One particular room has you make an exit sign bigger by repeated perspective drops so that it can press two pressure-sensitive buttons at once. Some objects, like cubes, needed to be made larger to access unreachable platforms, or a wedge-shaped object needs to enlarged to well, wedge something open. Yet don’t take that as a criticism, it’s an amazing new take on puzzle gaming. It is hard to encapsulate Superliminal’s core concept. Conversely, if you held it and looked at the floor, the item will shrink… because that’s how small it’d be in relation to the distance it is to you. The object that you drop will grow in size… because it’ll be the size it would have been in the distance. In an ordinary game, this would merely drop the object. Pick one up and hold it above you… then drop it. You find this out in your first test chamber, as you see a bunch of chess pawns on a table. The perspective analogy I made at the start wasn’t hyperbole, it’s the main gameplay mechanic. It’s just that it’s such an incredible, yet completely mind-bending, concept that it’s hard to put into words. Not because I didn’t get the game, far from it. Wreckfest, for example, is banger racing: cars go fast, try not to crash into things. This is to either “sell” the product to you, or heed you off of buying a potential dumpster fire. Now, the whole point of being a critic is to try and explain to you, dear reader, what the core concept of a game is. The cold and emotionless computer against Pierce’s optimism plays an amusing part as you navigate the increasingly weirder and convoluted corridors that Superliminal offers.Īnd that’s not exagerration, either. Pierce, who’s doing a good cop/bad cop with an overseeing program that doesn’t sound too far removed from Aperture Science’s rogue AI, GLaDOS. Thankfully, you’re guided through these dreamscapes by Dr. That is until something goes a bit wonky, and we find ourselves trapped in what appears to be a reoccurring nightmare of a hotel room… or is it? Well, yes and no, as Superliminal enters that Inception territory of dreams within dreams as events start taking weirder turns. These simple logistical puzzles (that we’ll come into) start to shape an experience akin to Portal, in that you have to work these chambers out to continue. The experience starts off relatively easy, with you subjected to a series of trials in rooms that wouldn’t be out of place in 2017’s Prey reboot. That is, you are part of a dream therapy study, headed up by a Dr. What I can tell you, though, is that it’s based in the land of sleep. There isn’t really a story to Superliminal, and what little there is I don’t really want to spoil. *also, brownie points if you immediately thought of the Simpsons’ “Yvan Eht Nioj” episode when you heard that word. So, what is Superliminal* and why should you invest in this beautifully short yet mind-blowing puzzler? Let’s find out, shall we, as we do an Inception in the world of dreams and logic puzzles… Because if I’ve had to have my perception of what’s real turned upside down and my grey matter threatening to vacate my brain-case on several occasions, then I want to at least confuse you and pique your interest at the same time. Superliminal, however, sees that as both mantra and instruction.Ī new take on first person puzzle games, in the wake of greats like Portal and The Witness, Superliminal offers something new that may have been dabbled on in some games, but never has been fleshed out like this.Ĭryptic enough for you? Good. Or perhaps approaching something from a different angle, or take on something with an improved or refreshed mindset. Getting a “new perspective” on something tends to mean you should see things from a different point of view other than your own. But is its run time and linearity enough to justify the price of admission? The Finger Guns review. An absolutely mind-blowing new puzzler from the brains behind Antichamber, Superliminal is a treat.
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