![]() As the game goes on, it becomes apparent that something is wrong with the dreamworld you find yourself in (the framing device of the game is a lucid dreaming study) as you are unable to wake up, despite both the VO and environmental clues telling you how to do so. Some of the VO can be skipped by ignoring the radios scattered around.Ĭomprised almost entirely of perspective-based puzzles that involve enlarging/reducing objects (based on where you are in relation to them) in order to weight down a wide variety of buttons, jump over several walls or otherwise find your way through a complex of lovingly-crafted, if eerily empty hallways, Superliminal has no real need of a story. ![]() The audio levels are wonderfully balanced meaning that each word is clearly understood and, thanks to the voice direction/talent, beautifully delivered. This is true even of the two voice actors who deliver the story of the game. The handful of sound effects used throughout follow the same pattern they blend perfectly with the world and serve to improve the gameplay experience, rather than detract from it. The ambient music that plays throughout is the piano equivalent of lo-fi (for younger generations), or lounge music (for older generations), and wonderfully enhances the calm, thoughtful atmosphere of the game. ![]() The clarity of the art design extends to the sound as well. The industrial areas of the game are as much a treat to look at as the sumptuous hallways. Everything is perfectly lit and laid out for the player to discover (including a handful of hidden areas) and, in a game that relies exclusively on visual puzzles, the absence of a UI (save for the highlighting of held objects) is barely noticed. Mazes are hidden in total darkness, only to be revealed when picking up a light source, and doorways are hidden in pure white walls in a design choice that would verge on annoying were it not for the fact that it is used so sparingly. At no point did I struggle to see what the game wanted me to see unless, that is, the game WANTED me to search for it. The separate chapters of the game all feel distinct and the behind-the-scenes areas that you regularly come across are as gloomy and atmospheric as the bright hallways the game sets up to be the intended experience. Would that all games hide their tutorials as smoothly as this one does. More impressively, however, is the ability to rebind all of the movement and interaction options to a mouse, keyboard or both, meaning those gamers who may be forced to use one or the other can still experience this great game. ![]() Colours are vivid, but never distracting, the 3D models are smooth and easily readable, and the limited tutorials are delivered via in-world prompts rather than floating text boxes. Whilst gaming in general has had a big push towards photo-realism over the last few years, I have yet to play a game where the clarity of graphics and the tone of the art design is as important as it is here. This corridor is not all it appears to be. Following the grand tradition of games like Portal that slowly and, more importantly, clearly introduce game mechanics and The Stanley Parable that use narration from external sources to offer a commentary on the world around the player rather than the character, Superliminal is a short, sweet game full of inventive puzzles and crisp visuals. Superliminal is one of those rare gems: a puzzle game that doesn’t outstay its welcome and leaves its mark in the form of a lasting message. ![]()
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