Playdead began work on Inside shortly after the release of Limbo, using Limbo 's custom game engine. The team switched to Unity to simplify development, adding their own rendering routines, later released as open source, to create a signature look. The game was partially funded by a grant from the Danish Film Institute. Inside premiered at Microsoft's E3 2014 conference, with a planned release in 2015, but was delayed to 2016. Critics noted it as an improvement over Limbo, praising its art direction, atmosphere and gameplay. The game was nominated for numerous accolades, including game of the year, and won several independent and technical achievements. As with Limbo, Inside is included on multiple lists of the greatest video games of all time as compiled by game journalists. The player character is an unnamed boy who explores a surreal and mostly monochromatic environment presented as a 2.5D platform game. The game is dark, with color used sparingly to highlight both the player and certain parts of the environment. ![]() The game is mostly silent, with the exception of occasional musical cues, the boy's vocals, dogs barking, equipment and sound effects. The player controls the boy who walks, runs, swims, climbs, and uses objects to overcome obstacles and progress in the game. The boy gains the ability to control bodies to complete certain puzzles, a mechanic that IGN 's Marty Sliva compared to a similar mechanic in The Swapper. At various points in the game, the player may discover hidden rooms containing glowing orbs.
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