• SUPERHOT Is On Kickstarter, Still Stylish But More Beautiful
    16 replies, posted
[url]http://feedproxy.google.com/~r/RockPaperShotgun/~3/VxB4nwt6L34/[/url]
Looking really good. The free one was a lot of fun even if short.
SUPER HOT SUPER HOT SUPER HOT
Please have a replay feature where you can watch a level without any slowdowns
[QUOTE=fredstin22;44806351]Oh boy[/QUOTE] Dodge a bullet, hit a desk/lamp/wall/whatever.
Seeing that gun there like that makes me wish the game had Receiver's gun mechanics.
Superhot was a game that didn't just give you the bullet-time bending powers of Neo, it made you FEEL like you were Neo because of the control you had over it. You could stop bullets dead in their path, look around, figure out your next move, then before a second even ticks, you've rolled under the bullet, capped the assailant in the chest, then hit the second one with your own gun. It was great, and the way the game presented itself made you feel like you were something far more than human.
[QUOTE=kaze4159;44806263]Please have a replay feature where you can watch a level without any slowdowns[/QUOTE] From what I've heard it will.
[QUOTE=Akasori;44806412]Seeing that gun there like that makes me wish the game had Receiver's gun mechanics.[/QUOTE] I don't think Receiver's gun mechanics would quite work in Superhot. In Receiver it anchored the bizarre setting with a relatively realistic core mechanic, which perfectly represented the two-faced world and conspiracy plot. It also fit the feeling of the player being an unprepared Average Joe thrown into a dangerous world he must learn to maneuver quickly in order to survive both mentally and physically. It also directed the pace of the game pretty well. Superhot seems much more detached from reality, much more stylized and arcade-y. The core mechanics that controls the pacing is the player's movement. A very elegant and simple mechanic fit for a game that's easy to grasp. Monochrome backgrounds, bright red enemies, bright red bullet paths. You have move keys and buttons for firing your gun/throwing your gun/CQC. It's very easy to read and figure out how to play, unlike Receiver which is more methodical and requires you to sit down and learn how to reload for a couple minutes. I like both games, but I don't think their core mechanics are compatible.
"Endless Arena mode" they say if you do $2000+ Also a special device if you pay $10,000 An useless special device that does nothing
[QUOTE=Akasori;44806412]Seeing that gun there like that makes me wish the game had Receiver's gun mechanics.[/QUOTE] I decided to mock this up super quickly. [media]http://www.youtube.com/watch?v=rQS0dJQfY1Q[/media] Its actually quite fun. I had to slow down the bullets from the turrets and the player pistols so that you can actually dodge them, but everything else is stock Receiver gameplay.
[QUOTE=kaze4159;44806263]Please have a replay feature where you can watch a level without any slowdowns[/QUOTE] I emailed the devs and they said that they plan on adding a replay feature as one of the stretch goals
Those updated graphics look amazing.
It got fully funded within the first day.
Oh shit they got Katanas and bullet slicing! INSTA-BUY
Stretch goals: [img]https://s3.amazonaws.com/ksr/assets/002/013/425/31ce1b7c7752ded77dc58aa1b473a15a_large.png?1400148008[/img]
Sorry, you need to Log In to post a reply to this thread.