An easy fix would be to introduce an actual protagonist with an identity of their own instead of the player's and provide them with a backstory as to why they might seek out experimental dream therapy. As mentioned, Superliminal's initial story was well-meaning, but it lacked any form of character to relate this to, so "lessons learned" through dream therapy didn't apply to anything or anyone. So long as Superliminal's original game design is good, the only real issue the studio would need to tackle is its story, assuming that a better story would lead to a longer game. With the additional content developers included and the game's continued popularity, it's clear that the grounds for a sequel are fertile and waiting for Pillow Castle Games to improve upon its original vision. Even stranger still, a battle royale mode was added to the game for a limited time as an "experiment," dubbed Group Therapy it saw players competing to complete randomly generated puzzle rooms to reach the exit first. Following the game's success, console ports were announced and eventually released in 2020, but the new versions came with additional content, including a director's commentary and a challenge mode. Pierce, they attempt to find a means of escape, but only when doing so is it revealed that everything that happened was supposed to happen and was all part of their therapy to "view problems from a different perspective." While a succinct idea, the game's length and lack of character development let the overall story down, leaving the door wide open for a sequel.Ĭuriously, Superliminal's legacy didn't end after its official release to PC in 2019. This technology is for dream therapy, but the player finds themselves trapped in the dreamworld after attempting to wake up. Glenn Pierce, to test its SomnaSculpt technology. The protagonist is a volunteer patient at the Pierce Institute, headed by Dr. The actual narrative behind Superliminal is a novel concept and does the heavy-lifting explaining the game's surreal mechanics. Ultimately, this led to Pillow Castle Games working towards a launch of an official launch as Superliminal in 2019. A tech demo was showcased throughout 20 under the name "Museum of Simulation Technology" where it garnered critical acclaim, eventually gaining traction with internet communities who supported the demo and likened its design to Portal. One of Shih's biggest influences came from Antichamber, inspired by the game's outside-the-box puzzles he used this to further develop the forced perspective problem-solving for Superliminal. RELATED: 13 Forgotten Puzzle Games You Need To Play The Story Of SuperliminalĪs odd as it sounds, the groundwork for Superliminal began when Pillow Castle Games lead Albert Shih was a student at Carnegie Mellon University while working on an assignment revolving around unusual first-person usage of moving cubes. The case for Superliminal 2 is therefore not only an easy one to make, but one that could help propel Superliminal to become the next cult classic game, combining the head-scratching puzzles of Portal with the surreal aesthetic of The Stanley Parable. However, this puts Superliminal at an advantage, as it seems that while the foundations of the game are solid, all a sequel would need is a more fleshed-out and engaging story. While the game excelled in design, reviewers criticized it for being too short with a story that lacked substance. As far indie games go, Superliminal was praised for its ingenious gameplay and surreal design that marked it aside from other games of its genre, even earning itself a nomination at the 2019 National Academy of Video Game Trade Reviewers in the puzzle category. For its debut game, Pillow Castle Games amazed audiences with its release of Superliminal, a puzzle game that takes advantage of optical illusions and forced perspectives to create mind-bending levels that players must overcome.
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