At one point in Superliminal the moon came to my aid. I was stuck in a
room somewhere with no exits. Up above me I could see the moon through
an open skylight, so I grabbed it and brought it down to earth. And
then...
I put the moon up front with this because I hate to open with a quote
straight off. Anyway, now we've had the moon, here's Nathaniel Hawthorne
on dreams. Hawthorne's ambition was "to write a dream". He meant: "a
dream which shall resemble the real course of a dream, with all its
inconsistencies, its eccentricities and aimlessness - with nevertheless a
leading idea running through the whole." Tough gig? Quite. "Up to this
old age of the world, no such thing has never been written."
Superliminal
certainly gives it a go. It is not, in truth, particularly dreamlike a
lot of the time, but it is set amongst dreams - in a sort of dream
laboratory in which you are thoroughly lost. And it pulls a lot of
dreamlike tricks. Superliminal is all about perspectives. Let's say
there's a room with a door halfway up the wall that you really want to
get through. You have a little wooden block in your hand. If you can
position the block so it looks big enough to climb upon to get to that door - voila! The block will be big enough. Perspective is reality here.
It gets a lot more complex than that, of course. Your job is to
navigate increasingly fraught environments looking for the exit. At
first I worried this was going to be one of those games that follows the
comical bureaucratic blandspeak template of Portal, but it's a lot more
interesting and heartfelt than that. At first I worried, like I
mentioned, that it wasn't particularly dreamlike - that Hawthorne was
right and the subject was just too tough. But it's a mediated dream, I
guess - a lab dream. Almost a guided dream. More than anything it's just
a wonderful puzzle game.
So you know how to make objects bigger
and smaller than they initially are - by making them appear to be as big
or small as you want them to be. Dice, exit signs, chess pieces. All of
these can be blown up or shrunk down, and the pleasure of Superliminal
often lies in finding a surprisingly practical use for such a
fantastical object. A huge chess piece, for example, can weigh down a
pressure plate. A vast dice can be pulled from the wall to reveal a
gaping hole behind it. The ramps in this game! The stairs!
Superliminal
is just getting going though. Fairly soon objects themselves are not
what they appear to be. A block may turn out to be two blocks, a chess
piece might lift off the floor and carry a chunk of that floor with it.
Actually, a chess piece might really be a clever bit of perspective
painting that warps as you walk around it, like that amazing skull in
The Ambassadors. Inverting that, paintings on various surfaces might
line up just so and... an object that wasn't there before appears!
Sueprliminal
is not afraid to get complex. At one point it turns out the lights. At
another it sends you through a gloriously hellish maze, the details of
which should not be spoiled. But it's at its best when it's pulling
pretty simple tricks on you, like one involving a doll's house that will
live on in memory.
Its greatest trick, though, is that this weird
topsy-turvy dreamland all makes a beautiful kind of sense by the end of
it. This is a brief game, but a very generous one. I wandered in. I
puzzled. I dropped the moon at one point. And I left having taken
something important from the whole experience.
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