I got this achievement on stream with a time just over 18 minutes, but that was using some risky/hard tricks for certain sections. The timer also pauses when you pause the game so feel free to do so whenever you need a break or check something for an upcoming section. The timer starts when you walk through the first doorway in Introduction and ends when you hit the clock in Retrospective. You don't have to bother with an external speedrun timer unless you really wanna setup splits as goals for each section, there's a built in timer that you can turn on at the bottom of gameplay settings that'll appear in the top left every time you start a new game. It's definitely still possible on old xbox ones but more annoying. Firstly do this on pc or the newest xbox you have, I started the game on my original xbox one but the load times and frame rate made me switch to my pc to save the hassle. The above guides are great, I just wanted to clear up a few things and give some tips that make this a lot more manageable. This video is where I learned some of the tricks to get a better time. A user by the name of Clockwork d0rk has provided a video of him unlocking this achievement on PlayStation. It’s not a “first try” trick.) You can see this happen in the video below. (Obviously, this needs a little practice. The cube will be larger it’s like building straight up in Minecraft. You can climb on top the cube, press A and B quick, stutter a second, and press B again. In chapter two, you can skip getting the second cube (by using the flower pot illusion) and use the original cube to get to where you need. The game doesn’t count the loading screens in the final achievement. Also, the loading times are accounted for in this timer. When creating the splits, these are the ones I used: Induction - 2:58 Optical - 6:52 Cubes - 9:28 Blackout - 13:15 Clones - 16:23 Dollhouse - 20:40 Labyrinth - 26:50 White space - 33:28 Retrospect - 34:04 When you finish the level, tap as the loading screen starts for the next one. This will help immensely with understanding the pace you should be at during your run. I used FramePerfect on the Apple App Store. Time ends when you press the alarm clock at the beginning of Retrospect. The timer starts when you first see the left stick/right stick controls at the beginning. For example, I practiced Induction and Dollhouse over and over because that’s where I had more trouble. I’d say play from start to finish at least twice before attempting. I’ll provide some tips and resources to make it easier for anyone to get. Eventually, moving forward feels more like a matter of dumb luck than observational skills, taking some of the sense of accomplishment out of the game's sails.This is probably the hardest achievement in the game. As the dreamscape begins to collapse in later scenes, scenes repeat or shift suddenly without explanation, or you fall into an abyss while making a mad dash for a door that apparently was never really there to start with. Even when you're doing everything right, the game has this nasty habit of making you question if you're actually on the right path. In fact, the biggest fault with Superliminal is that it just assumes you'll sort things out if left to your own devices, which would be fine if you had some sort of hint you were at least moving in the right direction. And then, right when you're at the end of your rope, you end up falling down an invisible hole that you never knew was there to being with. It's possible to find yourself trapped in one area for a substantial amount of time, frustrated by a lack of direction and no clue what you're supposed to be looking for. But as the game progresses, things are more confusing, and the solutions get more obscure. While things start off a bit on the trippy side, things at least make some kind of sense in the early stages. Superliminal is one of the most surreal mindbending experiences in gaming. Or maybe a model house on a table becomes big enough to walk through. As a result, a small sliver of cheese suddenly becomes a massive ramp. Picking up an object in your foreground and dropping it into the background keeps its size relative to how you saw it when you first picked it up. Size, shape, and everything else is all based around perspective. It forces players to look at everything from a new perspective, literally. That's the premise behind the first-person puzzler, Superliminal, a game where all the rules you think you know get tossed out the window. We all get lost in our own thoughts from time to time, but it's another thing entirely to be trapped in them.
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