![]() ![]() Where it falls short, where every linear story falls short, is replayability. Superliminal has a positive, heart-warming ending. However omnious anything appears, there’s little to fear. A doorway may appear to lead out into the vast sky, but the sky is then revealed to be a human-sized cardboard cut-out. A die may appear fragmented from one angle, but complete and interactable from another. A chesspiece may appear small when held by a nearby table, but may appear large when held up against a far-off wall. Many of the mechanics in Superliminal rely on the player changing their in-game perspective. ![]() Those fond of The Stanley Parable, the Portal series, and Quantum Conundrum might enjoy this one as well. The path to progress isn’t always laid out, so players must create their own by manipulating interactable objects. What begins as a guided therapy test, turns into a mischievious little exploration, then – an anxious escape as both the environment and the narrator become more and more unreliable. In Superliminal, the player traverses several dreams, always seeking the exit. Hence, “Secondhand Thoughts.”Īlso, there will be non-hidden spoilers. Even though I never had control of the game, I still found its content thought-provoking enough to warrant sharing. Thus, gameplay-related satisfaction, frustration, and revelation doesn’t apply in my case. I did, however, watch someone else complete it. I did not purchase Superliminal or play through the game. Tags: First-Person, Walking Simulator, Puzzle, Linear Storyįirst, a mini-disclaimer. ![]()
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