![]() ![]() The system takes some getting used to, and you’re encouraged to play around in order to understand how things work in this dream world. Everything interactive is within reach-what looks nearby are big and what looks far away are small. Gameplay of SuperliminalĪs soon as you start the game, you see the message “Perception is reality.” You fumble enough with interactive objects and you’ll realize that you can resize objects through perspective. That’s when you may stumble upon a doorway or passage in the darkness, and you should be able to find your way out as long as you’re facing the right direction. Whenever you feel like you’re stuck, you may start running around to look for less obvious ways out. In this case, they’re not that hard to find as you’ll figure out the rules as you go along, which the game is thankfully consistent with in its visual communication. That works with rooms and passages meant to be hidden, so you have to feel your way around to find those places. The high contrast reminds me of Antichamber, and it makes dark places almost impossible to see through. The game does its best to make you think more about the problem and not what you’re supposed to be looking at. This lets you distinguish objects easily, and the game highlights interactive objects with a white outline when you look at them just to be sure. The graphics are good enough that you won’t have to worry about being deceived by what you’re seeing, especially in such a puzzle game that is all about how you see things.Ĭolors are saturated and set at fairly high contrast. It does have that UE4 look at feel, not that it’s a bad thing at all. Never mind that this game is exclusive to the Epic Games Store. They’re also not actively trying to help you get out other than telling you to reach the elevators that let you try to snap out of sleep.Īt first glance, you know it’s an Unreal Engine game. The Pierce Institute doesn’t seem like they’re doing anything nefarious. It’s not much of a plot, but merely a background that gives a bit of context to the setting and what you’re able to do in it. You end up going deeper and deeper into the dream, and things get weirder as you go. They specialize in a revolutionary sleep therapy technology they call SomnaSculpt, which induces super lucid dreams that you can explore and fool around in. The year is 1991, and you are a volunteer at the Pierce Institute. NOTE: This is a full review, so here be spoilers. On the other hand, something like The Talos Principle or The Witness may rub some people the wrong as they try to be “too deep,” which then defeats the purpose of their design. For example, Antichamber has almost no narrative, but it pulls the player in with its gameplay. ![]() Puzzle games should rely mostly on their puzzles instead of overly relying on the narrative to be compelling. The retail game still makes use of the original premise of using perspective to manipulate interactive objects to solve problems and progress through the game. ![]() It’s an expansion of a tech demo titled The Museum of Simulation Technology, adding a plot and more puzzles. It has similar elements like portals, visual perception puzzles, mind screwdrivers, and disembodied voices narrating your experience. Superliminal is a first-person puzzle game developed and published by Pillow Castle Games that is almost like a mix between Portal, The Witness, Antichamber, and The Stanley Parable in various ways. The first-person perspective also paves way for more creative puzzle designs, which Superliminal does quite well. I like puzzle games, but I like first-person ones even more as they require more careful and thorough observation to solve. There’s something about first-person puzzle games that makes them compelling. ![]()
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