Superliminal | |
---|---|
Developer(s) | Pillow Castle Games |
Publisher(s) | Pillow Castle Games |
Director(s) | Albert Shih |
Producer(s) | Christopher Floyd |
Designer(s) | Logan Fieth |
Programmer(s) | Phil Fortier |
Writer(s) | Will O'Neill |
Composer(s) | Matt Christensen |
Engine | Unity |
Platform(s) | |
Release |
|
Genre(s) | Puzzle |
Mode(s) | Single-player, multiplayer |
Superliminal (previously Museum of Simulation Technology) is a 2019 surreal puzzle video game released by Pillow Castle Games. The game, played from a first-person perspective, incorporates gameplay elements around optical illusions and forced perspective; notably, certain objects when picked up can be moved towards or away from the player, but when placed back down, scale to the size as the player had viewed them, enabling the player to solve otherwise impossible puzzles to complete the game.
Superliminal was released for macOS and Windows in November 2019, for Nintendo Switch, PlayStation 4, and Xbox One in July 2020, for Linux in November 2020, and for PlayStation 5 and Xbox Series X/S in November 2022. It received generally positive reviews from critics. Multiplayer support and other modes were added to the game after launch.
Superliminal is a puzzle video game played from the first-person perspective. The player-character is a participant in a dream therapy program, but during the study, the character becomes trapped in a recurring dream cycle, meaning that they will wake up from dreams in dreams, and is guided by the voice of the study's overseer, Dr. Glenn Pierce, on how to escape from the dream.
Most puzzles involve traversing through a series of rooms to reach their exits. The exit door may be closed and require a button to be held down to open, or atop a higher platform out of reach, or may not be immediately visible. To reach the exit, the player can manipulate certain objects in the game world. The bulk of such interactions are based on the use of forced perspective: the player can pick up a waist-high cube, which is then kept at its apparent current size from the player's perspective. The player can then look elsewhere around the room, with the cube maintained at the same viewpoint, and drop that cube at that location (at the furthest distance observed), where the cube will scale up or downwards in size based on the new perspective. Taking the waist-high cube and looking downwards towards the floor when dropping it will make the cube shrink in size, while looking upwards towards the ceiling and dropping will make it grow large. This process can be repeated indefinitely, allowing the player to manipulate these scalable objects as to create platforms to reach the exit or clear obstacles blocking them.
Later areas of the game introduce new mechanics to this. Some objects exist as trompe-l'œil illusions with segments of two-dimensional art on various walls and surfaces, and the player must find the appropriate angle to view the object and make it appear whole to then be able to grab it.
The player heads to the Pierce Institute to get some therapy from its new SomnaSculpt technology which is designed to provide dream therapy to patients. They are put to sleep and placed in a testing environment constructed in their dreamworld, where they are capable of performing reality bending feats such as changing the size of items based on perspective or instantly creating copies of them. However, the player fails to wake up at their appointed time, ending up back inside the dreamworld. A Pierce Institute doctor, Dr. Glenn Pierce, communicates to the player through radios, explaining that they have completely lost track of the player, and that the player is likely traveling through successive dream layers. Meanwhile, the AI administering the dream therapy advises the player to initiate an "Explosive Mental Overload" in order to trigger the "Emergency Exit Protocol" and escape the dreamworld.
Eventually, the player travels through enough dream layers to trigger the Emergency Exit Protocol, but it fails due to an unknown error. The AI concludes that SomnaSculpt therapy failed to eliminate the player's negative emotions; hence they cannot leave the dreamworld. The AI then advises the player to find their own way out. With the player now trapped, the dreamworld becomes increasingly surreal. Eventually, the player creates a dream paradox and ends up in the realm of Whitespace where all sense of reality is lost.
The player is eventually able to navigate their way out of Whitespace, and Dr. Pierce congratulates them, revealing that the entire journey occurred just as planned, as it was a way to make the player see things from every different perspective, which will help them grow as a person. Dr. Pierce also advises that even though the therapy occurred in the dreamworld, everything the player learned is as real as they want it to be. The player then returns to the room they began in, where Dr. Pierce tells them to wake up.
Superliminal was developed by the six-member team of Pillow Castle, led by Albert Shih, a student from the Entertainment Technology Center (ETC) at Carnegie Mellon University. Shih had developed the foundation of the game while an undergraduate student at ETC around 2013 as part of a programming assignment, looking for "what kind of interesting first person game can I build by just moving cubes around?" [1] He improved upon the concept during his graduate work, establishing Pillow Castle in January 2014 and obtaining assistance from four other ETC students to build out the game. [2] Shih had been inspired by successful games like Risk of Rain and Antichamber that had been made by small teams to continue his work on Superliminal. [1] Antichamber was particularly influential to Shih, as it directed and encouraged the player to think outside the box to discover the solutions to its puzzles, an idea he wanted to recapture in Superliminal. [3] In a similar fashion, Shih likened Superliminal's scaling puzzles to the portal-based ones in Portal , designing the puzzles to create moments of epiphany for the player. [3]
The core concept behind Superliminal is based on forced perspective, with Shih referencing the common tourist photos of people using forced perspective to appear as if they are pushing or holding up the Leaning Tower of Pisa. [3] Achieving the scaling mechanic in the Unity engine was itself straight-forward according to Shih. When the player picks up an object, the game tracks the object's size and the distance. Then, as the player looks around, the game figures the new distance to the farthest point directly in front of the player, and scales the object's size proportional to the change from the original distance. The more difficult factor Shih had found was accounting for the complex shapes of some objects and where the player expected the center viewpoint to be at. [3] Other puzzles in the game involving the projecting and de-projecting of 3D objects onto 2D planes used Unity's camera and projector objects with the only challenge being related to the camera depth, something that Shih said was not well-supported in Unity, but credits programmer Phil Fortier for solving. [3] The scaling puzzles proved to have some trouble in playtesting since players could come up with possible solutions that ultimately were not working and the game unable to provide feedback for why. Instead of having players being able to jump, which the scaling made inconsistent, they instead let the player mantle up ledges, making it easier to guide players to a solution. [3]
The game was revealed as Museum of Simulation Technology as a tech demo. The demo was first featured at the 2013 Tokyo Game Show during its Sense of Wonder Night, an event dedicated to indie games. The demo won the event's "Best Technology" and "Audience Award". [4] The tech demo was publicly released in January 2014, along with submission into the Independent Games Festival (IGF) Student Competition for 2014, [5] [1] where it won along with Risk of Rain and Engare . [6] The public tech demo became of high interest, with the Reddit subforum "/r/gaming" voting Shih's post announcing the demo as the 4th highest post as of 2015 with strong comparisons to Portal . [7] By 2015, most of the ETC students who were working on the game had graduated and left Pillow Castle. Shih worked part-time on the game while working at other jobs. [2] [7] Shih spent much of the time since 2014 to evaluate the direction to take the game, eventually working full time on the game and hiring additional staff to complete the title. [2]
The game was formally announced under the new title Superliminal in June 2019, [8] It was announced for Windows as an Epic Games Store timed exclusive in August 2019, along with release of its full trailer. [9] A PlayStation 4 version was announced in December 2019 with plans for release in April 2020. [10] The PlayStation 4 release was delayed to July 7, 2020 alongside ports for the Xbox One and Nintendo Switch. [11] PlayStation 5 and Xbox Series X/S versions were announced and released on November 21, 2022. [12] Console ports of Superliminal were developed by PlayEveryWare. The game was released on Steam for computers on November 5, 2020. [13] [14] This version includes a developer commentary and a challenge mode. A free update in November 2021 brought a time-limited experimental multiplayer mode called "Group Therapy" to the Windows version based on the battle royale genre, where up to twelve players race through randomly-generated puzzle rooms to reach the exit to each first. [15] A cooperative mode that allows up to four people to play through the game's story and five additional "Group Therapy" maps were added in a free update in December 2021. [16]
Aggregator | Score |
---|---|
Metacritic | PC: 74/100 [17] NS: 75/100 [18] PS4: 80/100 [19] XONE: 80/100 [20] |
Publication | Score |
---|---|
Destructoid | 8/10 [21] |
Edge | 8/10 |
Game Informer | 7.5/10 [22] |
GameSpot | 8/10 [23] |
Nintendo Life | 8/10 [24] |
Nintendo World Report | 8.5/10 [25] |
Superliminal received "generally favorable reviews" according to review aggregator Metacritic. [17] As of August 2023, the Xbox One version of the game was the highest-rated game of all time by users on Metacritic. [26] [27] The game's core mechanic was praised, while criticism was leveled at the game's story and brief length. [28] [29] [30] [31] The brevity of the game appealed to a large number of players who speedrun the game. The developers knew that players inevitably try to race one another through the game, so two unlockable achievements were included in gameplay rewarding the player for completing the game in under 60 minutes and under 30 minutes. [32] A large fanbase is still actively trying to push the time to complete the game as low as possible, with several of the top players going as far as completing the game in under 22 minutes. [33]
The game was nominated for "Game, Puzzle" at the NAVGTR Awards. [34]
Medal of Honor is a series of first-person shooter video games created by American film director and producer Steven Spielberg. The first game, Medal of Honor, was developed by DreamWorks Interactive and published by Electronic Arts for the PlayStation in 1999. It spawned a series of follow-up games including multiple expansions spanning various console platforms and PCs.
Sphinx and the Cursed Mummy is a 2003 action-adventure video game developed by Eurocom and published by THQ for GameCube, PlayStation 2, and Xbox. A version for mobile phones was released in 2004. THQ Nordic published a high-definition remaster for personal computer systems in 2017, and Nintendo Switch in 2019.
Mr. Driller Drill Land is a 2002 puzzle video game developed and published in Japan by Namco for the GameCube. It is the fifth entry in the Mr. Driller video game series, and the second developed for a Nintendo platform following Mr. Driller A. Controlling one of seven characters, the player must make it to the bottom of each stage by destroying colored blocks, which can connect to each other and form chain reactions. The game is divided into five different modes themed as amusement park attractions, which feature new mechanics such as enemies, items and different block types.
Neighbours from Hell, known in the United States as Neighbors from Hell, is a puzzle strategy game developed and published by JoWood Productions. It was originally released for Windows in 2003, with later releases for GameCube, Xbox, Nintendo DS, Android and iOS.
Shrek is a 2001 platform video game developed by Digital Illusions Canada and published by TDK Mediactive for the Xbox, based on the 2001 film Shrek. The game was released on November 15, 2001, as one of 22 North American launch titles for the Xbox and March 29, 2002, in Europe. A reworked version of the game, titled Shrek: Extra Large, was released for the GameCube on October 30, 2002, in North America and on October 24, 2003, in Europe. Shrek: Extra Large uses the same engine and game mechanics as the original Xbox release, but with an altered story and different levels.
Yosumin! (よすみん。) is a puzzle video game released as a flash game for the personal computer. Later, it was ported to the Nintendo DS console and the Xbox 360. The game involves players manipulating a grid of "yosumin", or tiles to make color matches and eliminate a certain number before time runs out. Developed and published in Japan by Square Enix, the game was created to and brought to other platforms in an effort to expand their game portfolio and attract more casual players. The game has received mixed reviews, with some noting its originality and addictive gameplay, and others noting the game's limited nature.
Lego The Lord of the Rings is a Lego-themed action-adventure video game developed by Traveller's Tales, that was released on Nintendo 3DS, Nintendo DS, PlayStation Vita, Microsoft Windows, Wii, PlayStation 3, and Xbox 360. The OS X version of the game, published by Feral Interactive, was released on 21 February 2013.
Gorogoa is a puzzle video game developed by Jason Roberts and published by Annapurna Interactive. The game was released for Microsoft Windows, Nintendo Switch, and iOS on 14 December 2017, PlayStation 4 and Xbox One on 22 May 2018, and shortly thereafter an Android and Kindle Fire release.
The Talos Principle is a 2014 puzzle video game developed by Croteam and published by Devolver Digital. It was simultaneously released on Linux, OS X and Windows in December 2014. It was released for Android in May 2015, for PlayStation 4 in October 2015, for iOS in October 2017, for Xbox One in August 2018, and Nintendo Switch in December 2019. Virtual reality-enabled versions for the Oculus Rift and HTC Vive were released on 18 October 2017. The downloadable content Road to Gehenna was released on 23 July 2015.
Donut County is a puzzle video game developed by American designer Ben Esposito and published by Annapurna Interactive in 2018. The player moves a hole to swallow objects, which makes the hole increase in size. The concept originated in a game jam based on pitches from a Twitter account parody of game designer Peter Molyneux and later added a mechanic similar to that of Katamari Damacy. Other inspirations for the game included Hopi figurines—a theme Esposito later relinquished—and locations from Bruce Springsteen songs. Donut County was released in August 2018 for iOS, macOS, PlayStation 4, and Microsoft Windows platforms, while versions for Xbox One and Nintendo Switch were released in December 2018. It was also released for Android in December 2020.
Soul Axiom is a first-person adventure-puzzle video game developed and published by Wales Interactive. The game is set inside a "Digital Soul Provider" called Elysia, and combines exploration with puzzle solving elements to unlock the mystery of your character's digital afterlife. It follows a similar visual style from its predecessor, Master Reboot, and while it is not a direct sequel, it is set in the same world but with new characters, a new story and new set of game mechanics. The game was released on February 29, 2016. PlayStation 4 and Xbox One ports were released in June 2016. The Wii U version launched on September 29, 2016. The game was released on February 27, 2020, for Nintendo Switch as Soul Axiom Rebooted.
Hue is a 2016 puzzle-platform game developed by Fiddlesticks and published by Curve Digital. The game was released on August 30, 2016, for Microsoft Windows, PlayStation 4, and Xbox One; on November 29, 2016, for the PlayStation Vita; and on June 6, 2019, for Nintendo Switch. There were further releases for iOS on January 25, 2020 and Android on April 22, 2020.
Manifold Garden is a puzzle video game developed by American artist William Chyr. It was released on Windows, macOS, and iOS on October 18, 2019. The player must navigate an abstract series of structures that appear to repeat into infinity, while solving a progression of puzzles. Ports for PlayStation 4, Nintendo Switch and Xbox One were released on August 18, 2020. An upgraded version of the game was released for Xbox Series X and Series S as a launch title on November 10, 2020, and an upgraded PlayStation 5 version released on May 20, 2021.
We Were Here is a franchise of cooperative first-person adventure video games, created by the Dutch studio Total Mayhem Games.
Lego Builder's Journey is a puzzle game developed by Light Brick Studio and published by Lego Games. It was originally released in December 19, 2019 on iOS, macOS, tvOS through Apple Arcade and Nintendo Switch and Microsoft Windows on June 22, 2021. It was also ported to Xbox One and Xbox Series X/S on November 25, 2021. The PlayStation 4 and PlayStation 5 ports of the game released on April 19, 2022. Lego Builder's Journey and Lego Brawls were the first two Lego games for Apple Arcade. Lego Builder's Journey has received generally positive reviews.
Maquette is a puzzle-adventure video game developed by Graceful Decay and published by Annapurna Interactive. The game takes place in a recursive world where every action on a table is recreated in the larger area outside. The game was released in March 2021 for PlayStation 4, PlayStation 5, and Windows, with a version for Nintendo Switch as well as Xbox One and Xbox Series X/S launching in May and July 2023, respectively.
Storyteller is a puzzle video game designed by Daniel Benmergui and published by Annapurna Interactive. The game was released on March 23, 2023 for Microsoft Windows and Nintendo Switch, and was released on September 26, 2023 for iOS and Android via Netflix.
Darq is a puzzle-platform adventure game developed by independent studio Unfold Games. Marketed as a psychological horror game, Darq follows a boy named Lloyd, who is trapped in a lucid dream state, as he manipulates the physics system which governs his dream world in order to solve puzzles and evade enemies. The game was initially released for Microsoft Windows on August 15, 2019. An updated version of the game titled Darq: Complete Edition, which collects the base game and all downloadable content, was released for PlayStation 4, Xbox One, and PC on December 4, 2020, and ported for multiple console platforms in March 2021.
Toem is a photography game developed and published by Swedish independent game studio Something We Made. It was released in September 2021 for Windows, Nintendo Switch, and PlayStation 5 and in July 2023 for Xbox One, Xbox Series X/S, and Xbox Game Pass. The game received generally positive reviews upon release. It won in the Best Debut category at the 18th British Academy Games Awards.
Phogs! is a puzzle-platform video game developed by Bit Loom Games and published by Coatsink. The game was released for Windows, PlayStation 4, Xbox One, Nintendo Switch, and Google Stadia on December 3, 2020, and for Amazon Luna on November 18, 2021. In Phogs!, players control a two-headed dog called Red and Blue. Phogs! received generally favorable reviews from critics.