It's all a lot easier to describe in motion. Line up various cut-outs of a cube so they make a whole, and you can pick up that cube like it's a regular puzzle game problem-solver. If you're holding a toy ramp and position it so it looks like it'll reach a window on the far wall, it'll reach that window.Ī trick I don't remember seeing from those untitled videos years back is that flat images can be turned solid, and vice versa. Put it down, though, and it'll size itself based on how large it is relative to the closest object directly behind it. Pick up an object, and it hovers in front of you. Superliminal builds its puzzles around forced perspective, that optical trick your mum uses when she picks up the Eiffel Tower one-handed in holiday snaps while everyone pretends to be having a good time. I'd readily put a fiver on that not-GLaDOS voiceover turning more openly evil in a second act twist. I'm not exaggerating when I say it's gotten very, very Portal. It's all gotten a bit Portal, with a brief detour into The Stanley Parable territory. Superliminal's gotten a nice lick of paint since I first caught it half a decade back. With a new look and a new name, Superliminal finally enters the picture in just under a week. Like fellow mind-bender Manifold Garden, it's been a long road to release. I can't wait to give that a spin."įive whole years later, and I'd almost forgot about it. "Gosh," I probably said, "that looks neat. Back in 2014, Superliminal (then an untitled puzzler from developers Pillow Castle) was just a simple little demo with a cool as hell gimmick. Cor, now here's something I haven't seen in a long, long time.
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