![]() And things only get wilder from there.Īll along the way, you’re told that you are a participant in some new form of sleep therapy, delving deeper into dreams in order to come out the other side a better person. It lets you shrink a normal-sized crate down to dollhouse-size in order to fit it through a gap, pressing a pressure plate in another room. It allows you to take a tiny rubber duck, hold it close to your face so it looks gigantic in the environment, and then send a giant rubber monstrosity crashing to the ground. That forced perspective concept is at the heart of Superliminal. Have you ever sat across from someone and squinted your eyes while holding up your thumb and forefinger so it looks like you’re squishing their tiny head? Have you ever held a small object in such a way that at just the right angle it looks massive? How about those lame tourism photos where everyone uses forced perspective to make it look like they’re holding up the Leaning Tower of Pisa? No, not like that. “Perception is reality.” Not only was this statement part of the advertising, but it also comes up again and again throughout the game’s world. But to give you an idea, I’ll explain one of the opening puzzles and one of the game’s key mechanics… ![]() I hesitate to say much at all about what the puzzles entail, because so much of this game is about that initial novelty. The designers anticipate what you will do and what you will try, and their goal is to surprise and delight you with some wild optical illusions. Seriously though, most of the puzzles feel like being called up on stage from the audience of a magic show. When a puzzle is solved in Superliminal, it often feels like a magic trick. Superliminal doesn’t make you feel unintelligent, but the give and take between the player and the game is completely different. “Every time I solved a puzzle I felt like a genius,” was a common talking point. It was praised for how it empowered the player. In Portal, solving a puzzle felt like gears clicking into place. I'm looking forward to see how the puzzles evolve.Superliminal is a Portal-esque puzzle game that completely reverses that game’s fundamental conceit. It also doesn't feel as natural or well-written as Portal either.but an hour in, I think it's a worthy purchase. It doesn't quite reach those levels of sophistication in terms of puzzle design or thematic and philosophical impact. I'm enjoying it so far, even though, as you said, it's Antichamber lite. The linear narrative akin to Portal is something I didn't anticipate but that's fine. Yeah I decided to bite the bullet last night. I guess you could call it a lite version of Antichamber in terms of gameplay, with a nicer narrative akin to Portal than the myriad of basic platitudes you collect in Antichamber. There's no backtracking through previous areas since the game has a bigger focus on story, unlike most other escher-esque, mind bending puzzle games. The gameplay is a lot less obtuse than antichamber. My issue with Stanley parable was in the demo, the game didn't seem that interesting or creative iirc. ![]() I was more of wondering about the gameplay itself. Origineel geplaatst door Morton Koopa Jr.: ![]()
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