Critique: Superliminal

Carol He
5 min readMar 3, 2021

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Design Educational Games

Game Metadata

The game name is Superliminal. It was created by Pillow Castle Games. Superliminal is supported on PC, Mac, Linux, Xbox One, PlayStation 4, and Nintendo Switch. Its high-level instructional goal is to improve both problem solving and reasoning skills associated with logic, spatial awareness, and perspective.

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Learning Objectives

Superliminal is a first-person, 3D puzzler with multiple levels that players must navigate and overcome. The required prerequisite knowledge is understanding English. Knowledge that is not required but would make gameplay more intuitive and enjoyable includes some spatial reasoning and a basic understanding of perspective. With each additional puzzle and maze, Superliminal encourages players to think outside the box by using perspective to manipulate the space around them in ways that are impossible in real life. Players can change objects’ perceived sizes and master obstacles by approaching them from a new perspective, literally. Each level’s puzzle brings a new way to logically navigate the game’s distance and perspective system, and players come away from the experience with a newfound way of analyzing perspective, distance, and the space around them.

Game Elements

Superliminal’s overall game structure is a series of puzzles that are ordered so that players must beat one puzzle before progressing to the next. The story objective is to complete all the levels and puzzles in order to escape a botched dream experiment. Basic game elements include a first-person movement system using a keyboard and mouse. Players are able to walk around, jump, look up and down, and interact with objects.

Superliminal’s main game elements are rooted in one main idea: perception is reality. The core mechanics lie in utilizing imagination and perception to change surrounding objects in ways that will allow the player to move on from each area. For instance, in the beginning of the game players undergo an “orientation” where they familiarize themselves with certain mechanics and systems. There are a series of rooms, most with doors that will not open unless a button is constantly being pushed down. In some rooms, there are objects such as children’s building blocks, chess pieces, or cheese slices. Contrastingly, there are other rooms that don’t allow objects at all. One main mechanic is that players can interact with objects by picking them up and moving either the object or themselves around. With object in hand, players have the ability to resize it by moving backward or forward, or raising or lowering the object. For example, if players are holding an object and raise it high in the air before letting it drop down onto the ground, the object’s size increases massively (see gif below). Another key mechanic that also demonstrates how “perception is reality” is that players are able to turn their surroundings into objects once their surroundings are viewed at a certain angle. In the game there are various paintings or drawings on the wall that, once looked at from a different perspective, transform into doorways or objects that the player can use to advance. I believe these mechanics are both simple to understand and immensely interesting.

Players experience curiosity and excitement when they begin a new level that is waiting to be solved. After solving more difficult levels, players experience satisfaction and anticipation for what’s to come. Players may also feel wonder and awe at how different levels take unique approaches to perspective and spatial puzzles. The stunning visuals and atmospheric sounds also cause players to feel peaceful, intrigued, or even apprehensive. Overall the game mechanics, storyline, and execution contribute to an exciting and diverse player experience.

Learning Principles

While playing Superliminal, I mainly identified and connected gameplay with three of Gee’s Principles of Learning in Games:

  1. Intuitive Knowledge Principle: In Superliminal, players apply the natural intuition and spatial awareness that they have gained from real world experience to a whole new logic system. Superliminal’s game mechanics and systems heavily utilize player intuition while adding another layer of problem solving and gameplay. Players are highly rewarded for using their intuitive knowledge, not just verbal and conscious knowledge.
  2. Discovery Principle: While there is an occasional narration that gives context for the game’s setting and story, Superliminal applies the Discovery Principle by largely letting players discover its game mechanics on their own. As players progress through the game, there is ample opportunity to experiment and uncover new skills. Additionally, the discoveries are spaced out so that players do not understand the extent of what they can do until they are well into the game.
  3. Transfer Principle: Superliminal requires players to adapt and twist what they learned in earlier levels to continuously solve new puzzles. Puzzles can be solved primarily by approaching old solutions from new angles. As game mechanics are introduced and level difficulty increases, players need to think further outside of the box in order to progress.

Overall Critique

Ultimately I think Superliminal succeeds more as a game than a learning experience. As a game it is immensely interesting and enjoyable. The story and visuals draw me in while each level is a new experience and surprise. I believe it does help players develop their perspective and spatial reasoning skills, but these are niche skills that some may not consider to be particularly useful in real life. It was difficult to come to this conclusion because I think the game is truly unique and possesses fascinating game mechanics and ideas. If a person wished to learn more about different perspectives and how we as humans perceive our surroundings, then I would say that it succeeds as a learning experience as well.

Thanks for reading!

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Carol He
Carol He

Written by Carol He

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CMU Stat and Game Design 22

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