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The basic idea of SUPERHOT is simple – time moves only when you move. This allows you to plan your actions and deal with the overwhelming enemies in an awesome manner. Initially, this game was made for 2013 “7 Day FPS Challenge” with an online demo released the same year. The popularity of the demo has motivated developers to expand it into a full blown game. It is time to see if the final product is worth it, compared to the short free demo.
SUPERHOT is an unusual game. While it definitely falls into action and FPS genres, as suggested by store description, it also feels like a puzzle game. The compact levels, lots of enemies and instant death would be overwhelming in a normal shooter. But this game gives you time to react, before making a move. As a result, you need careful planning and execution to complete a level, rather than split-second reaction. After completing each level, there is a real-time replay, where you can see your superhuman reflexes. These replays can be slightly edited in-game and uploaded to killstagram.com.
The first game mode available is story mode, presented via both levels and DOS-like game menu. It is rather short, taking 2-3 hours to complete on a first try. The storyline itself is somewhat philosophical and convoluted and is not the strongest part of the game. After its completion, challenges and the endless mode become available.
Challenges require you to complete some of the levels of the story mode under different rules and conditions. Some are quite easy, like only using katana for the whole game. Others are very hard, including speed run of every level under the restriction of real time, instead of game time.
Endless levels are another way to play SUPERHOT for a long time. Including both some levels from the story and completely new ones, they throw enemies at you as long as you live. Each endless level also has three additional varieties: kill 20 enemies as fast as you can, kill as many as you can in 60 seconds game-time, kill as many as you can in 60 seconds real-time.
With all these different game modes available, gamers enjoying the basic gameplay mechanics can play this game for a long time.
Visually, SUPERHOT has a very distinct style. Like Mirror’s Edge, it utilises very clean design, where most of the level is coloured white, enemies are red, while the player and interactable objects are black. Such separation provides clarity and aids situational awareness. The player and enemies look like they are made of stained glass and shatter accordingly when hit. While the game does not have groundbreaking graphics, it looks good enough to achieve its goals. Sounds contribute to the experience as well, flowing along with time. Big titles over the screen and voiceovers are also part of the game’s style. However, large flashing “SUPER”, “HOT” and accompanying chanting at the end of each level eventually become very annoying.
Overall, SUPERHOT is an interesting game, worth playing for everybody who like variety. The unique idea, good execution and well-planned levels make for the unusual and unforgettable experience.
Replays: Seeing how superhuman your actions were is simply awesome.
Clean Design: Visuals emphasize gameplay.
Progression Lock: Many of the challenges and endless levels are locked behind game completion.
Annoying Announcement: “SUPER, HOT” chant at the end of each level gets real old real fast.
SUPER HOT. SUPER HOT. SUPER HOT. SUPERHOT drops you into various situations and has you make the best of what’s given. When you stop moving the world slows to a crawl, giving you time to plan ahead. The game starts off with simple ways to teach you strategies and over time gives you more to work with. The game flows well and picks up in difficulty appropriately. The game is short, there’s no denying that, but is fantastically replayable and has lots of challenges to complete post-story.
Back when it was just a playable demo, I was excited. Even back then the game felt good and I had always hoped it would become a full game even though I knew it wouldn’t. I lost track of it and when I started hearing news about it becoming a full game, I was glad to be proven wrong.
The story isn’t too involved in gameplay, but presents itself in a very good way. I won’t give too much away but I really enjoy these types of narratives. To be perfectly honest, my only complaint is that it isn’t a bit longer. The particle effects are very natural, but graphically it isn’t anything more than they need to be. Sound is able to really drive the point home, between bullets flying by and enemies shattering like glass, it’s really well put together and the atmosphere is well placed.
The SUPERHOT prototype was one of the most fun web browser games I’ve ever played. I probably played it over 10 times throughout the last 3 years. I always wanted more, more levels, more mechanics more things to do. And that’s exactly what we got.
The new full version of SUPERHOT gives us new weapons, levels, challenges and even an endless mode to play with. What it also gives us is a very short campaign. That’s pretty much all I found problematic with this game, the campaign is too short. Most people complained about a lack of content in the game but that’s not true. The game mechanic that SUPERHOT is built on makes every challenge fun, fluid and overall a new experience within the 30+ levels the game has to offer. Whether you’re just playing for fun or trying to beat all the challenges, SUPERHOT is always a fun experience.
Dodging, splitting, firing and cutting bullets mid-air hasn’t been this fun in a long time. The price point might be high for some but with sales and retail websites selling games at extra low prices I wouldn’t think twice about picking this game up.
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