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"Two of these books finish with one particular poem, “Distance Piece”, which as his final printed words are tough to read through." Sadly, they are.
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"First, he says, think of the player as your worst enemy, and then create the most devious puzzle possible. But then from there, try to work with the player as your friend, so that you can give them the right clues. Start with tough stuff, then scale back." I am not really convinced by this – I find Limbo erring on the side of the cruel and unfair, and think that "thinking of the player as your worst enemy" is a pretty bad rule of thumb, no matter how you later ease off the pressure.
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"What an incredible thing. He and The British Experimental Rocket Group have become ideas – vague, powerful concepts that have all the potential to change the world or dissipate trying. Who wouldn’t want to be a part of that?" It is awesome when people write about your company the way you only imagined they might.