I tried to interact with the lamps, tables and chairs, looking for something to manipulate. At first, I ran around the room, seeking an angle that might make a doorway appear. So does observing the details in a room, or thinking about an object in a particular way. I knew from solving many perspective puzzles thus far that observing the room – or a specific object - from particular angles often lent a solution. After getting through much of the Optical stage (the second main area of the game, it looks a bit like a massive museum space crossed with a hotel), I came across a long room with a skylight, chairs, tables, lamps and paintings on both sides, and a looming empty space where the exit door surely needed to appear. I’m going to spoil one fairly early puzzle here, in an effort to show just how effectively Superliminal uses visual language. There have been moments of surprise and delight throughout - that “ooooh! That’s what I have to do!” hit in my brain that I specifically come to this kind of experience for. It often does that ridiculously difficult, but heady thing that only the best puzzle titles can do: it makes me feel like a genuis. It’s a fantastic example of smart, satisfying design. I’m gonna need an aspirin cause my head’s still spinning ? /089gOjkVjL I finally got around to play Superliminal by What a lesson in level design this was ? I spoke a bit about the game on Channel F this week (that discussion starts around 23:24), but, as I’ve spent more time in its wild, expressive world, I’ve fallen even further for the game and its brilliant imagination. I saw this tweet the other day and immediately ran over to my Switch to buy it. A first-person puzzle game that centers on shifting perspectives (and often, sizing or resizing objects based on perspective), it released to critical acclaim last year. I have no idea how I missed Superliminal at launch.
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