Review BurningKirby 3/5 · Aug 6, 2025
Failed to Meet My Admittedly High Expectations, But Still Decent
I'm a pretty big fan of Limbo. I've heard a lot about how great Inside is for years and years (9 of them apparently!) as well. Somehow I never actually settled down to play it until now in spite of all this. Gotta say, I'm a little let down, if only because my expectations were set a bit high. …
I'm a pretty big fan of Limbo. I've heard a lot about how great Inside is for years and years (9 of them apparently!) as well. Somehow I never actually settled down to play it until now in spite of all this. Gotta say, I'm a little let down, if only because my expectations were set a bit high.

It's very quickly apparent from the get go with Inside that you'll be getting a gameplay experience pretty similar to Playdead's other game. This is more side-scrolling, box-pushing, gloomy goodness. Thankfully there are some more mechanics introduced later on to keep things from getting too stale, but I had hoped for some gameplay that felt more like an evolution of what I'd previously experienced. Again, what's there is cool, but it felt a bit more like Kirby Mass Attack than something unique.

Also notable for me was that the boy you play as kind of feels like a slog to control. He has a weight to him that makes solving some puzzles that demand speed a bit of a pain where they otherwise wouldn't be. What did impress me was that the game did a pretty great job of knowing which items I wanted to interact with when there were multiple in arm's reach.
Inside features a fairly gloomy art style that feels serviceable at best. Humans are simplified, with no visible eyes or mouths, and the environment looks... kind of plain I guess? It's a lot of various industrial buildings and labs that didn't strike me as remarkable. Again, I couldn't help but feel like Limbo did this better. Inside has a very smooth, minimal, generic look to it, and I'm not sure if it's because others have deliberately copied it since its release or it really is just basic looking. I still feel like Limbo with its cartoony black and white looks fantastic all these years later and deserves recognition for the way it leverages its art style to toy with the player through manipulation of light and shadow.
Inside does do a really great job of lightly guiding the player along using little visual clues to hint at puzzle solutions. I rarely felt stuck or frustrated and the game never said a single word to me or outright handed me an answer. There's just an excellent intersection of visuals and puzzle design going on here. Keeping frustration low without giving away solutions is a great way to keep me, the player, engaged.
It feels a bit wrong to spend so much of the review comparing this game to Limbo, but they clearly went for a very similar type of game here and I think they could honestly do better. The story is just as if not more vague than their previous work and I don't really feel all that interested in theorizing about what it all means. For me, a lot of the weird shit I saw happen felt like it was there to make me uncomfortable but lacked the cohesion that would have otherwise made it work.
