Either way, if you’re looking for that next puzzle game fix and for something that isn’t quite like anything else out right now, play Superliminal. Sometimes all it takes is for a really good idea to be fleshed out to create something substantial. It’s a unique concept despite being in the same vein as other first-person puzzle games (they all have an obsession with cubes). Superliminal is proof that not all games need to be hours long to be enjoyable. However, the puzzles were enjoyable enough that the experience and unpredictably more than made up for the relative ease with which you can cruise through the game. I only found myself scratching my head with a few puzzles, but you can have the game over within less than a couple of hours. They all boil down to finding your way out of the room and onto the next one. Superliminal’s puzzles aren’t necessarily difficult. I found myself lingering in areas just to see if there was more than there initially appeared to be. They want you to see how it all works and explore ways to reach hidden areas and puzzles. What I like most, is that Superliminal encourages you to play with these mechanics as much as you can. The deeper you get into the game, the more unexpected it makes these mechanics, forcing players to think about how perspective works. From moving objects into background and foreground, to manipulating the very rooms you’re in, the puzzles are layered with perspective tricks that you have to manipulate to solve. The idea of perspective doesn’t just stop there. It’s all fascinating how the developers were able to make this work. If you move a wheel of cheese so that it looks like the size of the room you’re, it will become that very size. However, the game’s gimmick allows you to change the size of those objects depending on how you see them. Players can move objects around the test area, much like Portal, much like Quantum Conundrum. Superliminal doesn’t just play with perspective, it uses it to keep you guessing. Now, the gameplay is what sets it apart from other titles in its genre. As the game goes on, it gets weirder and more experimental with places and things that we are more familiar with. Seeing these everyday objects that we are used to twisted, enlarged, and used in ways you don’t expect is trippy and engaging. Combining these mundane objects with the game’s office like settings works so well with the game’s theme of perception. It’s filled with alphabet cubes, coffee mugs, chess pieces, and more. Speaking of setting, the game’s atmosphere is very much ordinary. It works in tandem with the oddball nature of the game’s setting and ultimately its take on dreams and how we perceive life. Pierce’s messages are placed in stereo boxes that you have to find in the game, as well as his various, poor attempts at assuring you that everything is alright. Both try to unsuccessfully walk you through making your way out of these dreams and waking you up. Glenn Pierce, and the test protocol itself. Periodically, the player will hear from the test director, Dr. Once again, all really simple and played to comedic effect with lots of dry humor. After the initial orientation goes wrong, players are trapped in the dreamscape and have to use what they’ve learned to keep progressing and hopefully escape. The premise of Superliminal sees players as a test subject in a sleep therapy study. That’s because Superliminal’s narrative is very simplistic, reminiscent of the original Portal’s core focus on the puzzles. Storyįull disclaimer, there are going to be a lot of comparisons to the Portal series, specifically the first game. A trippy experience, to say the least, Superliminal is a short but sweet game whose premise is enough to keep players entertained. So enter Superliminal, a dreamscape where perspective is your only tool, and you’re just falling from one dream to another. I can only think of a few games that precisely scratched that itch for me, like the Portal series or Quantum Conundrum. There really is something about being thrown in a gauntlet of test chambers armed only with some strange weapon or gimmick to get you out. Publisher: Pillow Castle/ Developer: Pillow Castle / Platform: Steam, PlayStation 4, Xbox One, Nintendo Switch/ Release Date: July 7, 2020
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