![]() ![]() There’s a ton of reasons to just keep playing SUPERHOT, from achieving the best run time, best score or just getting through all of the challenges. There’s no soundtrack, but the strong impact you feel in the sounds of breaking or dodging bullets is tense on its own. The crisp polygon characters and props are eye candy on their own, even more so upon destruction. Still, I had so much fun with this surreal shooter, using and recycling tools of serious damage while trying to avoid fire or up-close attacks in controlled motion. If I had anything to complain about, it’s that the modified challenges feel samey for most of them don’t alter your strategies drastically, yet put you on the same arenas. In some way, the narrative says a lot about the satisfaction level in SUPERHOT as it is very difficult to put down. This is fine as the gameplay still manages to hold its ground after 10+ hours of play. ![]() When you complete the less-than-two hour campaign, you are given a wide category of challenge modes, all of which aren’t anything you haven’t already seen before, and just put you on the same stages with altered rules. This ability is balanced by having a cool down time after every use, only making the use very crucial. Creating a consistent rhythm of kills is the essence of SUPERHOT’s enjoyment, especially when your run plays in full motion that you can convert into an online video. Later, you are given the option to “hotswitch” into another figure, turning that red grunt into you, but in the expense of losing your current weapon and your old body. You could throw unwanted gear as well to fend off your foes. Lining up each bullet is important for you don’t have a ton of ammunition on your guns. Your weapons aren’t anything creative or varied, but the essence of time physics are what make each gun, melee or throw tool efficient. Enemies will react to your movements and fire as accurate as possible, but will go down in one shot or smack, just like you. All of the levels feel like strong movie set pieces, made to toy with time either through moving platforms or changing paths. When your character’s breathing counts as motion, you know you aren’t in dominate control!Įach stage is taken through new locations, often changing up the flow of combat, but one thing is for certain, kill all of the reds before moving on. Time only moves when you move, so you’ll have to think fast and outsmart your fearsome red foes. ![]() That’s okay, because by gameplay, this is an intelligent shooter with almost a puzzle-solver mind needed to get through each course. Campaign can be completed two hours or less, depending on how fast you can get through all the stages.Īs psychedelic as the story can be, it’s also very predictable and ends on a weak finale. I like this approach to story-telling where the game addresses the player, creating surreal scenarios between you and the virtual environment, which is taken almost in literal fiction. The more you play through the series of challenges, the more ticked off your unwanted visitor gets. You play through a series of levels, being interrupted by a creepy AI from time to time. The narrative is sort of 4-th wall breaker in both a good and bad way. For the most part, I am proud of the success this indie has gotten! I’m very late on telling you how great this game is, considering the strong buzz already surrounding SUPERHOT. ![]()
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