You're looking at the first draft of a very standard, modern comic book aesthetic, with occasionally decent staging to boot. That's a comment purely on the visual elements. The actual level layouts are banal at best, as you'd expect from such a simple gameplay conceit. Go right. If you can't, navigate up, down or back to find a way to go right.

PlayDead already gave us more creative and less redundant puzzles on their previous go at this minimalist concept on 2010's Limbo, which also has the advantage of having a real story. Inside instead hints at a story, with plenty of moments that feel exciting (even if primarily as breaks from the boring gameplay loop) and may also feel like progressions from what came before.

That being said, the game lacks a real payoff, opting instead for shock value that bears a humorous contrast with the rest of what the game seemed to be going for. It just feels like PlayDead wanted something that appears like a crazy twist, but without a holistic narrative outline that would assist such a twist in having actual ramifications on the rest of what's come before.

I've asked plenty of questions over the years, which I'm sure is what PlayDead would've wanted, but nothing ever comes together. Researching theories on the game hasn't proved rewarding and I've long since given up on the topic.

Unemotional, unengaging, drab aesthetic, unintelligent and unrewarding. These kinds of games make one shrug away the indie craze of the 2010s.

Reviewed on Oct 13, 2021


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