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YMMV / Superliminal

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  • Alternative Character Interpretation: Some people choose to ignore the subversion of the "dream game gone wrong" premise, and interpret Dr. Pierce's final speech as either him lying to you or your own mind conjuring something up to get you to wake up on your own. Obviously, this completely goes against the message and tone of the game, but there's a reason it's an alternate interpretation.
  • Complacent Gaming Syndrome: The proper method to enlarge an object is to grab it up-close and walk backwards, the visibly covered area translates into object's new size. Most players instead hold objects upwards and drop them. While this can work most of the time, it takes extra steps and requires rooms to have large ceiling, which leaves players confused when this strategy doesn't work.
  • Genius Bonus: One of the elevator notices is an advertisement for "Colliculus Casino". There's a superior colliculus on each side of the human brainstem, and it's involved in triggering reflexes involved in shifting one's gaze in accordance with visual attention.
  • Spiritual Successor: Given the somewhat Mind Screw-y nature all of these games have, Superliminal can be described as the lovechild of The Stanley Parable, Antichamber, and Portal. For art style and humor, Lost Echo. It's also reminiscent of Inception (impossible geometries in a dream world, and the phrase "dream within a dream" can even be heard) and the Doctor Who episode "Flatline" (with 3d objects suddenly becoming flat, and vice versa).
  • That One Puzzle:
    • The room with the big red fenced off apple and fan is so infamously difficult to figure out that some players have spent days on it. Go to the exit, then position yourself such that your view of the apple is partly obscured by the cliff. Fine tune this position until you can drop a clone of the apple directly onto the switch.
    • Similarly, the puzzle in the penultimate chapter with splitting hallways, with one way leading to progression and the other leading to a dead end often takes players quite a while to puzzle out (particularly as going the wrong way results in the player looping back to the start of the puzzle). The trick is that the first way you look is always a dead end, so you have to look the "wrong way", opposite of where the sign points, before going the right way.
  • Unintentionally Unsympathetic: Dr. Pierce disguised a puzzle/problem-solving test as a potentially-traumatic dream-therapy-gone wrong scenario. Despite the lessons he imparts on finding fulfillment by not boxing yourself in with the assumption of failure, the false pretenses he created to test this were messed up and even deliberately frightening. Scientifically, the whole thing seems unethical and may not garner much gratitude from the subjects. The developers are okay with this interpretation, if their liking of a tweet about Dr. Pierce getting punched in the face after one of his therapies is any indication.

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