Limbo, As Analyzed by a Single Guy
I played Limbo for the very first time a couple of weeks ago, when it finally landed on the PlayStation Network. After a single play session that las
I played Limbo for the very first time a couple of weeks ago, when it finally landed on the PlayStation Network. After a single play session that las
 This year's Summer of Arcade was pretty consistently awesome. It offered something for pretty much everyone. An arty platformer. A nostalgia-fuelled arcade game. A hardcore pixel-art multiplayer platform action RPG that causes clumsy genre descriptions. And the triumphant return of Lara Croft. Of these titles, Limbo was the only original creation. All of the others were based on established franchises. And, interestingly, Limbo ended up outselling all of the others by "a long stretch", according to Microsoft Game Studios VP Phil Spencer. Find out more after the jump.
While there was a lot of buzz surrounding Limbo as launched day approached, there were still a lot of folks unsure if the title had what it took to achieve mass market appeal. The answer appears to be a resounding yes, as the Gamasutra is reporting that the indie puzzler has shifted 300,000 units already, a clear success for a somewhat risky game. Apparently the gaming community loves games about silent little boys who die repeatedly in gruesome ways. Designer Jeppe Carlsen was also asked about several key elements of the game and his responses are quite illuminating. First off, the team had two specific rules that there would be no dialog and no tutorial text so players had to utilize trial and error to figure out Limbo's mechanics. "You could call it a learning-by-dying game," said Carlsen. "We wanted the player to die a lot in this game, I think it really works with the theme." More insight after the break.
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Dante's Inferno has voluntarily joined the not-so-exclusive club of being banned in the Middle East. Following suit with titles like God of War, Grand Theft Auto IV and Darksiders, Electronic Arts and Visceral Games decided that they would forgo a Middle East release of the divinely, violent game, based loosely on "The Divine Comedy," according to GamesLatest. In a statement, EA said, "Electronic Arts has decided not to release Dante's Inferno in the Middle East after an evaluation process which is based on consumer tastes, preferences, platform mix and other factors." Judging how one of the reasons God of War was banned was because it contained the word "God" in the title, it's no surprise to see EA not even try to get the United Arab Emirates to approve a game that focuses on the nine circles of Hell. Dante's Inferno launches tomorrow for the Xbox 360 and PlayStation 3.
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