Cherchez le texte: Proceedings of the ELO 2013 Conference

Limbo and the Edge of the Literary

by Jim Brown
[Permission to republish not granted]

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.