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Superliminal exit door puzzle11/24/2023 At the end of the path, you will reach a swimming pool with a bouncy castle in the middle. You will enter another hallway and keep following the path until you see a door that leads you to a room full of lockers. Grab and enlarge one so that you can jump over that window’s frame. Head towards it and you will enter another room with 4 windows. There will be another door that falls down where you can enter. Aim the electric fan on the pillar blocks in the middle to knock it down. Head straight and you will find a tiny electric fan near a wall. Follow the path again until you reach a big reception hall with a pillar in the middle. If you do not fit in the door, simply head back and enlarge the dollhouse again before entering.įollow the path and you will enter a door that leads you to another hallway. Head straight to the room with the luggage and jump over it. Every time you enlarge the house, the smaller your character gets when you enter it.Īdjust it so that you are the size of a dog when you enter the dollhouse. Grab the dollhouse again and enlarge it again. Grab the tiny house and enlarge it so that you can enter the door normally.Įnter the house and go through the hallway and towards the end, turn right on the door to exit the dollhouse. You will enter a door that lets you fall to a big room with a tiny house on the table. It fit perfectly with the game’s structure and developer Pillow Castle should be applauded for not muddying it.You wake up again in a bedroom with an alarm and immediately head to the hallway and follow the path. Superliminal surprised me, not only by how simple its message was, but also by how much it resonated. One of my biggest bugbears with puzzle games - and The Soujourn is a good example - is that they try to over-engineer a story to contain its challenges. The final ten minutes or so ramp up the pace (and in some cases the nausea) but not the danger, a move which makes sense when the ending is explained. The collaboration feels uneasy in a game with no time limit or real understanding of your reason for being there, but even without the narration the game would have been fun to play. The computerised voice of the AI is the opposite, commenting when you take the “wrong” direction and attempting to heighten emotion at various points. Your character is in some sort of Inception-like dream state at a clinic run by a calm Scottish doctor who communicates with you via radios you discover. The lack of conflict is soothing in a way. Doors can be removed and discarded, wedges of cheese grown to impossible sizes, and neon exit signs vastly expanded to illuminate darkened rooms or activate multiple floor panels at once. Once you get your head around that - and doing so is a challenge in itself as the game gives you almost zero instruction - you’ll be tasked with moving forward through each new room by manipulating the objects within to form ramps, bridges, stairs and more. Everything’s size is relative to how you see it, not how large it actually is. Hold it in relation to the floor you're standing on and let go at your feet… and it becomes tiny. Pick up a can of soda and bring it close enough to you so that it fills the room and release it, and it will indeed fill the room. As the game repeatedly tells you, perspective is reality. Without going all Father Ted on you, Superliminal plays around with size and distance in a way I’ve not seen in a game before. But it carves out a unique niche thanks to its main mechanic: perspective. Superliminal shares some of the tropes of the first-person puzzlers that came before it such as The Spectrum Retreat and Portal, but also the meta narration and often dream-like surrealism that The Stanley Parable nailed.
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