Limbo 2: Let’s Talk About Spiders


So far they are about the only living thing that has responded to my presence, and they do so in a deterministic way that mirrors the relentlessness of a natural predator in the implacability of the code driving its digital twin. After getting impaled by the spiders’ stabbing legs oh, a dozen or so times, I have grown affectionately accustomed to these bristly black blobs and their quickly crawling ways. During one hair-raising phase I was lifted into a web and spun into a cocoon, only to break free and hop away like a sperm bouncing madly on its tail—a terrifying intimacy after which the spiders seem as inevitable as family. By the end of my third session we were on such familiar terms with each other I was yanking off a wounded spider’s legs and rolling its body like a boulder to solve a climbing problem.


I’m less sure what to make of the other “kids” sharing this tenebrous gameworld with me. There’s more than one of them, and they frequent the frame’s edges, slipping out of view as soon as I see them. Their bodies litter the background, suggesting that their role in this little cosmos is not simply to tantalize and torment; they, in turn, are tormented.


It’s increasingly clear that I am in a world of physics puzzles—something like Angry Birds—whose mechanics, along with its mise-en-scene, invoke a larger bleakness at the heart of videogaming’s appetite for corporeal destruction. To play this platformer, it seems to say, is to be neither dead nor alive but suspended between the two, pushing along by sheer instinct through a landscape that (A) kills and resurrects you repeatedly and (B) doesn’t give a goddamn.