With its unique, stylized graphics SUPERHOT adds something new and disruptive to the FPS genre. Do you crave meaning? Acceptance? Decrypt a deep and multi-layered narrative. Snatch weapons from fallen enemies to shoot, slice, and dodge through a truly cinematic hurricane of slow-motion bullets. It’s you, alone, outnumbered, and outgunned. You can find additional information about Polygon's ethics policy here.Blurring the lines between cautious strategy and unbridled mayhem, SUPERHOT is the smash-hit FPS in which time moves only when you move. Superhot was reviewed using a final pre-release Steam code provided by Superhot Team. Its appearance is original, memorable and loud, but its ego never overtakes the bold design principles at the heart of the game. In its final iteration, though, it perfectly blends style and substance. Wrap Up: Superhot never lets its good looks or cleverness overtake its smart core designįrom its looks to its clever-but-one-note concept, Superhot screamed style over substance the first time I saw it. They're simple enough but a fun way of extending the enjoyment of the core Superhot experience without getting in the way of the brisk main campaign. Challenge mode lets you play through the core campaign's levels with some fun new restrictions, and endless mode (featured in the video at the top of this review) lets you chase for the highest number of kills possible in arenas with endlessly respawning enemies. Notably, Superhot also recognizes how fun its core concept is and, upon completion, unlocks a few bonus modes that allow for more experimentation. It never feels the need to repeat itself, whether to drive a point home or just to increase the total playtime. Rather, it demonstrates a wonderful sense of moderation, of giving the player precisely as much as is needed for a great, satisfying experience. Superhot only took me two or three hours to finish, but that's not due to it being light on content. It lacks bloat to a degree that's nearly unheard of in modern gaming, at least outside of more outrightly narrative-centric, gameplay-light titles. When the credits finally rolled on Superhot, what I felt most keenly was appreciation for the game's incredible discipline. Superhot lacks bloat to a degree that's nearly unheard of in modern gaming Each situation is special, and they only get more wild as the game progresses and slowly unwraps a handful of surprising new abilities. Some start you with a pistol, some with a katana, some in an elevator full of bad guys with guns pointed at your head and all you have is your fists. Had I been momentarily annoyed, Superhot finds a strong means of distraction in the way it constantly switches things up in each of its 30-some levels. But the levels are so short, and getting a run right is so satisfying, that I don't recall a single moment of frustration. Since a single bullet or punch from an enemy kills your character, I died a lot in my playthrough. Superhot felt great once I developed a sense of how to approach situations in the game. I struggled to wrap my head around this for the first level or two, but things clicked into place soon after. In between those movements, you can dodge bullets, carefully position yourself and determine perfect lines through each level to maximize your killing potential. Each second is stretched out, giving you freedom to think about your next move carefully - right up until the exact moments when you move or act, at which point things speed up until you're no longer moving. Superhot is a first-person shooter, but time in the game crawls forward. The plot is also helped along considerably by Superhot's gameplay conceit, which drew so much praise from the original demo. What may initially seem like a stylistic choice to make the game stand out or feel artsy reveals itself as a brilliant means of communicating everything the player needs to know when they enter a new level, without the need for long tutorials or text tips or even spoken dialogue. The world is a stark, non-detailed white and gray enemies and their bullet trails are bright red guns and other items that can be picked up and wielded as weapons are a metallic blue. Superhot deserves special praise for its inventive visual language.
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