![]() ![]() My enjoyment of Superliminal is the closest thing to perfection I’ve found in a game like this in years. ![]() ![]() Like a dream you never want to wake up from. Even in the most disorienting of dreamscapes, Superliminal brings you to a place that just feels good. The meticulous design of the levels, mixed with the colorful visuals, attention to detail, and bizarre, surreal flair, is nothing short of spectacular. My playthrough clocked in at about 4 hours, but I was taking my time with the game because I enjoyed it so much that I didn’t want it to end. I would say you’ll get anywhere from two to ten hours out of a single playthrough, depending on how many of the puzzles give you trouble. Superliminal is colorful, visually interesting, and overall I found it to be an absolute treat. Superliminal does not provide anything more frightening than an occasional claustrophobic room. Also, I’d like to point out that many games that involve dreams tend to lean into nightmares and horror tropes. I won’t spoil the point of Superliminal’s narrative, but I found it to be satisfying. The game itself also throws you into scenarios you might not expect, some of which are downright hilarious, and others are so unexpected that I couldn’t help but be impressed. You are often spoken to by the employees of the Somnasculpt program, and many of the things they have to say are hilarious. The Stanley Parable threw strange scenarios at you, Portal gave you puzzle rooms with a sassy robot talking to you, and somehow Superliminal does both. In fact, it is one of the better ones I’ve seen. There isn’t much to say about how the game controls overall, because other than using the space bar to jump, there’s not much in the way of complexity there. The controls are simple, the mouse moves your camera, you can move with either the arrow keys or WASD, and you use left click to grab or interact with objects, and right-click to rotate them. This game requires you to think outside the box, and in a world of dreams, that makes sense. I didn’t find most of the puzzles difficult, but some of them took me a while because I had to wrap my brain around what the game was trying to teach me. The game doesn’t teach these mechanics itself, instead, it has you interact with things to see how they work.īecause of this, there is more of a sense of accomplishment when you figure out how to progress. Each level either introduces a new mechanic or teaches you a new way to use mechanics they’ve already introduced you to. In this game, instead of portal guns, gels, or other gimmicks, the key to success is figuring out how to see the room from a perspective in which you can progress to the next room. ![]() The moment your protagonist falls asleep, they find themselves beginning the early stages of the experimental program. In Superliminal, you play an unnamed protagonist, who falls asleep at 3 AM while watching a commercial for Dr. Superliminal is neither of these things, in fact, it is something I found to be incredibly refreshing. With that, comes a mixed bag of homages and pale imitations that hardly fit the mold. Since the release of Portal back in 2007, plenty of other games have tried to catch that charming, head-scratching spark. Whichever is the case, these are some of the longest cutscenes that have ever featured in gaming.In this current era of gaming, first-person puzzle games aren’t that uncommon anymore. While many may argue that this isn't necessarily a bad thing, others find that it can really break the player's sense of immersion. They can also be used too much.Ĭertain developers are notorious for their overuse of cutscenes to the point where some titles feel more like movies than video games. They can be used in a variety of different ways, like recapping past events or telling parts of a story that just wouldn't work as a gameplay segment. RELATED: 10 Longest-Running Video Game Franchises (& How Many Games They've Released)Īlthough some genres utilize them more than others, pretty much every game released in the modern age features cutscenes in some way, shape, or form. Cinematic experiences are becoming the norm. Since then, the advancements in technology and the push towards narrative-driven gameplay have led to a big change in the way that cutscenes are used in video games. Many consider the 1991 arcade classic Donkey Kong to be the first video game that used cutscenes to tell a story. ![]()
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