![]() ![]() Sometimes, it even feels like the solution is a little forced, like it would break everything at any point. The core concept of having to twist and make your viewpoint conform to whatever path you’re trying to build is brilliant on its own, but the limited set of possibilities within the game don’t give as much room for creativity as I would’ve liked. In a way, it feels like Superliminal ’s logic would better fit in a bigger of a sandbox game than what it ends up serving. That’s probably because like many people who’ve been playing games and watching movies for years, I’m trained to expect being played, and while that’s in any way Superliminal ’s fault, it’s something that’s really difficult to avoid doing. Glenn Pierce attempted and utterly failed to bring any authority into what was going on during the game, sort of like what goes on in The Stanley Parable. Was I getting deeper and deeper into a dream? Or were the dreams building upon one another? Especially with the voice recordings poking and prodding me as a Dr. You know how you knew there was a twist coming all along in Inception ? Well, I felt the same about Superliminal. I would be lying if I didn’t say I felt suspicious about the whole premise of the game as I played it. ![]() Thing is, once you think you’ve mastered this gameplay mechanic, Superliminal turns things around by adding in more wrinkles, keeping that pacing going as you get deeper and deeper into your dreams. Think of a painting by Dutch surrealist artist M.C Escher and you’ll catch my drift. That makes the item you’re holding grow and shift in size as you start forcing a perspective upon the obstacle you’re looking at and the item you’re currently handling. Then again, does it always have to be an exit sign? Thinking of taking a dip?Īnd what exactly do you do with that sign, you ask? Well, right from the get go, you’ll notice that you can bring items closer and further from walls as your perspective changes depending on what you’re facing. I would’ve totally gotten a whole bunch more out of this game if more stuff could be torn off the wall and used, but hey, an exit sign is fine to use. You’re basically put into situations with a single solution that you have to figure out by putting into use whatever items you are allowed to mess around with. Let’s not get too crazy here, it’s nothing really mind-bending in any way, but the puzzle design manages to be quite clever, for as limited as your interactions with the rooms you’re locked into can be. Throughout Superliminal, you’ll be forced to think beyond the borders of logic. Oh, did I forget to mention that you are also talked down by a disembodied female robotic voice? Yeah, there’s much to Superliminal that will probably remind you of Valve’s masterpiece, and while I would hate to keep drawing comparisons throughout this review, it’s impossible not to see just how much of that game is in this one, for better or for worse. You can manipulate objects and change their size at your whim in order to overcome whatever’s in the way between you and the exit. ![]() This time, you’ll be dealing with a dream-like reality where things aren’t exactly what they seem. Like Portal, Pillow Castle’s Superliminal is a game all about subverting your expectations. It’s undeniable that Portal proved to be a major influence for future games involving first-person gameplay infused with humor, and over the years since its release, we’ve gotten to play around with a lot of fun concepts build on a shell very similar to the adventures we had within Aperture Science alongside our pal G.L.A.D.O.S. ![]()
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