With the exception of (presumably) the boy’s sister, the only other people you see in the game are essentially “savages.” You come across several dead bodies, most of them your size and not the taller size of the living folks you see, and the implication is that these natives killed them, probably with spears, bear traps, and other brutal mechanisms. To illustrate the savagery aspect, one need look no further than the various humans you come across in the game. Beyond that, however, the concepts of wild savagery and bitter stubbornness are introduced. The entire game is dark, shrouded in shades of black and white, and it begins in a particularly dark forest (see the above screenshot). There are some obvious connections here, I think. But if I would show the good that came of it I must talk about things other than the good. “How hard it is to tell what it was like, this wood of wilderness, savage and stubborn (the thought of it brings back all my old fears), a bitter place! Death could scarce be bitterer. What comes immediately thereafter, however, fits so perfectly that I don’t think it can be coincidence. This was the first hint that Limbo was really a parallel to Inferno. “Midway along the journey of our life I woke to find myself in a dark wood, for I had wandered off from the straight path.”Įveryone knows this part. I think Limbo is a wordless retelling of Dante’s Inferno. Officially, the only story prompt is, “Unsure of his sister’s fate, a boy enters Limbo,” but I think there’s much more to it than that. Limbo is a game in black and white where all of the characters are silhouettes, there is no music outside of occasional rhythmic combinations of environmental sounds, and there is no text or speech.
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