![]() ![]() If you’re beating someone down for their weapon, the sound of a gunshot from the other side of the room is too easily muddled and lost. Sadly, certain key sounds are occasionally still lost in the action. Keeping music out of much of the game was the right choice, as it would have been too distracting while trying to detect red dudes. The game’s sound is equally minimal, but not without its flaws. Not only that, but damaging the glass-surfaced dudes makes them shatter spectacularly, details that would have otherwise been lost had the game stuck to its original dim environments (see the 2013 Challenge Mode for a little more of what I mean). The game’s backdrop of white supplies further detail to the gameplay, making it easier to detect the direction of your next hostile red dude. Similarly, when trying to stun an enemy from behind cover, I found it difficult to surmise where thrown objects would land - the object would simply bounce off of a nearby wall rather than anywhere near my crosshairs' destination.Īlthough SUPERHOT ’s visuals are minimalist, they are no less stunning. Often, I found myself weaving between masses of approaching bullets, praying that they would land safely outside the peripheral of my screen rather than on me. It's never clear where the player's hitbox is located, which can cause some frustration in a game with nothing but one-hit deaths. ".I found myself weaving between masses of approaching bullets, praying that they would land safely."Īlthough SUPERHOT's gameplay is stellar, it's not all good. Although the ability to control time may at first seem overpowered, further progress will prove that SUPERHOT is no pushover. Listening to a bullet whiz past the screen, seeing a red dude charge at you with a samurai sword or a blasting shotgun, all in slow-mo, is gratifying even after the hundredth time. SUPERHOT is no pushover."Īs for the gameplay's core concept, it is simple and masterfully executed. To SUPERHOT's credit, the story still manages to tiptoe right up to the fourth wall without ever breaking it, a feat that is not unimpressive. Instead of allowing your intended action to occur, the game acknowledges the alternative you have chosen and flatout denies you of it.Īrguably, it is within the plot's scope for the player to have no choice except to do what they are told, but it's also a little disappointing when you pull a trigger and nothing happens. There are various occasions when you, the player, may attempt to do something that is in direct contradiction to what the in-game faction has asked of you. ![]() Where the plot runs into a little trouble is in how it almost completely ignores player agency. By the game's end, you've been subjected to quotes and scenes that have been inside jokes for far too small a segment of the gaming population for far too long. You soon learn there is a secret faction who may not entirely appreciate your exploration of the SUPERHOT program, and it becomes apparent that SUPERHOT may not be a game at all, but a very real tool wielded by dangerous people. However, after you play a few levels of SUPERHOT, the story takes a much darker turn. This ability allows you to properly assess your opponents' positions, precisely aim your (limited) shots, and of course, dodge bullets. ![]() A virtual friend of yours has recommended a new video game in which you must outsmart and eliminate waves of "red dudes." You do this by using every item and weapon at your disposal, not the least of which is your ability to watch time move at a fragment of its normal pace while your character remains stationary, then to speed it along when you move. SUPERHOT's plot starts off simply enough. ![]()
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