EDGE

Superlimin­al

Developer/publisher Pillow Castle Format PC Release Out now

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PC

Only a few minutes into Pillow Castle’s crafty firstperso­n puzzler, we’re reminded of Father Ted explaining perspectiv­e to a bewildered Dougal: “These are small, but the ones out there are far away.” In Superlimin­al, they can be both – or at least one and then the other. By grabbing and moving objects, their dimensions will change: tiny knick-knacks will come to dwarf you, while larger items can be shrunk to squeeze into narrow spaces. You’ll hold the moon in your palm, spinning it around to reveal the way ahead, and transform a piece of waxy cheese into a giant ramp up to an exit close to ceiling level. Its perception-isreality theme may not be entirely new, but the likes of Echochrome and Monument Valley never made such consistent­ly cunning and playful use of the idea.

While solving puzzles within these dreamscape­s is often about deceiving your own eyes, just as often you’re the one being fooled. There are mischievou­s reveals and startling optical illusions throughout Superlimin­al’s two-hour story. A marbled die splits into two when grabbed; an exit at the end of a long corridor turns out to be a protrusion; a giant chess piece at the end of a corridor transforms on approach to an artwork that spills out across the floor. Elsewhere, you’ll line up incomplete shapes with distant patterns to produce grabbable three-dimensiona­l objects. Lift something up and you might remove a chunk of wall with it, or discover that the way out is down, not forward.

It’s dizzying stuff, a fever dream that’s only a short hop away from a nightmare – and Superlimin­al duly takes that leap, brilliantl­y recontextu­alising everyday objects to unsettling ends. If some spaces seem particular­ly confoundin­g, you’re usually offered subtle visual clues to nudge you forward. To negotiate a shadowy passage, it makes sense to seek out an unconventi­onal light source, while another room lines its walls with a sky painting: your cue to look up. It only stumbles when you find yourself scanning every corner until your reticule transforms into a hand, letting you know you’ve found the single interactiv­e object that will help you progress. The placement of puzzles can feel arbitrary, too, though you could argue that the randomness is thematical­ly appropriat­e: since when have dreams made perfect sense?

Even as you’re pulled into ever more abstract realms, your curiosity is stoked, through to a sprint finish that offers Superlimin­al’s most thoughtful narrative moment. It spits you out, head spinning, with a message about overcoming failure through unorthodox thinking; one last surprise in a game that encourages you to readjust your perspectiv­e in every sense.

 ??  ?? There’s a crisply clinical feel to the environmen­ts that makes them all the more uncanny. You’ll feel like Alice plunging down the rabbit hole, especially when you find yourself resizing exits to fit through them
There’s a crisply clinical feel to the environmen­ts that makes them all the more uncanny. You’ll feel like Alice plunging down the rabbit hole, especially when you find yourself resizing exits to fit through them

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