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![]() Independent Games Mac OS X OnePlaydead's next title, Inside, was released in 2016, and revisited many of the same themes presented in Limbo.A pre-release development screenshot, showing the boy crossing a dangerous chasm on a rope bridge. It won several awards from industry groups after its release, and was named as one of the top games for 2010 by several publications. The game has been listed among the greatest games of all time.Limbo was the third-highest selling game on the Xbox Live Arcade service in 2010, generating around $7.5 million in revenue. A common point of criticism from reviewers was that the high cost of the game relative to its short length might deter players from purchasing the title, but some reviews proposed that Limbo had an ideal length. Among the hazards are glowing worms, which attach themselves to the boy's head and force him to travel in only one direction until they are killed. The dark visuals also serve to conceal numerous lethal surprises, including such environmental and physical hazards as deadly bear traps on the forest floor, or lethal monsters hiding in the shadows. Limbo is presented through dark, greyscale graphics and with minimalist ambient sounds, creating an eerie, haunting environment. As is typical of most two-dimensional platform games, the boy can run left or right, jump, climb onto short ledges or up and down ladders and ropes, and push or pull objects. Some deaths are animated with images of the boy's dismemberment or beheading, although an optional gore filter on some platforms blacks out the screen instead of showing these deaths. As the player will likely encounter numerous deaths before they solve each puzzle and complete the game, the developers call Limbo a "trial and death" game. Some traps can be avoided and used later in the game one bear trap is used to clamp onto an animal's carcass, hung from the end of a rope, tearing the carcass off the rope and allowing the branch and rope to retract upwards and allow the boy to climb onto a ledge otherwise out of reach. The player is able to restart at the last encountered checkpoint, with no limits placed on how many times this can occur. Many of these traps are not apparent until triggered, often killing the boy. ![]() On completion of the final puzzle, the boy is thrown through a pane of glass and back into the forest. The forest eventually gives way to a crumbling city environment. At one point during his journey, he encounters a female character, who he thinks might be his sister, but is prevented from reaching her. Later, while seeking his missing sister, he encounters only a few human characters who either attack him, run away, or are dead/dying. He had sketched a "mood image" of a "secret place" to get ideas, and the result, similar to the backgrounds of the final game, inspired Jensen to expand on it. At that time, as a concept artist at IO Interactive, Jensen became dissatisfied with the increasingly corporate nature of the company. Development Arnt Jensen, game director of Playdead (left) and artist Morten Bramsen (back) receive the "Best Visual Art" award for Limbo from Tim Schafer at the 2011 Game Developers Choice AwardsAccording to Playdead co-founder Dino Patti and lead designer Jeppe Carlsen, Playdead's game director, Arnt Jensen, conceived Limbo around 2004. At this point, the screen cuts to black, abruptly ending the game. Initial development was funded personally by Jensen and Patti along with Danish government grants, including funding from the Nordic Game Program, while large investors were sought later in the development cycle. Although Patti helped in the first few months with programming, he realised that the project was much larger than the two of them could handle, and Patti developed the business around the game's expanded development. Their collaboration led to the founding of Playdead. He had only intended to use the trailer as a means to recruit a programmer to help him, but the video attracted substantial interest in the project from across the Internet, eventually leading him to meet with Patti, who was also dissatisfied with his job. The core development team size was about 8 developers, expanding to 16 at various stages with freelancers. Patti stated that they "trashed 70%" of the content they had developed, due to it not fitting in well with the context of the game. Patti also felt that the investors "tried to control the company with no usable knowledge or respect", citing that after Microsoft raised concerns about the death of the boy, "one of the investors suggested we make him appear older by giving him a moustache." Numerous iterations of the game took place during a 2 + 1⁄ 2-year development cycle, including changes Jensen had demanded to polish the title, some elements being added two months prior to the game's release. According to Patti, Playdead felt these changes would break the integrity of Jensen's original vision. Playdead chose to ignore outside advice from investors and critics during development, such as to add multiplayer play and adjustable difficulty levels, and to extend the game's length. Jensen originally planned to release Limbo as a free Microsoft Windows title, but by this point, Jensen and Patti decided to make the game a retail title. Razer deathadder 2013 for macPatti later clarified that they had planned on Windows and PlayStation 3 versions alongside the Xbox 360 version initially, but after reviewing their options, decided to go with Xbox 360 exclusivity, in part that "Microsoft provided us with an excellent opportunity, which included a lot of support for the title which in the end would mean a better visibility for Limbo". Although the Entertainment Software Rating Board (ESRB) had listed entries for Limbo for the PlayStation 3 and Microsoft Windows platforms, Playdead confirmed that this was a mistake on ESRB's part, and that they had no plans for the game on these systems. Limbo was released on 21 July 2010 on the Xbox Live Arcade service, as the first title in the yearly "Summer of Arcade" promotion. Patti later revealed they had opted to use the Unity engine for their next project, citing the development of their custom engine for Limbo as a "double product, doing both engine and game", and that their Limbo engine is limited to monochromatic visuals. Patti stated that staying exclusive with the Xbox platform was an assurance that they would be able to recoup their investment in the game's development.
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