1/28/2024 0 Comments Superhot video game![]() The only motion controls is just for aiming, just like any other Switch game like Zelda: BoTW.īy default, the motion sensitivity is too damn high! *Ahem*, a quick look at the settings and reducing it from 10 to 5 fixed this.Īnd that's my biggest gripe with this port, it's an utter waste of potential. I bought this expecting motion controls at a VR or Red Steel 2 (Wii) level, but it has none of that. As a port, ignoring the implication that it should make use of the system, it's more or less the same. It has HD Rumble, or the gunshots feel like shooting a gun at least.īut that's it, that's all the good, at least for me. The game looks as good as the PC version, both docked and undocked. You can play it on the go, making this the only system that allows you to do such a thing without streaming. The game is not very demanding anyway, but fact is that it's at 60fps docked and undocked. It runs at 60fps with no noticeable drops. The Switch Port - Not the most innovative port I've played in years. Enemies remain and look the same, except new weapons are introduced the further you progress in the game. The game has a story, an interesting one at that (not to spoil anything further), but it generally is about moving forward playing round after round, each map different from the rest, and it gets progressively harder. Especially since the game shows a replay of all your actions in the current round, in real time. A rarity, in games.The time factor and the controls, simply put, make for epic looking combat similar to action movies. And at two hours it gets in, hits hard, and then knows when to get back out again. But as far as one-trick ponies go this one is pretty stellar, doing its damnedest to make you feel like the consummate badass and leaving you with all sorts of “That was amazing” moments, feats that could never be pulled off at full-speed. Superhot is a gimmick game, and it was always going to be a gimmick game. It’s an interesting two hours though, and kept me sufficiently hooked even as the time-stopping gimmick started to grow stale (which for me was about an hour and a half in). Two hours, maybe, which is in line with the Portal comparison the devs made in the past. HOT.” after a stage is cleared, in a weirdly apropos parallel to the whining noise at the end of each Hotline Miami level.īut a surprising amount of story work went on here. It’s dodging bullets and throwing swords and shooting two guys while you float lazily through the air in slow motion. To say too much is to ruin it, but suffice it to say I didn’t expect such concise commentary from Superhot, of all games.ĭon’t get me wrong- Superhot is still mostly style-over-substance, mostly concerned with making the minute-to-minute action look cool than it is with making grand statements about “Video Games As Art” or some such tomfoolery. We’ve no idea where this betrayal began or who the key players are, but it doesn’t really matter. There’s no time to think-you steal the gun from one, dodge a bullet, shoot, and your slow-motion battle commences.īut with just a few pieces Superhot tells a complete story-a tale of betrayal, an “ Et tu, Brute?” in one act. Three baddies slowly raise their guns to aim at your head. One level, for instance, starts in an elevator. Still, I’m impressed how much story Superhot is able to wring from a bunch of mute, featureless dolls. (The demo had three.) Office buildings, alleyways, bars, mansions, border crossings-they’re all represented here, though the setting is largely inconsequential. Superhot in 2016 plays much the same as it did in 2013, though there are now thirty-odd stages to play through. This start/stop rhythm is the core of Superhot-more puzzle game than first-person shooter, more The Matrix or Equilibrium than Call of Duty.Īnd that core’s been carried over largely intact from the original demo.
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