Theory about the game "Inside"

The game “inside” is a puzzle based story game with an ambiguous story line. What makes the story of this game complex is that it has no dialogue or subtitles, the entire story is told environmentally along with the fact that we dont know any of the characters. In the story it follows a story of a boy(we never get his name i will simply call him the boy) who is fleeing from an organization(we don't get a name for them) and their attack dogs. They seem to kidnap people then mind control people en masse. The boy in the story is constantly evading the organization and their failed mutant experiments. In the first section of the game we see the surface level of the business that mind controls people and makes sure they comply with their demands. In the second part of the game the boy goes to the organization's underwater research base using a submarine. The boy finds many areas where they conducted tests, even an underwater humanlike monster and an entire area where they grow a forest in the research base. The next section seems to be a central base of the organization. The homebase seems to function as a storage area but it has a strange sonic burst that destroys anything in its path that the boy must evade to pass to the next section. Once inside The player finds many rooms that have an entire pool floating on the ceiling with the comatose bodies of mind controlled people floating in the pool of water. At the end of the game the boy finds the workers in the homebase panicked while they run to a large containment unit(keep in mind the workers were so disgruntled that the player can run with them and they don't try to kill him as they do in the rest of the game). Once the player breaks into the containment unit he finds an amalgamation of body parts that still move(honestly it looked like a giant piece of chewed up gum with moving arms and legs). The boy starts to approach the mass but gets assimilated into the mass. Once the boy gets into the mass the mass starts to break out of the containment unit. Once it is outside of its unit it conducts a massacre on most of the employees along with destroying doors, walls and what looked like an engine or generator. THe mass eventually works its way up to the office of the owner and tackles the boss out the window down several flights killing the boss and the mass survives. The mass gets some help from some of the employees through some of the parts of the building just to be ultimately lured to a trap by the residual employees into a large tank of water. The mass escapes through a large pipe and escapes outside the building. The mass continues to run but stops when there is nowhere left to run while the sun comes up and is trapped at the shore of a beach. This is my interpretation/theory that the child is the child of one of the workers or the boss. I believe he had to be because he knew his way around the complex(both land, underwater, underground, and the testing sites). There were also brief moments in the beginning of the game of some of the workers bringing kids in to see the companyI think it's possible that the child was horrified by what his parents(unsure if it is his mother or father) was doing at the company. His parents and possibly their co-workers may have been ordered to track the kid down because he knew too much about the company's inner workings and was a known person who resents the company because of their practice leading to the beginning of the game. I believe the ending was the mass controlled by the child lashing out at the company (possibly as a tantrum), then becoming tired due to prolonged anger/frustration after releasing its emotions. At the end the mass is collapsed by a shore with the sky partly cloudy with dark clouds and a bright clear sky. This symbolizes the bittersweet final moments of the game when the mass took down the company, freeing the mind controlled people and the horror of massacring the entire building. I liked this game because it broke standard rules for telling a story. The entire game did not have any dialogue or subtitles. No one in the game had a name or a voice even a face. All the characters had no identity. The only method of telling who the characters were based on their gate(the mind controlled people had a zombie like gate meanwhile the non mind controlled had a normal gate of a human). Most of the characters were dressed in black and white and a rare case of a very light blue for some of the mind controlled people. I think this is a unique way to tell a story, having no character identities or names we don't even know the characters backstories/ their histories. Traditionally stories have characters that the audience relates to forming an emotional connection to the story. In this game there is no connection to the characters in the game with the exception of the child because the player plays as the child in the game, he is the only character the audience would know throughout the game creating the only emotional connection in the game for the audience. As a result of this the audience of the game would only be connected to the story by way of the uniqueness of the storytelling, environment and sound design. This is not a bad thing. I'm simply pointing out that Playdead(the creators) of the game have created a game with a fascinating mysterious story with amazing environments for the game to take place. I thoroughly enjoyed playing this game because of the puzzles needed to traverse the game and the mesmerizing world Playdead created for the erie game.