Cherchez le texte: Proceedings of the ELO 2013 Conference

Limbo and the Edge of the Literary

by Jim Brown
 

Limbo and the Edge of the Literary

In this paper, the author addresses three potential limits between games and literature—narrative, language, and attention—by way of a puzzle platformer videogame called Limbo He takes up Limbonot as a work of e-lit but as an instructive example of the troubled and moving boundaries between games and literature. Released in 2010, Limbo features a player character who awakes in Limbo, on the edge of hell