
I have to admit, I am not entirely sure I know what Limbo is about. Presumably the title refers to the mythological border between heaven and hell, a temporary space for unbaptized children to lounge about until the end of days. In which case the little boy protagonist is dead, or maybe his sister is dead, or both. Danish developers PlayDead Studios did not try to shape an overtly emotional story about siblings into the game. In fact, Limbo is the ultimate example of a tightly produced package, highly polished and seldom straying into dangerous territory. While the game is not for everyone, I have no qualms saying it is a nearly perfect experience.
Earlier today, Nels Anderson ofAbove49 posted an article titled "Why Are So Many Indie Darlings 2D Platformers?” Using Limbo as an example of this trend, Nels had this to offer as one explanatory factor: “On the pragmatic side, 2D platformers are relatively easy to develop... Opting to creating a 2D platformer removes a significant amount of risk for what almost certainly begins as a very risky proposition.” It seems evident in Limbo that PlayDead knew their limitations exactly and exploited the perhaps over-saturated genre with grace.

This is not to say developing Limbo was easy. At E3, one PlayDead developer mentioned the numerous playtests conducted to perfect the silhouettes of game assets. Each interactive object is distinguishable from the black environment without being gaudy, distracting, or unrealistic. This took time and expertise. Yet I would suggest building Limbo as a 2D platformer liberated PlayDead to apply such consideration to the game’s art and sound design.

The story fits this trend accordingly. The world the boy inhabits is filled with terrifying renditions of childhood experiences. Spiders become monstrous abominations and playground bullies become the murderous children from Lord of the Flies. One theory suggest these are creations of the dead protagonist as he pursues his through limbo, only to find her tending his grave, startled by his otherworldly presence. Another theory posits that both siblings are dead, victims of a car crash and a faulty tree-house, and the protagonist seeks his sister so they can move on to the afterlife together. Both theories are valid because the game never intends to decipher meaning for the player. Any such attempt would simply muddle the environments true goal: the creation of a dark, mysterious, and uncomfortable atmosphere.
