Home » LIMBO – Cane and Rinse No.24
Cane and Rinse Vol. 1

LIMBO – Cane and Rinse No.24

Multiple sinners Leon, Tony, Josh and Sean journey into the afterlife to revisit Playdead‘s 2010 début, LIMBO. The panel proffer some theories as to what the heck is going on in the game, discuss their own experiences as well of those of our community and burn through a pyre of your Twitter Three Word Reviews.

Music used in this show is as follows:

1: Menu by Martin Stig Andersen
2: City by Martin Stig Andersen
3: Gravity Jump by Martin Stig Andersen
4: Boys’ Fort by Martin Stig Andersen

Cane and Rinse 24 was edited by Sean O’Brien

Do you have an opinion about this particular game or maybe about our podcast in general? Then why not venture into our forum and leave us your feedback. Whilst there you could also interact with our ever-growing and friendly community, in discussing past, present and future videogames (and lots of other stuff too!) and perhaps even arrange some games with like-minded individuals. Sound good? Come and say hello at The Cane and Rinse forum

Josh goes exploring the risky woods of LIMBO:


  1. Does C and P do requests?
    How about the Alien(s)series ,every gen seams to get one?
    What about launch titles?which system had the best.
    Keep up all the great work guys

  2. Fucking keyboard.. I mean ‘Does C and R..’

  3. Suggestions are always welcome, ANDE. An Alien(s) retrospective is something that has crossed my mind before so I’ll put it on the long-list. A similar show for Batman games was mooted but as you can imagine it’s quite a task to get a group of people to go back and play multiple retro titles. Launch games would be a massive and difficult undertaking, but I’ll bear it in mind.

  4. Re: Glow-in-the-dark eyes. The PC version of the game contains a secret area that is almost completely covered in darkness. With the exception of a single light, sparks from buzz saws, machine gun fire and such, you navigate entire sections by the boy’s eyes, using your ears and reflexes, evading gunfire, jumping over and ducking under saws multiple times in a row; even a brain slug section that you need to solve in the dark.

    In a narrative sense, the boy’s eyes could be glowing to represent his innocence or childishness or purity that never dies in spite of what he goes through, certainly, but it seems to have been established that whatever your personal interpretation of the events in the game is is correct unto yourself.

    At the very least, the secret area and a few sections in the main game prove that the glowing eyes help serve the gameplay, however it’s mainly because the art and gameplay are so intricately weaved together, where if one were to fail, the other couldn’t survive with it. The art serves the gameplay because the gameplay serves the art.

    A lovely episode; I still enjoy hearing people talk about LIMBO, and you gents did a fantastic job doing so.



  5. Oh: I got that achievement for completing the game with five or fewer deaths a few months ago, also. Pretty challenging; took me about ten hours.

  6. Great comments Roy, and thanks for your lovely feedback. Oh and congratulations on getting that Achievement too – well played!

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