Limbo 4: Working for A Living

I have decided to engage these games as much as possible without resorting to cheat guides, walkthroughs, Let’s Plays, and so on; if I’m actually committed to progressing through a game in a series of short sessions, I ought to confront head-on those factors of duration and difficulty too often skipped in favor of easy, outsourced solutions.

Come to think of it, I have always been something of a cheater, guiltlessly ready to subvert the sanctity of the magic circle, or at least distend its ethical circumference. I remember at fifteen hunching over my Apple II+, studying the lines of BASIC that made up Sierra On-Line’s Softporn Adventure (1981), sifting the deep code of DATA statements for vocabulary items—“nipple,” “unhook,” “menage”—that would lubricate my path through the seamy hypertext. In 1996 a friend introduced me to another virtual labyrinth, iD’s 3D shooter Quake. He pulled a console down from the top of the screen, typed “NOCLIP” and “GOD MODE,” and showed me how to walk through walls, a floating unkillable angel of death holding all the guns and unlimited ammo.

I’ve never worried much about whether this kind of loosey-goosey fun compensates adequately for the pleasure it replaces—the more sober, committed, purist approach of playing the game as it was intended to be played. Yes, texts are machines that work independently of their authors, ergodic texts like videogames more than any. But there will always be value in engaging the text machine as an expression of its maker—particularly when the notion of “maker” is expanded beyond human agents to include objects and forces, actants institutional, technological, and historical.

Plus it is just fun to blunt-force my way through a problem, solving it in baby steps, experiencing first frustration, then a kind of humbling at the sorry limits of my skills and abilities, then a burst of so-there euphoria when I finally crack the damned thing. This kind of emotional slalom, which I associate with focused, patient, persistent work toward a larger goal, is not something I’ve had much practice with.


This image documents my victory over the two-weight puzzle. What you do is, you pull the first rope down between the gears, then jump down and run and climb on the cart that’s been positioned there, jump to the end of the retracting rope and pull it back down. Swing and leap onto the second rope, pull it down, and run beneath the weights before they get too low.

Full of confidence in my agency and effectiveness, I strode onward. Right into a situation where some kind of glowworm dropped onto my head and took over my movement so that I could only jump, run, or walk in the direction the worm was taking me. When it settled into my scalp with a waxy sizzle, there was a highly cinematic pullback with a bit of Vertigo zoom, a retreating axial gesture videogames have long used to transition into and out of cutscenes. Here the device is neatly deployed to signal a different compromise of agency, turning me into an avatar under the command of two competing sets of inputs.


Solving a puzzle first-thing lends an optimistic boost to a play session, and I practically danced through this one, ridding myself of the glowworm by enticing some hanging vampire slugs to nibble it off my noggin, then getting enmeshed in an elaborate mechanical conundrum that involved getting a huge machine to run in the background to generate electricity that makes a storm that makes it rain, then pulling an aqueduct down to fill up a basin in which a log floats, making it possible for me to leap to the other side. To run the machine I had to lure a little spiky hamster critter out by knocking loose some glowberries it hungered for … then get it in its way and chase it back to the machine where it takes up position in a hamster wheel, which I pull a lever to strike with a brake that starts the electrical display in the background. Got all that?