levels really do be havin design tho, damb thats bloody mental innit
this is totally effective and successful at what it attempts and I'm all for metatextual-explorations of the friction between perceived player agency/inflexible game structures but I wasn't super impressed by the humor or smug tonality of this game in general--maybe because I personally find this style of droll Britishism kind of obnoxious?
I really feel like INSIDE explores many of these same notions in much more generous, affecting ways and has a lot more meat on its bones artistically and conceptually
this is totally effective and successful at what it attempts and I'm all for metatextual-explorations of the friction between perceived player agency/inflexible game structures but I wasn't super impressed by the humor or smug tonality of this game in general--maybe because I personally find this style of droll Britishism kind of obnoxious?
I really feel like INSIDE explores many of these same notions in much more generous, affecting ways and has a lot more meat on its bones artistically and conceptually
Ingenioso, divertido, "corto" y "rejugable" (realmente la idea es intentar sacar todos los finales posibles, algo que no estoy seguro de haber logrado), e incluso puede llegar a ponerse existencialista.
El narrador es un personajazo, y lo que le haréis a la cuarta pared entre los dos dejaría avergonzado a Deadpool.
El narrador es un personajazo, y lo que le haréis a la cuarta pared entre los dos dejaría avergonzado a Deadpool.
Strikingly funny, witty, and rather fun to play despite the very minimal interactions. I had a blast playing this by myself, but I also found it rewarding and fun to play this with my family all together, with everyone finding their own paths and handing the controller off to the next family member to see what secrets they can uncover. Honestly, the group experience is a fantastic way to experience The Stanley Parable, which will stay in my memory as one of the funniest and charming "walking simulators" I've played.