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One thing to note is that the puzzles rarely feel particularly difficult throughout the game they’re comparatively quite easy compared to the likes of Portal and other games in the genre. Each level feels uniquely different, but they never seem to last very long it’s a double edge sword since the short length of the stages leaves you wanting more, whilst also ensuring you never get tired of the level mechanics. Early on you will encounter some neat little perspective puzzles that have you lining up paint to create the form of an object, which you can then pick up and use a later level has you able to clone objects at the expense of being able to pick them up. Each level contains an additional gimmick to add much needed variety to the central quirky mechanic. It’s a clever trick and it is jaw-dropping every time you use it.Īltering the size of objects is the main bulk of the experience, but don’t expect it to be the sole focus. It works in reverse too: place that tiny object in your hand so that it appears to be on the floor in the distance, and then when you walk up to it you will find that it is now a giant object. This is immediately apparent at the start when your route is blocked by a huge chess piece, which you can curiously pick up from afar … except now the piece isn’t so small: shifting your perspective so that it looks smaller from a distance will, in turn, change the object into that size.
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The main gimmick of the game revolves around the use of perspective to manipulate the environment around you. From the get-go, you are prepared to expect the unexpected – but the best is yet to come. On signing the contract, it becomes apparent that the room has changed, and the wall with the instructions is now replaced with a doorway for you to proceed further. After testing that out, you quickly realise that it is not a static screen, and you are actually just really close to a wall in a sealed off room that contains nothing but a table and a contract.
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Superliminal genre how to#
It’s a tad disappointing considering the game sets you up for an interesting tale, but really the gameplay is the true star of the show.Īs the game starts up, you are greeted with a blank screen with nothing other than directions on how to move using the analogue sticks. As you make your way through the increasing layers of your dream world, things start to get more surreal it builds up quite a crescendo as it nears the end, but then loses all momentum in an underwhelmingly muted finale that left me feeling a little let down. As your situation gets progressively worse, you rely on the guidance of Dr Glenn Pierce as he tries to help you via the radios scattered around the world. There isn’t really much of a story in Superliminal in all honesty: as a test subject in an experimental Dream Therapy program, you end up getting trapped within a cycle of recurring dreams unable to wake up. This leads us inside the window, where we can enter the room that appears at the other side.
Superliminal genre windows#
… except, wait! We can grab one of the windows in here and make it big enough to fit through! Unfortunately, it just seems to lead to an empty windowed room with seemingly nothing interactable inside. This could be useful.īy altering perspective so we can make the fan bigger, we can blow over the Jenga pile and make the door accessible! On closer inspection, there seems to be a small table next to the giant stack, with a small fan on top. We can’t grab any of the Jenga pieces, nor does there seem to be much else going on in the room. We enter a room with a massive Jenga set and a doorway at the top. Here’s an example of one of the puzzles you will encounter: That doesn’t make them any less clever or make you feel less rewarded for solving them. Unlike Portal, environments are a little more open with you navigating your way through the dreams rather than having in-depth puzzle rooms.
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