Superhot Review

SUPERHOT

<p>Developing an action scene for a movie requires a lot of storyboards&colon; utilizing the environment of the scene&comma; stunts&comma; and constant movement&period; The best action scenes move at a rapid pace&comma; building tension as they go but also feeling &&num;8220&semi;real&&num;8221&semi; in a way that makes nothing seem jarring to the viewer&period; <em>Superhot <&sol;em>fully understands what goes into making a great action scene&comma; which is why every time I finished a level in the game&comma; I re-watched all my actions&comma; tracking the power I had in each given moment of the scenario&period; With <em>Superhot<&sol;em>&comma; you are the director and the star of your own action movie&comma; but its narrative takes things to a more interesting place that questions who really is in control of the scene&period;<&sol;p>&NewLine;<p>The initial comparison one might have to <em>Superhot <&sol;em>is with <em>Hotline Miami<&sol;em> &&num;8211&semi; a game that is both satisfying in its failures but also in its execution&period; Starting out as a Kickstarter demo &lpar;which is all still pretty much intact for the final release&rpar;&comma; the core conceit was that time would only move when the player moved&period; This creates a puzzle game feeling to the gameplay that makes each step feel calculated and important&period; If the game took place completely in real-time&comma; it would just be a standard shooter&period; You can even play it in real-time if you decide that you never want to stop moving&comma; but the game encourages you to slow down and think before acting&period; This is what makes <em>Superhot <&sol;em>genius in its gameplay loop&period;<&sol;p>&NewLine;<figure id&equals;"attachment&lowbar;100248" aria-describedby&equals;"caption-attachment-100248" style&equals;"width&colon; 1920px" class&equals;"wp-caption aligncenter"><img class&equals;"size-full wp-image-100248" src&equals;"https&colon;&sol;&sol;bagogames&period;com&sol;wp-content&sol;uploads&sol;2016&sol;02&sol;superhot&lowbar;press&lowbar;screenshot&lowbar;03&period;png" alt&equals;"SUPERHOT" width&equals;"1920" height&equals;"1080" &sol;><figcaption id&equals;"caption-attachment-100248" class&equals;"wp-caption-text">&lpar;Superhot&comma; SUPERHOT Team&rpar;<&sol;figcaption><&sol;figure>&NewLine;<p>Each scene is comprised of a couple props such as vases&comma; bats&comma; guns&comma; etc&period; and a room or a couple rooms connected to make one area for the fight to take place in&period; These get more elaborate as time goes on&comma; unless the game is introducing a new technique into the mix&comma; which in itself makes things slightly more complicated&period; Enemies will either already be in the level&comma; or they will spawn in waves&period; It is always the same placement of enemies or spawn points for the waves to come from&comma; so each retry of a level only brings variety in how you move and tackle it&period; On the surface&comma; that sounds repetitive and actually fairly easy&comma; but <em>Superhot <&sol;em>makes a point of you trying something new once you&&num;8217&semi;ve fully understood how to handle one situation&period;<&sol;p>&NewLine;<p>Introducing a prop such as a katana into a level is begging for players to attempt to go through the level without their gun and instead using the sword to slice through enemies&period; Or maybe you want to play through and be as resourceful as possible&comma; never using a weapon more than once&period; The challenge mode that unlocks after players beat the game&&num;8217&semi;s main story offers many different ways to go through the 25 levels available that it is hard not to want to go through them again&period; Some of the levels actually require players to be resourceful because they offer little in terms of traditional weapons&period;<&sol;p>&NewLine;<p>The most satisfying part of <em>Superhot <&sol;em>is when you finish a level&period; Everything has played out slowly and you&&num;8217&semi;ve had a tough time trying to get past several enemy encounters &&num;8211&semi; maybe you even had a gang of enemies all coming at you at once while you were left with few choices for retaliation &&num;8211&semi; but now the level has been defeated&period; That isn&&num;8217&semi;t the most satisfying part though&comma; despite its inherent reward for beating a tough challenge&period; No&comma; instead it is the replay that immediately plays back every action you did in real-time&comma; as if the slow-motion never existed&period; This is where each scene begins to feel like a blueprint for an action scene&period; The props are there&comma; the enemies are placed&comma; they move in aggressive ways towards the protagonist&comma; and then you kill them&period;<&sol;p>&NewLine;<figure id&equals;"attachment&lowbar;100250" aria-describedby&equals;"caption-attachment-100250" style&equals;"width&colon; 1920px" class&equals;"wp-caption aligncenter"><img class&equals;"size-full wp-image-100250" src&equals;"https&colon;&sol;&sol;bagogames&period;com&sol;wp-content&sol;uploads&sol;2016&sol;02&sol;superhot&lowbar;press&lowbar;screenshot&lowbar;10&period;png" alt&equals;"SUPERHOT" width&equals;"1920" height&equals;"1080" &sol;><figcaption id&equals;"caption-attachment-100250" class&equals;"wp-caption-text">&lpar;Superhot&comma; SUPERHOT Team&rpar;<&sol;figcaption><&sol;figure>&NewLine;<p>I uploaded a replay that I had to Killstagram &&num;8211&semi; <em>Superhot<&sol;em>&&num;8216&semi;s website dedicated to hosting replay videos &&num;8211&semi; and it was entitled &&num;8220&semi;Oldboy Corridor&&num;8221&semi;&period; <a href&equals;"https&colon;&sol;&sol;killstagram&period;com&sol;s&sol;StupidLavaChinchilla">You can watch that replay here<&sol;a>&period; Why did I upload that clip&comma; specifically&quest; It was perfectly representative of the resourcefulness you can use in a situation &lpar;those props were put there to encourage variety&rpar;&comma; and it was just an awesome moment&period; The final part of that clip involves me throwing my katana at a guy to kill him&comma; then picking up a vase and throwing it at another enemy&comma; which then has his gun come towards me that I catch in mid-air&comma; then shoot the guy with the gun behind him&period; Meanwhile&comma; the guy who I hit with the vase moves to grab the gun on the floor&comma; and I throw mine at him to stun him&comma; leaving me time to grab the gun off the floor and shoot him&period; But I did all of that in slow-motion&period; The result is what you see in the clip&period; There&&num;8217&semi;s no music&comma; just a focus on the precision of combat&period;<&sol;p>&NewLine;<p><em>Superhot<&sol;em>&&num;8216&semi;s core concept is so immediately satisfying that it&&num;8217&semi;s easy to lose sight of some of the game&&num;8217&semi;s shortcomings&period; For example&comma; while there are only 25 levels in <em>Superhot<&sol;em>&comma; I found myself fairly done with the game after beating its story&period; This is something worth talking about because it is dealing heavily with technological advancements such as virtual reality and violence as a whole&period; The whole narrative is told mainly through chat messages happening through piOS &lpar;<em>Superhot<&sol;em>&&num;8216&semi;s fake operating system&rpar; and the text that appears on screen during gameplay&period; It becomes a weird meta-narrative right away as a copy of <em>Superhot <&sol;em>is provided to the player in-game and the mysterious person who has given you the game warns you to keep silent about what it is you&&num;8217&semi;re playing&period; Clearly it&&num;8217&semi;s a top-secret project that shouldn&&num;8217&semi;t be in your hands&period;<&sol;p>&NewLine;<figure id&equals;"attachment&lowbar;100249" aria-describedby&equals;"caption-attachment-100249" style&equals;"width&colon; 1920px" class&equals;"wp-caption aligncenter"><img class&equals;"size-full wp-image-100249" src&equals;"https&colon;&sol;&sol;bagogames&period;com&sol;wp-content&sol;uploads&sol;2016&sol;02&sol;superhot&lowbar;press&lowbar;screenshot&lowbar;07&period;png" alt&equals;"SUPERHOT" width&equals;"1920" height&equals;"1080" &sol;><figcaption id&equals;"caption-attachment-100249" class&equals;"wp-caption-text">&lpar;Superhot&comma; SUPERHOT Team&rpar;<&sol;figcaption><&sol;figure>&NewLine;<p>That mystery is fairly interesting&comma; but it really is the gameplay that matters most&period; Even in the late stages of the story&comma; they introduce a new gameplay mechanic that I won&&num;8217&semi;t spoil but it really didn&&num;8217&semi;t end up jiving with me as much as the other mechanics did&period; There is even a stage early on where they get you to jump over a car&comma; and I never found myself using jumping in an effective or frequent manner&period; Even in Endless mode&comma; the game never really drove me to utilize the mechanics I had ignored&period; The late-game mechanic is helpful in the context of the levels they have set up&comma; but it is fairly unnecessary outside of them&period;<&sol;p>&NewLine;<p>The thing is&comma; <em>Superhot <&sol;em>is insanely fun when you are playing it with the replays providing that dopamine rush required to make you want to try it again&period; The challenge modes are fun for a bit&comma; but I honestly found very little drive to go through them completely&period; Even with the potential for amazing moments&comma; the game so frequently doles them out that it isn&&num;8217&semi;t enough for me to play for the promise of an awesome replay&period; Only when I&&num;8217&semi;m in that moment did I ever care about how great the scene was playing out&period;<&sol;p>&NewLine;<p><em>Superhot <&sol;em>is inventive in its gameplay&comma; stripping things back just enough to see the gears work but not enough that it loses the fun factor&period; When everything clicks and you&&num;8217&semi;re running through a level taking on multiple enemies within a fraction of a second&comma; the game transcends most shooters&period; Its simplistic aesthetic and minimalist score all work to show just how much the gameplay is all that matters&period; Dying becomes a double-edged sword because on one hand&comma; you screwed up and died&comma; but on the other&comma; you get to take another stab at having an insanely stylish moment of combat&period; For me&comma; there is nothing more satisfying than that silver lining in defeat&period;<&sol;p>&NewLine;<hr &sol;>&NewLine;<p>&nbsp&semi;<&sol;p>&NewLine;<p style&equals;"text-align&colon; center&semi;"><strong><em>A PC code for Superhot was provided by SUPERHOT Team for the purpose of this review&period; <&sol;em><&sol;strong><&sol;p>&NewLine;

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