Sunday, September 28, 2014

The Laws of Physics in an Animation Universe

LIMBO: The New Laws of Physics of a Surreal World
            In the critically acclaimed indie puzzle game, LIMBO, the player controls a young boy that must survive through perilous obstacles in order to find his little sister. The strange world the player navigates through has its own set laws of physics and often breaks the laws we experience in the real world. LIMBO has good reason for this however; in fact, the game would be nowhere near as captivating as it is without breaking laws of physics. LIMBO breaks the laws of physics in order to make the player feel ill at ease and lost in this familiar, yet odd world. The examples that best represent the alternate laws of physics in this world are: the unrealistic superhuman strength of the little boy, impossible laws of gravity, and the inconsistent lighting in various levels of the game. All these examples work together to create this strange world the player experiences.
            One of the most recognizable breaking of the laws of physics is seen with the playable character’s body. If one simply looks at the design of the character, one sees the boy’s body proportions are completely skewed. His head is much larger than the rest of his body, and his legs are quite short. Of course, children in the real world do tend to have larger heads when they are young and then they grow. However, this still does not account for proportions of this character. His body would unlikely be able to support his large head. This distortion of the body is done for appropriate reason. There is an overemphasis of his head size to his tiny body in order to make him blatantly childlike. The game uses a simple silhouette design to show the character, so it needs to be easily readable that this character is a child. This decision to manipulate body proportions also contributes to the horror of the game. If it was an adult going through these deadly obstacles, it would not disturb the player as much; instead, to notch up the horror factor, they use a child design. This makes the game significantly more frightening.
Boy body design while running away from imminent death

            Along with the playable character’s unrealistic body proportions, he has superhuman strength. This can be illustrated in the scene where the boy pushes the dead carcass of a giant spider. This spider is roughly twice the size of playable character’s body. Also taking into account his small limbs, his arms would unlikely have enough muscle to push this giant spider’s body. There are several instances where the boy displays incredible strength, such as when he is pulling a large boat, pushing fallen tree trunk, and pushing himself up various ledges through the game. With his small arms, it is unlikely he would have the power to perform any of these feats.

Pulling the boat on to shore

Pushing a log 

Rolling the dead, limbless spider

            However, the game is notorious for its variety of gruesome deaths the playable character can experience. They are many instances where the boy does not jump far enough and cannot grab a ledge. He is also not so invincible as to be immune to electric shocks, heavy falling objects, and sharp blades. On some level, the character is bound by the laws of physics as seen in his treacherous death scenes.
This won't end well... 

            The second example of where LIMBO toys with the law of physics is with its manipulation of the laws of gravity. About halfway through the game, the player starts to encounter devices that flip the direction of gravity. It is then up to the player to accurately manipulate the force of gravity at correct times to avoid another horrific death. In the real world, we obviously cannot flip the forces of gravity. Discounting that fact, there are still some inconsistencies with these devices. A factor to note with these devices is they do not always apply to all objects in the area. This is particularly noticeable in the level where the player has to levitate a box in order to move it to a different part of the stage. Logically, this gravity device would also flip the playable character. This device does not flip the character however. The choice to not accurately manipulate the playable character is, again, justified. With the particular instance mentioned above, it would defeat the purpose of the level. The box is needed to let the playable character reach an upper floor; if the gravity device also flipped the character, it would make this level too easy for the player. The game designers took artistic license with the gravity devices in this game for the purpose of challenging the player. Another justified reason for having these gravity devices is simply to make this strange world even stranger. It unsettles the player and further builds this fantastical world.
Gravity device affecting box, but not boy

Gravity device affecting both boy and box

            The third example of manipulating the laws of physics is seen with the inconsistent lighting changes throughout the game. The level I used in particular in when the player enters a more industrial part of the game and the lighting is seen as coming from below in the sky. In the next scene when the player returns to a forest area, the light is clearly coming above in the sky. LIMBO is a black and white game so the use of silhouettes and contrast is crucial for the look and clarity of the game. Thus, while the changing light is not always accurate, it is always the best way to make the scene capture the player’s attention. This is also somewhat disproved, where the levels change from being outside to inside, and then there are clear sources of lights from light bulbs.
Lighting seen from below

Lighting from above in next scene


            In conclusion, LIMBO has several distinct instances of breaking the laws of physics. The game designers for this game, however, did not disregard the laws of physics. They manipulated and recreated the laws to enhance the look and playability of the game. While the little boy looks somewhat distorted, it is to make it clear to audience he is a child in a scary place. When the gravity device does not flip every object upside down, it is to make the game even more challenging to the player. When the lighting coming from all sorts of different angles through the game, it is to make the imagery look haunting and beautiful. LIMBO is a clever game. It is so clever that the player does not even care if the laws of physics are not correct. The players are too sucked into this addicting, deadly world and their only thought is to survive.

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