I’d like to say it’s bad cause sudden difficulty spikes that vanish immediately are kind of unnecessary, just in general, for any and every game out there. However, there are some sudden spikes of difficulty then it suddenly drops back down which is… I don’t know if it’s good or bad. Beyond that the main concept of the game is well… up and down, the concept is great and most of the game seems fairly easy. That’s pretty much all there is puzzle-wise, there’s extra areas you can that get increasingly difficult to get into that have collectable stuff in them. It’s not always a box, but most of the time it is. However, there was one other mechanic that’s used rarely, where you line up paint on the walls or ceiling, or both, whatever, and when you align all the lines of the paint into a square, poof, you click it and it becomes a real box that you can do the distance stuff on. Most of the game is just spent with that distance perception mechanic that I just mentioned. You’re the doctor dude, don’t lose me like that. And during this whole time the main doctor sends you updates which all pretty much boil down to “I’m a doctor, we have no idea what the fuck is going on, we don’t know where you are, but just keep walking and we’ll figure it out and get you out of there… somehow.” And let me tell you, that shit, that shit right there, that’s not comforting. However, things get fucky as your existence somehow fucks with their code causing like every possible error to show up on their end, even to the point they lose your consciousness for a while then ‘poof’ you’re back. You don’t actually see or hear that you’ve gone into this place or that you’re asleep until the AI that’s supposed to guide you through the dream sequences tells you that you’re in this situation and it’s like ‘hey that’s great whatever, bring me da puzzles’. They’re at a center to help get rid of nightmares, feel like a new person, and just do better in real life in general. The reason your nameless, faceless, body-less character can do this stuff is because they’re actually sleeping during the entire game. Explaining it is kind of complicated, playing it isn’t though, thank fuck for that, if it was as complicated I’d have never finished the first puzzle because my brain already hurts. Get it? I hope so cause my brain feels like it’s about to fucking explode. If you walk up to a wall while holding something it gets smaller, or if you look at a far wall and release it, it’s larger cause you have to walk towards it which makes it grow. Now you have a giant fucking alarm clock, like four or five times your size it’s batshit crazy. However, at the same time, the size of it never changed visually, so as it falls, it gets bigger because it’s getting closer to you. For example, if you pick up an alarm clock, it’s whatever size an alarm clock is, well you look up to the ceiling and let’s say it’s three stories tall, well when you release the alarm clock its position is listed as on the ceiling ready to fall. Well in this game, items stay the same size when you’re holding them, however, their placement in the world changes based on where you’re looking at and its distance from you, like the wall or ceiling. Even my blind ass knows this stuff, so I’m sure you all do too. In real life, when let’s say a train, is right next to you, you know, it’s fucking big yeah? Well when it’s far away it’s itty bitty. The description is a little weird so I’ll try to explain it fast and dirty like a quickie with a ratchet skank. Superliminal is a first person puzzle game where you use perception, mainly distance perception, to solve puzzles.
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