![]() Enlarge the small doorway atop the moon so it can be entered. ![]() ![]() Grab the moon above and lower it to the floor (note that the moon is unaffected by gravity). Enter the large room with the open skylight.Continue through the room with the crane, along the bridge in the warehouse room and along another pink hallway.Moving this piece will reveal the room's exit. Stand on the edge of the platform with the yellow railing to properly align the giant, cyan king piece. ![]() Align the checkered cube imprint on the roof.Proceed up the stairs with the yellow railing and enter the door to the right.The exit will now appear at the end of this room. Align the emergency exit door to materialize it. Take the checkered cube from the previous room and use to reach the left platform.Use this to reach the raised exit situated across from this room. This cube, unlike the previous one, has steps inside of it. Now the same can be done to the checkered cube. Align the imprinted image of the vase on a table to make it 3D. Otherwise, enter the room with the double doors. To save time, the checkered cube from the previous room can be used again to reach the raised exit of this hallway (though this is likely not the intended solution).Use this to reach the raised exit at the hallway's end. When aligned, the cube will transform into an interactable 3D object. Align the imprints so that the cube picture is complete. The picture of a checkered cube is imprinted on various pieces of furniture in the room. Continue down the hallway and enter the room with the double doors.Exit the warehouse through the door near the boxes. Use one of the four green exit signs to create a ramp over the inner room's walls. Follow the hallway into the room inside the warehouse.This room gives the illusion that it is a dead-end but entering it reveals a hidden hallway to the room's right. Turn right at the hallway's fork and enter the last room to the left.Grabbing the door will take it off it's hinges. Take the first left then a right to reach a grey door with an exit sign above it.Head out of the yellow reception area into the pink-walled hotel.The player will "spawn" here for many levels after this. Collectibles come in the form of fire extinguishers, fire alarms, hidden chess pieces and constellations, so there is plenty to go back for on second and third playthroughs.Optical begins in a yellow hotel room (labelled Suite E). Alongside the number of various collectibles and secrets to discover, is the level select that unlocks after each level. Superliminal puts steps in place to avoid bombarding the screen with too many cloned objects, but by the time you reach the limit the game has already stuttered to a halt.īut Superliminal does offer a lot of repeat playthroughs. The music gets choppy, and the framerate drops significantly. The balance doesn’t feel quite right throughout.Īt times, when you are cloning objects or you have shrunk yourself down to the size of a pea in amongst towering monolithic chess pieces, Superliminal struggles. Superliminal has you wandering through a lot of corridors in between these main sections before either dropping you into another puzzle similar to the one just completed, or something really cool and imaginative that only happens the once. Unfortunately, these have a nasty habit or overstaying their welcome, or being too few and far between. Some levels require lining up objects to reveal another – similar to lining up the QR codes in Watch_Dogs – and other levels are all about figuring out the mechanisms of a labyrinthine series of rooms. It isn’t all about altering the size of objects in order to progress, Superliminal has a few other levels built around unique mechanics. Having started so silly and just a bit of fun, the ending is an unexpected but enjoyable conclusion. By the end of it, his ramblings start to become more profound and poetic, and you as the player get the sense this is all some sort of reflective journey. Glenn Pierce will leave cassette tapes with insights into his mind, providing a bit of backstory. Once again this reminds of Portal when you first broke out: were you there of your own accord or is there something more sinister at hand? It isn’t long before you are able to ‘escape’ this control environment, and by climbing up and over the walls you start to see that things aren’t quite as they seem. Superliminal throws other ideas your way too, including levels based around cloning objects, or others predominantly set in the dark, complete with the sense of a jump scare around every corner. Some objects will need to be enlarged to allow you to reach platforms higher up, or they contain a doorway that is too small for you to fit through.
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