![]() ![]() This means that you have an almost unlimited amount of time to plan your next move, choosing the best course of action possible. So whenever you shift sideways, look around or perform an action the game will advanced forward. Of course what changes it from being a rudimentary FPS to the novelty that it has become is the fact that time only moves when you do. Considering how hectic things can get, even though the game doesn’t move unless you do, this visual simplicity is something I’m sure all players will be thankful for.Īt it’s core SUPERHOT could be considered a simplistic FPS, one where a single shot takes down all enemies (and you, if you’re not careful). Other than that there’s not much to say about SUPERHOT’s graphics as they’ve been done to focus your attention, rather than be a distraction. Your enemies are bright red, easily distinguishable against the plain background. The environments are all stark white, lacking in any real detail apart from a few objects strewn here or there. SUPERHOT retains the minimal, low poly aesthetic that featured in the original game and accompanying marketing material. Will you play on? Or will you quit while your mind is still free? Things start to get weird after an unknown entity starts talking to you, warning you that you don’t know what you’re doing. Still you can’t seem to draw yourself away from it, going back again and again, playing through the various scenarios it throws at you. It’s interesting but in the end it’s just you, no plot, no nothing. He sends you a crack for it so you can get in on the action. It’s this game, superhot.exe, and it’s amazing. It was this mechanic that made it a Kickstarter success (full disclosure: I backed it at the $75 level) and the resulting game is much more than just an extended version of their prototype. SUPERHOT however brings with it the novel mechanic of only moving when you do, putting you in a kind of eternal bullet time movie. ![]() So often game developers combine different mechanics, hide them cleverly or just rely on the story to carry things along. More it’s to do with the fact that there have been so many games made that it’s almost inevitable that a mechanic has been explored before. This is not because of any lack of imagination on the part of game developers, far from it. Truly unique game mechanics are a rarity. ![]()
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