Visuals augment the gameplay, providing simple cues to let the player know when something is or isn't interactive; Unsettling narration is perfectly delivered; Excellent sound design and music; Lots of replay value
Occasional performance woes
Welcome to another Backlog Review, where we take a look at an older game that fans might have sitting waiting to be played or are still considering giving a purchase. This time we’re looking at Superliminal!
Superliminal is a game within an experimental dream. The game’s main focus is on the use of perspective to scale objects which helps to create a dream-like atmosphere. Whenever an object is held, it is placed in the world as a real object with the scale of whatever wall it is against. To illustrate how it works, imagine picking up a box in a warehouse where it stays at a fixed scale from your perspective. Looking at the floor while holding the box will make it become smaller since it is physically closer to you, while looking at the furthest wall of the warehouse will make the object massive. While hard to explain in words, this mechanic comes naturally in gameplay (and you can see some of it in the trailer below).
The game is simple and easy to control, making it accessible for almost anyone. Players can walk around and interact with a single button from a first person perspective, similar to games like The Stanley Parable and Firewatch. This simplicity is important to Superliminal as it streamlines the game into sections where it is easy to understand what you are able to do. Beyond a cursor and subtitles, the game keeps the UI to a minimum to engage the player. All of these concepts are done very well, and Superliminal uses its inherent simplicity as a strength. Expectation plays a big role within the experience, where sometimes the game will change to make puzzles more interesting, or try to catch the player off guard which helps to maintain the dream-like atmosphere.
Superliminal’s visuals are similarly simplistic in relation to its gameplay. Many of the locations the player experiences throughout the game are liminal spaces; areas like warehouses, movie lots, hotels and office buildings that are lit-up and well furnished, but devoid of people. This focus gives the game a distinct feeling of uneasiness, only occasionally remedied by the recorded voice of Superliminal’s narrator or soft piano music that vanishes before you realize that it has creeped in. The game’s focus on simple, usually single-color objects both helps the player identify what they can interact with while also contributing to that overall straight forward feeling.
The audio heard within Superliminal can be separated into three categories: sound effects, narration, and music. All of these parts feel well thought out and purposeful in their execution. The sound effects all have a good feeling to them, from the plucky pick-up sound, to the way the fire extinguishers run out of foam, to the difference in weight to objects when they become larger, and beyond. The narration makes up most of the game’s plot and always makes makes its presence known when the player might be starting to feel too comfortable. Superliminal’s continued focus on unease is especially noticeable through dialogue, with characters having a tendency to say uncomfortable or unnerving things in calm manners.
The tone rides the line between unsettling and settling throughout Superliminal, but I feel it does a good job never pushing too far onto either side. This is especially helped by the game’s soundtrack. Most of it consists of relaxing music, whether through soft piano refrains or lo-fi beats. The music does a great job of creating comfortable atmospheres which usually accompany puzzles, and the following silence after you exit the puzzle room helps keep the player uneasy and gives a feeling of being lost.
Beyond your first playthrough, Superliminal has plenty of options for players if they would like to continue playing the game. On top of achievements pushing players to find secrets and beat challenges, there is also an additional challenge mode. For those curious about the development and the story-side of things, there is a developer commentary mode, as well. The game also features a race-style mode where players can compete to be the first to complete randomized rooms, as well as a multiplayer mode for the story. While story-based games like this aren’t always the most inviting for repeat playthroughs, Superliminal does give a pretty nice incentive for those who would like to revisit the game.
Superliminal’s story is one of the most important parts of the game as a complete package. The main idea is that the player is trying out a new experiment for the company Somnasculpt. With the help of Dr. Glenn Pierce and a robotic system, the player embarks on a journey of dream therapy. Both narrators help guide the player through their dream along with all the new surroundings and abilities, when things start to not go as planned. The story impacts the game in a way that I feel benefits it, and leaves you wondering about the little bits of info the narration gives you. While it isn’t the most crazy or complex story, I’d say it serves its purpose well as not only the backdrop for the game, but adding to its overall feel.
Overall, I enjoyed my time with Superliminal. I love how the game constantly plays with the user’s expectations, and the unique gimmick made for some puzzles that stumped me. The ever shifting visuals kept me engaged all the way through and made me excited to see what the game would do next. While it is a little short at around three hours, it is an experience that I believe most people should try. While the game can be short and simple, it creates a fun and engaging time throughout.