It will shrink instantly when you grab it. Go to the broken window room and you will see a big block on the left side under the wall. Once you have the soda, head back and place that soda on the yellow button next to the door. You can also complete achievements by checking this guide. In the next step, you will go through the hallway and go to the vending machine and get the soda. In the next room, you will find a tiny block of cheese on a table and you will enlarge it so that you can make a staircase to reach the door on top. Go towards the left hole and get the chess piece and while still holding it, place it on the yellow button on the floor on the right side of the hole. Start following the hallway and you will see a room with two holes to the left and right side of the room. Grab the block and make it large enough so you can jump on it and go through the door on the upper right part of the room. While stepping on the yellow button, grab the block on the next room and drop it on the yellow button so you can head towards the door. Head towards the hallway and step on the yellow button on the floor. Make that block smaller so you can jump on it to get to the door. Look to the upper right and just grab the top block and you will see a door hidden after it. You will then enter a room where there are multiple objects like blocks and chess pieces. It fit perfectly with the game’s structure and developer Pillow Castle should be applauded for not muddying it.For the first hallway, you will just pick up the chess piece and make it smaller by dropping it near you. Superliminal surprised me, not only by how simple its message was, but also by how much it resonated. One of my biggest bugbears with puzzle games - and The Soujourn is a good example - is that they try to over-engineer a story to contain its challenges. The final ten minutes or so ramp up the pace (and in some cases the nausea) but not the danger, a move which makes sense when the ending is explained. The collaboration feels uneasy in a game with no time limit or real understanding of your reason for being there, but even without the narration the game would have been fun to play. The computerised voice of the AI is the opposite, commenting when you take the “wrong” direction and attempting to heighten emotion at various points. Your character is in some sort of Inception-like dream state at a clinic run by a calm Scottish doctor who communicates with you via radios you discover. The lack of conflict is soothing in a way. Doors can be removed and discarded, wedges of cheese grown to impossible sizes, and neon exit signs vastly expanded to illuminate darkened rooms or activate multiple floor panels at once. Once you get your head around that - and doing so is a challenge in itself as the game gives you almost zero instruction - you’ll be tasked with moving forward through each new room by manipulating the objects within to form ramps, bridges, stairs and more. Everything’s size is relative to how you see it, not how large it actually is. Hold it in relation to the floor you're standing on and let go at your feet… and it becomes tiny. Pick up a can of soda and bring it close enough to you so that it fills the room and release it, and it will indeed fill the room. As the game repeatedly tells you, perspective is reality. Without going all Father Ted on you, Superliminal plays around with size and distance in a way I’ve not seen in a game before. But it carves out a unique niche thanks to its main mechanic: perspective. Superliminal shares some of the tropes of the first-person puzzlers that came before it such as The Spectrum Retreat and Portal, but also the meta narration and often dream-like surrealism that The Stanley Parable nailed.
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