![]() ![]() Overall, Superliminal is a clever puzzle game that is a tight two-hour experience. Playing in the daytime helped alleviate the problem and it was only for the middle section of the game, but fair warning if you’ve experienced this in similar games before. While The Witness became entirely unplayable for me, this was subtle enough that I didn’t notice it at first. Both share colorful settings with fast-moving disembodied characters. The only other time that’s happened to me was with The Witness, another first-person puzzle game. One downside worth mentioning is that the game made me slightly nauseous. Instead, some cool visuals (with quality techno-music backing) take the forefront, playing more tricks with perception. The puzzle-solving becomes mostly secondary. The final section of Superliminal leads into an impressive climax. What starts as mind-bending stuff turns downright trippy by the end of the game. The premise is that you are stuck in your dreams, which is why all these strange things are happening around you. It adds a bit more to the experience, but isn’t the star of the show. The occasional narration is tongue-in-cheek and is reminiscent of the likes of Portal and Stanley Parable. Outside of the puzzles, Superliminal has a good sense of humor that supplements the gameplay. Visual illusion tricks are the heart of Superliminal. It’s something that looks like and behaves like a cube, but that’s just a visual illusion on a two-dimensional screen. ![]() You see a cube, but it’s not really a cube. The game plays with the illusion that game design is all about. That said, get used to seeing narrow hallways. A section will show off a new version of a puzzle, riff on it a few times and move on. There’s just enough variation for the solutions to feel clever throughout. Ultimately, Superliminal does a good job of keeping the puzzles fresh. The length may be viewed as a detriment in terms of value, but the finished product is tight and it rarely feels like there is any padding. Superliminal will probably take a couple hours to finish depending on how stumped (or not) you get by certain puzzles. Pillow Castle’s solution to that is in the game’s length. How many different variations can there be for what, at first, appears to be just one game mechanic? Initially, I questioned the game’s ability to switch it up over the course of a full game. Being able to aim, move and click with a mouse as opposed to two joysticks probably alleviates the precision problem. Now it’s out on consoles (PlayStation 4, Xbox One, Nintendo Switch). We reviewed it then (Antal Bokor liked it a bit more than I did). Sometimes, though, you see what the puzzle requires you to do and struggle to execute it correctly due to difficulty getting precision from the controls. That seemed to be just the right amount of challenge. According to the developer, PS4 and Switch versions are "the next thing we're tackling", so hopefully there'll be additional word on those soon.Puzzle solutions may seem simple at first, but often require an extra level of thought. That includes a 15% discount, available until 18th November. Pillow Castle has opted to restrict sales of Superliminal to the Epic Store at launch, where the game will initially cost £13.99/$16.99 USD. "As you fall asleep with the TV on at 3AM, you remember catching a glimpse of the commercial from Dr.Pierce's Somnasculpt dream therapy program," explains the developer in the spirit of scene-setting, "By the time you open your eyes, you're already dreaming - beginning the first stages of this experimental program.Players need to change their perspective and think outside the box to wake up from the dream." All of which you can see in the deliciously confounding launch trailer above. Now, almost six years later, Pillow Castle's single-player game is back under the name Superliminal, and with a considerable dose of polish - which has given it a somewhat cuddlier look, and a comedic tone vaguely reminiscent of Portal and the Stanley Parable. A normal-sized picture might balloon into an enormous platform, for instance, while the leaning tower of Pisa might shrink down to the size of a chess piece. What it did have, though, was one hell of a hook, in which players were able to manipulate items that would adapt in size and distance according to their first-person perspective. Back then, it didn't have a proper name (simply referred to as "Museum of Simulation Technology" on its start screen), and it didn't have much of an art-style either. Superliminal first surfaced in 2013, when Pillow Castle fired a deeply impressive tech demo into the wild. ![]() It'll be heading to PC next Tuesday, 12th November. Developer Pillow Castle Games' long-in-the-works perspective-based puzzler, Superliminal, has finally wiggled a bit to the left and brought a release date into focus. ![]()
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