How do I get past? I am at a small platform with a chain above it that can be climbed and moved back and forth a small distance by pressing a button. Every choice seems to result in death ...the second ringu dark haired water monster, now without the submarine
It's definitely a factor; if someone can enjoy something to the same degree for twice as long, I'd say it's twice as good. If your favorite game had half the content/length, wouldn't it be worse for it?Poor value? You base a game, movie, books, etc.. Based on the time it takes to finish them?
I'm curious about the opinions of other people here on the matter, and whether I'm missing something. I take it you enjoyed the game?Don't buy it then?
Hm, that's a really good point. I guess I just got used to Netflix and cinemas on the movie front.A new bluray/digital movie costs 20 .
Ill never understand trying to equate a monetary value when it comes to justify buying a game. Just can't get into that mindset at all. Especially when it's something like this and a close knit team have dedicated 6 years of their life to try and make it.
Is their work and effort worth £15.99? What a weird question.
I'm not sure I see what you're arguing here. Are you saying the prices of games are irrelevant or arbitrary, or that they should strictly reflect the expenses of the developer?Ill never understand trying to equate a monetary value when it comes to justify buying a game. Just can't get into that mindset at all. Especially when it's something like this and a close knit team have dedicated 6 years of their life to try and make it.
That's not the question I asked, but I don't think it's a weird question at all; if you want to get paid for what you do, of course someone will evaluate its worth, and I doubt the talented folks at Playdead, dedicated as they are, would be willing or capable of working six years for free. I wouldn't.Is their work and effort worth £15.99? What a weird question.
I'm not sure I see what you're arguing here. Are you saying the prices of games are irrelevant or arbitrary, or that they should strictly reflect the expenses of the developer?
That's not the question I asked, but I don't think it's a weird question at all; if you want to get paid for what you do, of course someone will evaluate its worth, and I doubt the talented folks at Playdead, dedicated as they are, would be willing or capable of working six years for free. I wouldn't.
Hang by the end of the chain so that your feet touch the water and the monster will follow you. when the chain stops climb it so that the monster won't follow you back
now that the monster is far you have a chance to run away.
It's definitely a factor; if someone can enjoy something to the same degree for twice as long, I'd say it's twice as good. If your favorite game had half the content/length, wouldn't it be worse for it?
Enjoyment and quality isn't a binary logarithmic thing. Longer doesn't always equal better. Sometimes less is more. Concise pacing, a lean experience wth zero filler or fluff, a game that doesn't recycle and is constantly moving, mirror-sheen polish are what a shorter game can bring to the tableIt's definitely a factor; if someone can enjoy something to the same degree for twice as long, I'd say it's twice as good. If your favorite game had half the content/length, wouldn't it be worse for it?
I'm curious about the opinions of other people here on the matter, and whether I'm missing something. I take it you enjoyed the game?
Hm, that's a really good point. I guess I just got used to Netflix and cinemas on the movie front.
On a side note, Blurays/DVDs seem more like films' equivalents of collector's editions, what with the physical copy, extra content, and appeal to re-watching.
I've been hyped for this game since forever, and I have a lot of respect for the creative and technical talent at Playdead, but now I'm finding myself hesitant to buy it on account of the pricing; am I the only one thinking 20 Euros is grossly overpriced for a game with only 3.5 hours of presumably linear and not particularly replayable content? I know Limbo was extremely polished, and I've no doubt Inside is as well, but the same price could buy so much more equally polished content in another game. Honestly I'm surprised; given the amount of development time Playdead invested into the project, I was expecting at least twice the length, analogous to the evolution from Portal to Portal 2.
I'm curious for two reasons: 1) making games for a living myself, I'm interested to hear other people's thoughts on the pricing, and 2) there are so many games I own and want to play, don't yet own but want to try, or feel like I should familiarize myself with to stay informed, and I can't possibly afford or find the time to play all of them.Dude, have you played and liked Limbo? If yes then what are you questioning? It's not like it's getting mixed reviews or anything.
Admittedly, content is hard (impossible?) to measure, but in this case I meant by it an abstraction of the duration for which the game can be enjoyed at its best, a sort of indicator of the longevity of the experience.There are a lot of problems with that argument. First: You are just comparing "amount of content", like that is some kind of comparable metric. A video game's worth doesn't definite itself by the amount of time it manages to keep me busy. I don't just play video games to not be bored for the most amound of time. I want them to make me feel something. I want to get something out of them, I want to feel better after playing them than I did before.
I think I'd have to play it to completely follow your argument here, but I can appreciate that a particular kind of story or atmosphere can lend itself to particular duration. I think it's actually pretty common for stories, particularly in movies and story-heavy games, to be too long in the sense that it drafs out and worsens the experience. Is the story really that important in Inside, though? I remember it being sufficiently abstract in Limbo for the game to take on virtually any length, although the simplicity of the mechanics in that game might have made it stale if it were any longer.INSIDE would not be a better game if it would be longer. Everything in it is built around a very certain story arc and atmosphere that goes hand in hand with its length. You are ignoring all of this by simply judging a game's worth by "amount of content".
I'll read that, cheers!Also, this opinion piece aligns with what a few here have said. http://www.trustedreviews.com/opinions/why-playdead-s-inside-is-massively-overhyped
Seems to boil down to 1) trial & error 2) puzzles arent that hard 3) not satisfied with the storyI've paid X amount to go and look at a painting for 5 minutes.
It's not about the time it took to look at it, it's about the experience of looking at it.
Also, this opinion piece aligns with what a few here have said. http://www.trustedreviews.com/opinions/why-playdead-s-inside-is-massively-overhyped
I don't think it was massively overhyped, it was critically well received, which is a very different thing.It's pretty obvious a game is special when even those calling it "massively overhyped" concede that it's still a good game.
Honestly there was like zero hype at all. Hell, Playdead only ever released two trailers in six years and only have like 4 tweets on the Twitter page. Inside is like the antithesis of overhyped. It's practically the definition of the "let the game speak for itself" approach. No marketing campaign, minimal press coverage before release. Just give out press codes and let people playI don't think it was massively overhyped, it was critically well received, which is a very different thing.
I think the buzz about the game in general has been very low, wonder how the sales were?
I don't think it was massively overhyped, it was critically well received, which is a very different thing.
I think the buzz about the game in general has been very low, wonder how the sales were?
To be fair, I've seen the same 'overhyped' line elsewhere too.It definitely hasn't been overhyped. The article's title you linked to is pretty hyberbolic, likely to encourage clicks.
To be fair, I've seen the same 'overhyped' line elsewhere too.
One's perception of something being "overhyped", usually driven by their own subjective opinion and personal perspective, and something actually being overhyped aren't actually equalTo be fair, I've seen the same 'overhyped' line elsewhere too.
I agree this game didn't seem overhyped or anything. Maybe I live under a rock, but I didn't know about this game until last week.Surely if something is overhyped then that happens pre release when all we have to go on are what the creators decide to give us and how we choose to build our own expectations with what we know?
I would say Inside has been one of the least hyped games to come out for quite some time and I think that's exactly what Playdead wanted to achieve.
The buzz or hype the game 'now' has is down to the people that have actually played it, expressing their opinions.
Honestly there was like zero hype at all. Hell, Playdead only ever released two trailers in six years and only have like 4 tweets on the Twitter page. Inside is like the antithesis of overhyped. It's practically the definition of the "let the game speak for itself" approach. No marketing campaign, minimal press coverage before release. Just give out press codes and let people play
Implies the same thing. That the praise and impressions can't be right because one's personal opinion doesn't match, hence it's overrated, or overhyped, or whatnotGuys, he means overrated not overhyped.
Any news on ps4/vita???
Is that really comparable, though? A night out or going to the cinema are social occasions and outside of the home. Of course this is subjective, but personally I'm willing to sink more money into that. I think more apt comparisons are other media for personal home consumption (video games, shows, books), and compared against those, Inside still strikes me as a poor value proposition. That being said, I must agree that in this case it might be worth the extra bucks, simply because I expect the game to be inspirational beyond most titles.
I mean, yes? you're basing this on time spent. Shit, 60 dollar games that are 3 times the length of Inside (11 hours?) are not abnormal either.
Isn't Doom 11-12 hours? People don't seem to have any issue with the price of that game.
I mean, yes? you're basing this on time spent. Shit, 60 dollar games that are 3 times the length of Inside (11 hours?) are not abnormal either.
Just finished this.
Breathtaking experience of a game.
Just wish I knewwhat any of it means. Then again, maybe that's the point. Also, alternative title: Akira, the videogame.
You're thinking of it as a if-or scenario. A game can be both. Fun is an amorphous subjective thing. A 3.5 hour finely-polished cinematic platfomer can be just as fun as Doom's old school action or Witness's puzzles. Although I wouldn't exactly call Inside "fun". It's engaging and compelling, but its bleak, oppressive, tense, eerie atmosphere and world isn't a fun place.Yep, Doom's normal price here is 60 Euros, but it was also, like most AAA games, quickly discounted: currently, it's 35 Euros on Steam on account of the summer sale. But then, I probably just got used to paying less for games because I rarely buy any large games until they're heavily discounted.
In terms of comparability, I was thinking that people have so vastly different priorities that we should probably at least stick to a particular genre of entertainment/media if we want to retain any chance of insight. But in any case, I yield: if one is into Inside (or Limbo for that matter) for it's particular atmospheric and emotional qualities, I can see how that merits paying 20 Euros for a fairly short experience, simply because these games are uniquely brilliant in those regards. I suppose it really just comes down to what you're pursuing: games-as-entertainment (where do I get most fun for my money?) versus games-as-art (where do I get the most emotionally or thought-provoking experience?).
I think I know what part you're atjesus fucking christ
what the fuck man.
Perhaps I'm mis remembering, but I think the part withI'm not necessarily against 'try-and-die', but I don't like the pairing of it in this game with such harsh timing. I would say TnD can be better, when it's not 'miss by 1% and you lose', as this game feels most of the time.
I can see how some people can enjoy it. I just don't.
I just hit a perfect example of why I really hate this style of game. I'll encase it in spoiler tags to be safe...
Just encountered the underwater long-hair girl while I'm in the sub
I actually learned that she won't attack when the spot light is on her. Cool. I go along, keeping the light on her so she stays away. I see I need to break out through some boards above. So I charge up, and shoot upwards. The boards partially break, and I bounce back downwards. Turns out that powers down the spot-light for several seconds, and she attacks and kills me.
How was I supposed to know the light would go off? Through no fault of my own, I am punished -- with death. I don't find this masochism fun.
Other games might tutorialize that a bit -- have a spot where I need to hop over a object blocking the path. The girl would have to jump over too, and thus I would be safe during that period -- and would learn that after a charge/boost that the light powers down for a few seconds.
Instead, Inside just straight up kills me, as if I should have known that mechanic existed. I simply don't see how I should feel good about that.
Edit: Having found the actual solution, turns out the light only goes out at when hitting a hard surface and not breaking through. So I would would have had to know that it would take multiple blows to break through those boards to not die. Being punished for not having information I would not reasonably have it just not fun.
I think the buzz about the game in general has been very low, wonder how the sales were?