

Superhot was released for Microsoft Windows, OS X, and Linux in February 2016.
#SUPERHOT PC GAME WORKING SLOW ON LAPTOP FULL#
Widespread attention from the demonstration prompted the team to develop the full game, using Kickstarter to secure funding to complete the title. The game originated as an entry in the 2013 7 Day FPS Challenge, which Superhot Team expanded into a browser-based demonstration that September. The game is presented in a minimalist art style, with enemies in red and weapons in black, in contrast to the otherwise white and grey environment.

Though the game follows traditional first-person shooter gameplay mechanics, with the player attempting to take out enemy targets using guns and other weapons, time within the game progresses at normal speed only when the player moves this creates the opportunity for the player to assess their situation in slow motion and respond appropriately, making the gameplay similar to strategy video games. You can grab a copy of the game and try it for yourself through Steam here.Superhot is an independent first-person shooter (FPS) video game developed and published by Superhot Team. The bottom line is that if you dig FPS titles that really change the rules (like Screencheat) or enjoy a good slow motion brain teasing puzzle, then Superhot is easily worth trying, although I don't see it becoming a hallowed classic of either genre. Watching this in slow motion is pretty satisfying though.

Stripping everything out (characters, story, speed, fleshed out environments) lets the core mechanic shine, but its also reduces replay and makes the game less interesting overall. There's nothing really wrapping it all together and giving Superhot a point, and even that could be forgiven if there was more to the levels themselves. The unfortunate fact is that even that title, which has fewer overall gameplay elements than Superhot and has a similar length, still feels more like a complete, fleshed out game than this one does. I recently reviewed the indie horror title Layers Of Fear, which is itself a very minimalist and hyper-focused game with only a small number of mechanics on display. The hyper stylized format even extends to the menu screen That's unfortunate, as this actually is the expanded experience from an original tech demo released a few years back. In a lot of ways, Superhot is like a proof of concept tech demo begging for a bigger and more fleshed out experience. The game's strength is also its Achille's heel: it feels unfinished and unpolished. You'll end up repeating that pattern again and again with minor changes when you frequently die in the harder levels. The end of any given level is where my reservations begin: once the novelty wears off, this is just about learning a specific pattern of movement and firing. This is amusing the first time, but less so on subsequent levels An up-close experience is offered by grabbing the katana and going to town, although that comes with its own challenges due to time constraints.įor the completionists who like to explore every nook and cranny, there are also hidden computer terminals scattered across the levels and waiting to be found.Īfter finishing a level you are treated to a full-speed replay of what you just did in slow motion, although annoyingly with the giant words “SUPER HOT SUPER HOT” plastered across the screen as the announcer keeps repeating the phrase over and over. New weapons in later levels change up the formula, with different numbers of bullets and different trajectories. There aren't many games where you throw your empty pistol at an enemy, grab his gun in mid-air, and then turn around and start shooting at the three other guys chasing after you. There's a lot of fun to be had with that singular mechanic in train stations, elevators, or office buildings.
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This slow motion mechanic makes you think logically and puzzle out a solution, with the veneer of an action movie placed over the top to keep gamers interested. Watch as bullets fly by in super slow motionĮssentially, Superhot takes bullet time from The Matrix or Pax Payne, but expanded out into the entire game experience. The heart of every level is calculating where the enemy will be and how fast your bullet is going to travel, all while dodging out of the way of the many bullets or melee swings coming at you from different angles. Rather than figuring out where portals will go or how gravity will be affected, you are instead trying to guess trajectories and timeframes as bullets whizz by in slow motion glory. Despite how the screenshots look, Superhot is less an FPS and more of a physics puzzler like Magrunner or Portal that just happens to take place in an FPS-style world.
