That’s just the start of Superliminal’s tricks, however. In the two hours I spent with Superliminal, this effect never stopped baffling and amazing me. Conversely, if the player grabs the moon out of the sky and holds it up to a wall just a foot away from their face, it will be the size of a dime when they let it go. When they let it go, it becomes a 3D object again, but its size is determined by where the 2D object was hovering when it was released.įor example, if the player picks up a normal can of soda and holds it up and close to the camera so that it blocks the view of a hallway, when they release it, it’s suddenly a giant soda can that is physically blocking the hall. Players start with one mechanic - any item they pick up in its 3D world immediately transforms into a 2D item. Things start simple enough, although “simple” isn’t a word I’m entirely comfortable associating with this game. The machine in charge of their slumber goes haywire, and they’re forced to explore a series of increasingly surreal worlds full of perspective-based platforming puzzles. Players control an unnamed protagonist taking part in a dream study. Perhaps the most innovative first-person puzzle game since Portal, Superliminal is less narratively ambitious than that classic, but makes up for it with truly outrageous flights of dream logic fancy. In fact, it would be a little on the insufferable side if it weren’t for how good it feels to solve its puzzles… As every new mechanic appeared, I could almost hear the developers clapping one another on the back for how clever it all was. Over the course of a couple of hours, minds are bent, every rule of logic and common sense is broken, and perspective will never again seem like a constant. LOW That EXIT sign isn’t a good enough clue.Īs much a head trip as it is a puzzle game, Superliminal exists only to show off how clever its developers are. HIGH The bouncy house/pool level is a classic.
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