Submissions by ZacWatson tagged limbo

Overview

If nobody is listening, how do they know what you want from them? As a character unable to communicate through conventional means, players have to use their imagination in order to talk to the living. Utilising a variety of interesting interactions, Nobody's Listening provides an interesting and detailed look at life without verbal communication.

Narrative

The core of Nobody's Listening is the narrative component. As a character stuck between the land of the living and the world of the dead, players are unable to directly communicate with the NPCs within the game. As a result, players are only able to manipulate non-living objects in a way that other characters would find 'believable'. For example, a floating note would cause a character to faint and the puzzle to reset. However, writing a note and leaving it on a table, then making something fall over near the table would cause the character to 'discover' it. Getting NPCs to complete these tasks allows the main character to 'right' the 'wrongs' that they have previously committed. Appearing to be involved in these resolutions is a core component of the game; the entire reason that the player character remains in limbo is to accomplish these objectives.

Core Mechanics

Within Nobody's Listening, the mechanic of 'noticing' interactions within the world is the key to accomplishing objectives. As players accomplish these objectives, more and more complex and interesting objectives are available for the player to complete. As the player completes more of these, their endgame goal of 'resolution' comes closer and closer. This goal of 'Resolution' is regarded as the win condition. As the game's focus is on the narrative, players are more encouraged to explore problems and their solutions in order to explore more of the story.


Plaeyrs control a character in limbo similar to Murdered: Soul Suspect.