They included light dialogue, weren’t heavy with the music, presented a story that had a strong ending, mixed up the way the unique puzzle mechanic was utilized, and led the player through each section of the game. I felt that they did an amazing job pulling off a puzzle game with a unique mechanic. I honestly don’t have anything for this section. There may have been a few easter eggs or secret pathways to take somewhere, but other than looking for those there isn’t much reason to run through it again. Unfortunately, all of the puzzles are the same when you go back through the game and after the initial playthrough, the same pizazz and craziness you experience will be gone. The AI that increasingly got aggravated with the player could have been more quirky to give that Portal feel they were going for, but it did its job as it was. Glenn, which was always said in a psychologist-styled doctor's voice-calm and clear. It was a nice touch when you clicked on the boomboxes to hear the latest message from Dr. Same with the sound effects as you are often left in silence to figure out the puzzle, giving a sense of isolation, with music added to moments of traversing and to build intensity. It had the same graphical tone as one of the games that inspired it, The Stanley Parable, and felt fitting to what was going on. Visually this game gave off the exact look I would expect. From the calm start to the confusing, yet enjoyably intense finish, I never really felt like I knew exactly what to expect, even if I had a somewhat concept of what it would be. Sometimes even literally! From thinking of strange ways to get to a high ledge, making my way through an inaccessibly small hallway, get over a wall that I originally didn’t think was going to be the goal at all, and so much more. The main aspect that threw me for a loop multiple times is how out-of-the-box they make you get. It truly felt like the first time I played through the original Portal game where the puzzles increasingly got more difficult, they occasionally brought a new prospect into the mix, made me think outside the box, and gave me a range of puzzle solutions that had me somewhere between “well, that was simple” and “seriously? it was that easy?” Sure, this means there will be a bit of frustration, but without the challenge of a difficult puzzle, the game becomes a walking simulator. And that is exactly why I loved this game! No matter what puzzle you come across in this game, the answer is always right in front of you if you know just how to look at it. There are some other perspective aspects that they play with, such as looking at a painted box on the wall from the right angle to make it pop into existence. Once you approach the box you just set down, you will find it is as big as it looked from where you were standing. For example, you can pick up a small box in front of you, turn towards a wall further away and place that box down against the wall. The majority of the time it will be about marking an object bigger or smaller by picking it up and changing the way you are looking at it. GameplayĮverything in this game is about perspective. You will need to complete a series of challenges using a warped game of perspective in order to complete the therapy process. After falling asleep at 3 AM, you find yourself dreaming and beginning the first stages of this experimental program. StoryĪs a patient of the Somnasculpt dream therapy program, you undergo a variety of strange dreams. Whether you need to increase the size of the object or the size of yourself, all it took was a little change in perspective. The idea of changing objects to match your perspective is something that sounds strange but is the exact mechanic that Pillow Castle Games utilized when creating their latest puzzle game Superliminal. Sometimes things seem bigger up close and small from far away while some things that are flat can look thick at a specific angle. Playing with perspectives can be a tricky thing.
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