Monday, February 12, 2024

Superliminal - Thoughts


Among gaming's innumerable copycats, the Portal-likes are arguably the most creative. That's due in large part to the imitators' aversion to copying the central portal mechanic; rather, what they fancy is Portal's sardonic writing, compartmentalized structure, and science-first focus. This tends to make it obvious when you're playing a puzzler that comes from the school of Portal—but thankfully it's a good school, encouraging its students to break Newtonian Physics in creative new ways.

Superliminal is a recent graduate from this school, one that earned high marks with a relatively obscure focus: perception.


Of course, video games are no stranger to visual trickery. Almost every genre utilizes silent warps and illusory walls (horror games are smitten with mind games), but there aren't too many crunchy puzzlers built around this idea. Major titles like The Witness and Antichamber feature a decent chunk of perspective puzzles to grapple with, but those are merely fractions of a larger, more surreal whole. Superliminal on the other hand simple is humble and down to earth, placing the player in an empty workshop where everything functions as you think it should. Well, except for the fact that you have the uncanny ability to expand and shrink objects just by touching them. But it's not your fingers that are doing the manipulating, oddly enough—rather, it's how your see objects in relation to their surroundings that changes their physicality.

The easiest way to explain Superliminal's mechanics is to harken back to being a bored kid. There isn't a child alive that could resist bringing their index finger and thumb close to their eye and squishing members of their family, all while making a loud, wet "pblsbh!" noise. Depth is ignored in this silly action, rendering the squisher's fingers as large as their eyes see them and their unwitting victim as small as they are distant. And this is exactly how Superliminal works: bring a chess piece close to your vision and it will balloon in size when you drop it. Likewise, you can glance down at an apple between your feet and instantly pick it up, reducing it to no bigger than a grape. It's a phenomenally cool system that takes a bit of work to get used to, especially once you start trying to make stairs by cloning a single object.


Thankfully, Superliminal teaches you the ropes via a series of Portal-esque quarantine puzzles. You'll learn and re-learn the ins and outs of this strange new perspective mechanic, discovering how to fit large objects into tiny crevices and expanding morsels of food into indestructible loading ramps. Afterwards, the puzzles get a lot more obscure and intermittent, eschewing with the room-by-room challenges for more varied and unorthodox sandboxes. Yet the game never morphs into anything too complex or oversaturated; like Portal, the developer's goal is to stimulate, not stymie you. Superliminal is carefully curated so that you'll reach the credits in under three hours—provided you don't mind getting lost now and then.

Unlike Portal however, Superliminal rarely activates the lightbulb in your mind. The game is at its strongest when it introduces new mechanics for you to play around with (Induction, Clone, Dollhouse), but that's only a third of the game's material—if not less. The majority of Superliminal's challenge comes from navigational struggles, like finding a hidden object or escaping from an infinitely looping hallway. The final leg in particular leans heavily into optical illusions and obfuscated pathways, feeling less inspiring and more... disappointingly monotonous. Maybe I just wanted more cuboid puzzle rooms, unprepared for the game to pivot from Portal to The Beginner's Guide. In any case, I was pleased with Superliminal by the end, though not as ecstatic as I was when I first started it.

A minor thing that hammered this point home was the game's challenge mode. Similar to Portal (speaking of monotonous, how many times have I said that by now?), Superliminal tasks the player with using the fewest moves possible to reach a puzzle's solution. Every jump and interaction will be marked down once you begin a puzzle, with some of the restrictions initially feeling ludicrous, if not downright impossible (even the first puzzle is no joke!) But like the main game, the challenges shift from finding creative solutions to standing in precise spots to execute obvious but increasingly annoying maneuvers; it's less about thinking outside the box and more about finding the exact right-sized box to stand atop of. Towards the end, a lot of the challenge solutions become identical to those you discover during first playthrough, just with a minor tweak (if any) added. It's nothing that ruins the game, but merely reinforces the fact that the game was strictly designed with your initial playthrough in mind.


Superliminal is an excellent experience that's only so-so as a puzzler. During your first playthrough you'll run into some brilliant, mind-bending situations!... which will sadly lose their luster on replay. Like the perspective mechanic itself, the longer you toy with Superliminal's illusions, the less magical and more mechanical the game itself will become. The challenge mode in particular feels like a strange afterthought, more concerned with quizzing you on where and how you place its objects down, rather than on what you're doing or why. But if you avoid over-analyzing and instead sit back and relax, Superliminal takes you on a wild wide full of surprises, proving at the end of the day that it learned the right lessons in Portal school. What's big can be small, what's thin can be large, and maybe the exit you're looking for isn't going to be the one you're walking through.

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