![]() ![]() ![]() The first time I picked up a normal-sized exit sign and moved it around in the air to let go and have it become 30 feet long, the intuitive nature of the action was endlessly amusing. I found this immensely enjoyable from the start. Nearly every puzzle you solve in the game to move forward is based on your viewing and sometimes moving objects from a specific viewpoint. Some objects may only be accessible if you view them from a certain perspective – sort of like the Riddler clues in the Arkham games. In some parts, you may have to manipulate the size of the doorways to fit through them, but in other scenarios, you’ll need to change your shape within the entire environment to fit through a static doorway. It sort of sounds like a one-trick pony, but the execution in-game along with a variety of other perspective-based puzzles keeps things fresh throughout. If you’re close to a small object that you’re handling, it will appear much larger. If you handle a large object far away, you see it as small and thus it is tangibly small. That means that objects you interact with will change size relative to how they look from your first-person view. The whole allure of Superliminal is that you’re going to be manipulating objects by changing your perspective of them. There’s something familiar about this place… Puzzles by Perspective It had the same dismissive quality of GlaDOS, though with a bit less personality to flesh out. It mostly gives you vague direction and reassurance that, even though things are not going well, you can probably make it through it. This voice, as you proceed, isn’t guiding you or anything. Yet what reminded me most of that classic puzzle game, aside from the puzzles, is the omnipresent monotone AI-like voice. The original Portal had plenty of strange “testing facility” areas and quite a few off-the-grid zones as well. This is where the Portal comparison comes in. ![]() However, I think if you’re looking past just the raw aesthetic, the games are dramatically different. Moving through office complexes and quickly transitioning to strange hotel lobbies or back rooms/alleys also gives it that “ Stanley Parable” feel. While it doesn’t have the now iconic narration element, it does have quite a bit of comedic voice-over that happens throughout. The setting for Superliminal and the nature of crazy events that occur are evocative of The Stanley Parable. ![]()
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