Before we jump into the deep end though let's think about perspectives. Humans have awareness and mobility in three dimensions, meaning we can see and move up and down, left and right, as well as forward and back. We perceive time, the fourth dimension, in slices. How big a slice depends largely on the activity of your brain. Under extreme duress the slices might become very thin, stretching seconds out into what feels like minutes. Meanwhile, sleeping thickens things to the point where hours pass in the blink of an eye.
In Siren: Blood Curse this kind of effect is represented by a kaleidoscope when the human protagonist of the story is pulled into the lair of the last boss, an alien being that inhabits a higher number of dimensions than four. Dazzling color displays aside, this final opponent has the ability to seemingly break itself into pieces and then reassemble into several radically different combinations. In fact the pieces aren't actually breaking apart, rather the player simply cannot see the connecting tissue because it does not intersect with the human plane of existence.
Obviously, all this is a bit difficult to imagine in your head, but there are several video game rendering engines that can produce weird geometric effects like Klein Bottles or "spiral" hallways that require 720 degrees of rotation to complete a full circle. Don't believe me? Check it out for yourself:
Are you thoroughly disoriented yet? No!?! Well, here's one more for you using the Portal 2 engine:
Now, if your sanity is still intact I think it's safe to say that you're a fairly logical minded person. Whatever you think though don't dismiss all this as a bunch of improvable nonsense. After all, only about 10% of the matter in the universe is accounted for. While a number of astronomers have speculated on the nature of black holes and the average number of planets in a given solar system, I think using the catch-all term Dark Matter is a bit misleading because as the game footage above demonstrates, it might not be about light emissions but rather spacial locations.