Superliminal horror12/4/2023 But damn, was I spooked, and damn, was I not expecting it. I'm probably just writing this to vent after getting spooked, I'm aware. A warning along the lines of "short light horror section" would have conveyed things without people having to spoil themselves in this thread. I don't avoid frights just because I don't like them - my body can't really take them anymore, and there are people with different situations but similar limitations. But I did feel like it was unnecessary (although do respect that most players aren't like me), and that maybe something should be mentioned on the store page. It's just slamming doors, darkness, and red liquid, and if I can get through it with heart troubles, you probably can. Go for it unless you can't handle a single fright. If you're also a pansy, or someone who avoids frights for whatever reason, I'd still say its very mild. I'm also on heart meds due to heart failure in my 20s, so that may also have played a part. I've not played anything faster or scarier than portal 2 since the OG Unreal Tournament when I was 15, which might be why it felt so extreme. I think sometimes people who play horror games, or even adrenaline-heavy games, don't realise what these experiences are like to those who don't engage in games like that. But the jumpscares in that chapter really threw me - playing on headphones, alone in my house, I was more scared than I'd been in years. I'm not a horror game player, although I didn't think i was a total pansy. Eventually, moving forward feels more like a matter of dumb luck than observational skills, taking some of the sense of accomplishment out of the game's sails.I'm not really sure what to make of this section, having played through it. As the dreamscape begins to collapse in later scenes, scenes repeat or shift suddenly without explanation, or you fall into an abyss while making a mad dash for a door that apparently was never really there to start with. Even when you're doing everything right, the game has this nasty habit of making you question if you're actually on the right path. In fact, the biggest fault with Superliminal is that it just assumes you'll sort things out if left to your own devices, which would be fine if you had some sort of hint you were at least moving in the right direction. And then, right when you're at the end of your rope, you end up falling down an invisible hole that you never knew was there to being with. It's possible to find yourself trapped in one area for a substantial amount of time, frustrated by a lack of direction and no clue what you're supposed to be looking for. But as the game progresses, things are more confusing, and the solutions get more obscure. While things start off a bit on the trippy side, things at least make some kind of sense in the early stages. Superliminal is one of the most surreal mindbending experiences in gaming. Or maybe a model house on a table becomes big enough to walk through. As a result, a small sliver of cheese suddenly becomes a massive ramp. Picking up an object in your foreground and dropping it into the background keeps its size relative to how you saw it when you first picked it up. Size, shape, and everything else is all based around perspective. It forces players to look at everything from a new perspective, literally. That's the premise behind the first-person puzzler, Superliminal, a game where all the rules you think you know get tossed out the window. We all get lost in our own thoughts from time to time, but it's another thing entirely to be trapped in them.
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