![]() The game starts off in a delightful bucolic community where people live off the land and wear smocks and build houses on stilts out of wood. Watch on YouTube Planet of Lana launch trailer. And over time I think it became something more too. It's meant to be elegantly done, and smartly detailed, and free of frustrations. ![]() We're so familiar with what they do and how they work that the eyes have a chance to shift focus a bit, and notice those little marks of cleverness and lightly-applied skill - sunshine playing on grass, grass shifting in the breeze, breeze stirring the soundtrack and beckoning you forward from one ideally conceived encounter to the next.Īll of which is to say that nothing in Planet of Lana is really a surprise, but I'm not sure it's meant to be a surprise. ![]() Just as all of, say, Wedgwood's crowd knew what to expect from a bowl, so they could then judge that the Wedgwood bowl was just that little bit more refined in every way, modern audiences are familiar with 2D cinematic platformers. In this way, the 2D cinematic platformer is perfect. Making something, perhaps, where the creation of excellence is the central impulse, winning out over specific mechanics to be explored or a story that simply has to be told. This is the masterpiece in the sense of making something self-consciously excellent. Not masterpieces in the modern usage of the word perhaps, but in the old sense - I may have this wrong but let's go with it for now - of the piece of work someone makes to show to the world that they are very good at something. the world is being over-run by horrors! Escape if you can! All good, but traditions can be surprising, and as I played Planet of Lana I found myself thinking a little bit about the idea of masterpieces. The genre stuff alone is enough is to slot this in alongside games like Inside and Somerville - games with which it also shares an apocalyptic focus. Traditions, though? That makes it much more intriguing. When it comes to genre, Planet of Lana is very easy to pinpoint: it's a 2D side scrolling puzzle platformer, more specifically one that focuses on stealth and cinematic storytelling. Sometimes it's interesting to put genre aside and think in terms of traditions. This Limbo walkthrough is divided into 38 total pages.A beautifully crafted side-scroller with a restless puzzle imagination. Jump off the rails to the safe ground before the cart hits the button to power the rails. Limbo Walkthrough - Limbo 515Īnd then immediately jump to the electric rails. Limbo Walkthrough - Limbo 514Ĭlimb on the cart. Push the cart to the left, starting about here. Limbo Walkthrough - Limbo 512Ĭlimb over the cart. When you get here, jump off of the back of the cart. I know it's hard to time, because you can't really see very well. Limbo Walkthrough - Limbo 508ĭon't hesitate when the saw comes, just jump over it. Run to the right keeping speed with the cart. Limbo Walkthrough - Limbo 506Ĭlimb up the ladder. You will fall off the switch and fall onto the cart. When the cart gets all the way across, jump to the next platform. It's a good idea to do this on the first pass of the cart, so it has as much momentum as it can get. ![]() When the cart is about here, and coming towards you flick the switch. Push the cart and then climb up on to it. Grab the ladder cart and pull it to here. Limbo Walkthrough - Limbo 494Ĭlimb up to the next level. The rails the cart is on become electric when the switch is flicked. This switch will raise and lower the section that the cart is on. You can jump to nearby pages of the game using the links above.
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