When I was about to play Superliminal, I thought it would be more like a standard adventure/puzzle game with "weird" mechanics, something I probably would have liked less, so I'm happy that it was instead a short and surprising experience.
Overall, I'm really happy with it, but I also feel torn about it.
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The game is so surprising. I thought they just had the perspective mechanic going on, but every level, and also every step in each level is something new. It keeps subverting expectations even when you are already ready for them to be subverted.
This is not easy and Superliminal manages to always get something interesting, not just weird.
I really praise them for their creativity on this, you can feel that they had so many ideas and weren't afraid to experiment. It's what I liked more about this game.
Between the unexpected horror level (which I loved), that scene where the desk and all the chairs are "flatted" on the background (one of my favorite wtf moments), the black and white rooms, and basically everything else in the game, it felt like they were never running out of good and unexpected ideas.
This is a strong point for Superliminal, but it's also part of why I'm conflicted.
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Even though all these surprising moments are good per se, you get them one after the other, with some puzzle moment in between that sometimes feels a bit forced. It seems like they were not sure what the pace of this game should be, and just put a bit of everything everywhere.
This is especially true for the second half of the game.
Besides, even if the mechanics are all cool, they are used in such an easy and "fast" way that after a while you can feel a bit tired of all these surprises one after the other.
Other games, like Antichamber, may have less "subversion" mechanics, but the ones you discover have an impact on how you see the rest of the game, they feel more like you earned them and not just like they showed you all their tricks in sequence.
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That said, I think those issues won't be such a big deal if it wasn't for the shallow narrative and settings they went for.
It is so overused, from the classic "I'm going behind the curtains of this facility", to the "clearly Stanley Parable" hallways, to the voices, the way they are dubbed and what they say, their humor.
It feels like their creativity was not put into this part of the game, such a letdown and at some point even annoying.
Even the ending just felt like a philosophical dump, just to remind you that "hey, games can teach you how to live".
Since the narrative was so boring, it made lots of transitions in the game related to it boring as well, and it is the main reason I feel like this is more a collection of "magic tricks" than a compelling and immersive experience.
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Nevertheless, I'm so amazed by the creativity they showed, by how they managed to surprise me even if I have already seen stuff like that, and by all the different ways they achieve it, that in the end I feel like this was a nice and inspirational experience and I'm happy I've managed to play it.