There were many promotional life-size POP! figures to promote the upcoming Smuggler’s Bounty, and it was difficult to tear ourselves away and re-evaluate our plan as the hour grew late. It was here our paths split, with Tushar checking out the Games and Education panel, Kaitlyn calling it a day, and Leia preparing for a long evening of line waiting to spend an hour in the same room as Naruto creator Masashi Kishimoto, before preparing for day two.
As the weekend progressed, we saw the floors even MORE packed than before and our weary correspondents loaded up their schedule with panels. First, however, Kaitlyn and Leia wandered over to the Audible booth to try out the immersive Locke & Key experience via Oculus Rift, before an interview with Sean Lewis and Benjamin Mackey, newbies in the comic industry. Artist Alley was a sight to behold this year, with greedy fingers reaching for art prints on our way to interview Justin Jordan, and get some stuff signed.
Now despite the name “New York Comic Con,” non-comic media, like television, was there in force too. The folks at Adult Swim were up to their old tricks again with roundtables for Venture Bros, Robot Chicken, and the new miniseries airing soon, Neon Joe, Werewolf Hunter. (You can check out our preview at Adult Swim at NYCC – Neon Joe, Werewolf Hunter). Getting to meet TV personalities like Jon Glaser, Stephanie March, Breckin Meyer and the crazy duo of Doc Hammer and Jackson Publick went exactly as we thought it would go. Antics upon hijinks upon gut busting laughter. It was tough to get through the whole thing without addressing Stephanie March as anything other than “Assistant District Attorney Alexandra Cabot,” but ultimately composure was kept and we found that she, along with the rest of the Adult Swim actor corps, were super cool and friendly people.
TV wasn’t the only non-comic media to make a splash this year. Video games made their presence felt too. If you had (like we did) a bit of trouble getting through the main entrance to the con floor because of a pure sea of concentrated humanity, you were probably going by the Capcom booth. Lining the booth was an army of Street Fighter enthusiasts, and it WAS possible (but not probable) to slither your way in to get a crack at seeing some gameplay from Street Fighter V. The game played faster than its predecessor Street Fighter IV, and you could see some of the classic cast like Karin making their return from the Alpha/Zero series of Street Fighter games. There was a tournament going on as well, so there was always the chance that if you went in to get schooled, it would be public on a lot of large screens.
Square-Enix decided to take the quieter route and had a media suite set up a Shop Studios, just a couple blocks away from the Javits Center. It was nice to get away from the bustle of the con floor for guided demos of their games to small groups of people, and the fact that they fed us definitely did not hurt the experience. Making the rounds through Shop Studios we saw the upcoming Deus Ex: Mankind Divided (check out our preview here), Hitman, Just Cause 3, and the finale to Life Is Strange with Episode 5. The biggest and friendliest surprise though was that Lara Croft: GO wasn’t the only appearance our girl Lara Croft made that day. The full playable demo of Rise of the Tomb Raider looked and played absolutely great.
The Star Wars franchise decided to take an in between approach, setting up their Star Wars Battle Pods outside of the con floor but still inside the Javits Center, making it easy to get to and a beacon of the force as people entered the building. The battle pods let you take command of a few different vehicles from the Star Wars universe, from going on a Death Star bombing run in an X-Wing to trying to hang on for dear life on a speedbike on Endor. Either way, the ride was complete with vibration and pod shakes that one would presumably feel taking your X-wing out of the hangar.
Our last day was spent tying up loose ends, such as taking photos of the creepiest cosplay we could find, picking up more stuff to give away to you guys, and making our last stop at the phenomenal Women of Marvel panel, before shambling off home.
Be sure to check out our other convention coverage and we hope to see you guys in the future! We can’t wait for next year, and leave you with this awesome cosplay video from our friends, SneakyZebra.
In case you haven’t already, don’t forget that we are giving away a bunch of stuff for those of you who didn’t get to attend! Enter below.