![]() ![]() 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. Not immediate and it does require some energy, but it is not difficult.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. As it is built with Unity, it should be a fairly simple task. And they also work in VR, check Fisherman's Tale or Down the Rabbit Hole.īut I would not be surprised to see a VR, or Stereo3D, mod/update soon (if not out already). Optical illusions and perception tricks work even with both eyes open. There's more to go into but I'm so sleepy I can barely sit up, so I'm gonna do the nighty night. Sorry for the wall of text, thought a few different similar explanations might help someone that reads this. VR would work for this game even better, it would only increase depth perception. Cya! Alyx does plenty of trippy perspective near the end of the game. The whole idea of the game only works because it's shown on a 2d screen. Originally posted by M-137:Maybe have a thought about it for a little bit? This simply doesn't work in VR. ![]() Hope that makes sense, it really should because it's second nature, the only real way we can "see" depth on a 2d screen, or with one eye open is being able to move to see the distance difference due to perspective, understanding the environment and pure experience of the world around us, so our brains can sort of fake depth with one eye, exactly how 3d on a 2d screen is faked. That only works because depth perception is greatly reduced with only one eye, so as soon as you open your other eye the "illusion" breaks, because now you see the distance difference. Imagine this common "game" almost everyone have done as kids: You can close one eye and then hold your hand infront of you, and sort of imagine that you're gonna pinch another person thats 40m away between your fingers. Some thing would work, like the portal typ doors where that cabin is bigger on the inside than outside, but that's only a part of the game and something that's been done in games for years. IMHO it's pretty obvious this can't exist in 3d, the perspective completely removes the illusion of what's happening. In VR you'd just see the house go closer/further and grow/shrink in size. ![]() Imagine the house that is small when he picks it up, and then gets big because the perspective is played with. Maybe have a thought about it for a little bit? This simply doesn't work in VR. ![]()
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