[09] Inside - The Globulation - Let's Play Gameplay Walkthrough (XBONE)
Hello everyone, welcome to Dude Longcouch's Let's Play of Inside, the newest downloadable title from Playdead, makers of Limbo. This series will be a full gameplay walkthrough of Inside, from beginning to end, with full commentary and on the fly review of the game. I will be taking my time and really trying to absorb the atmosphere and story of the game. I hope you enjoy, and thanks so much for watching!
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Buy Inside on the Xbox store: https://store.xbox.com/en-US/Xbox-One/Games/INSIDE/c0dd1544-57b3-467c-bb10-4ba1353f1ba7
Buy Inside on Steam: http://store.steampowered.com/app/304430/
Info from Wikipedia:
Inside is a puzzle platformer adventure video game developed by Playdead. Inside is Playdead's second title following their critically-praised 2010 Limbo. The game is thematically and visually similar to Limbo, where the player controls a young boy in an eerie, nearly monochromatic landscape, solving environmental puzzles while avoiding the death of the character.
Inside is a puzzle platformer, in which the player controls a young boy that explores a surreal environment presented as a primarily monochromatic, 2.5D game, using only splashes of color to highlight parts of the environment. The player can make the boy walk, run, swim and use objects in the environment to progress in the game. Later, the boy gains the ability to control lifeless bodies to complete certain puzzles, a mechanic that IGN's Marty Sliva compared to a similar mechanic in The Swapper. The boy character can die, including if some puzzles are not completed fast enough, and as with Limbo, these deaths are accompanied by gruesome animations, before the character is restarted at the last checkpoint.
Inside tells the story about a young boy as he struggles against evil forces trying to take over the world through questionable experiments on human bodies. The boy starts in a forest where strange dark figures appear to be watching and hunting him, but this soon gives way to a factory-like warehouse, where the boy finds an entity performing mind-control experiments on people, and looks to find a way to stop it.
Playdead Studios released the monochromatic indie game Limbo in July 2010, which was critically praised and sold over one million units. Within a few months of its release, Playdead began development on their second game under the working title "Project 2". As a spiritual successor to Limbo, Inside reclaimed assets from Limbo's development. Playdead said that the two games were similar, though Inside is more "crazy", "weird", and 3D. The Danish Film Institute provided part of the game's funding.
While Playdead had built a custom game engine for Limbo, they chose Unity for Inside to reduce their workload. The developers created an temporal anti-aliasing filter for the Unity engine, entitled "temporal reprojection", to create a signature look for Inside. In March 2016, Playdead released the source for this under an open source license.
Martin Stig Andersen developed Inside's audio, following from his work on Limbo. Andersen was influenced by horror B movies of the 1980s, often using synthesizer music, but did not want to actually use synthesizer music in the game. Instead, he created some of the game's music by routing the sound generated by a synthesizer through a human skull and recording the result, a "bone-conducting sound" that created a "sombre, chill quality" that often was in contrast to the visuals in the game. Inside has tighter integration of the gameplay and audio, with some puzzles set directly to the timing of the music. This required Andersen to work more closely with the gameplay developers than he had in Limbo. This also enabled additional visual elements tied to the audio; Andersen noted that the boy's chest movements related to breathing are tied to the sound effects he created for his breathing, which themselves are influenced by where the character is in the game, with differences being calm and panicked emotions depending on location. Andersen also helped to suggest to the design team on the game's overall structure and pacing as to provide areas where his audio work could help build up tension within the game.
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