Limbo
Something about this dark childhood world draws the audience in. Through sounds and shapes our senses are filled with a depressing atmosphere we are curious to continue to explore.
The character we play is a shape of a child -perhaps a shadow- with eerie white eyes. The character just doesn’t die a lot, it dies horribly violent deaths. These violent deaths service what the audience wants: to be delightfully uncomfortable.
These “delightfully uncomfortable” deaths and scenery coupled with the unanswered context of the game gives the audience an experience that other games have not fully captured. Perhaps it’s the mystery of it all, but the game has gathered a following by both it’s artistic and thematic design.