Superhot Online
Apr 25, 2014 Kongregate free online game Super Hot - its all about time, about you. Play Super Hot.
Super HotSuper Hot is a stylish and clever first person shooter that plays around with time. You're thrown into an extremely minimalist 3D environment aimed with nothing but your reflexes and quick wit. Time moves only when you do, or when you attack. So you have to act cleverly to make it through each level.
One hit and you're out. Speed up and slow down time as you explore each stage and dodge enemy bullets.You have a big advantage compared to your enemy because you can stop time and evaluate the situation, even before something happens. But still you need to watch out if more than one enemy are aiming at you and there is not place to hide. Let all the bullets pass you and move with great caution. Think you can do it? There are a lot of shooting games out there, but Super Hot makes you feel like the adrenaline-driven action badass that you know you are deep down! Have fun!Controls: WASD = Movement, Mouse = Aim & Shoot.
. Microsoft Windows, OS X, Linux. 25 February 2016. 5 December 2016 ( VR). Xbox One.
3 May 2016. PlayStation 4. 21 July 2017.
Oculus Quest. 30 April 2019. Nintendo Switch. 19 August 2019Mode(s)Superhot is an developed and published by Superhot Team. 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 and respond appropriately, making the gameplay similar to.
The game is presented in a art style, with enemies in red and weapons in black, in contrast to the otherwise white and grey environment.The game originated as an entry in the 2013 7 Day FPS Challenge, which Superhot Team expanded into a browser-based demonstration that September. Widespread attention from the demonstration prompted the team to develop the full game, using to secure funding to complete the title. Superhot was released for, and in February 2016. Versions for the, and were released in May 2016, July 2017, and August 2019, respectively. A rebuilt version of the game to better support, Superhot VR, was released for the, and headset devices. A standalone expansion, Superhot: Mind Control Delete, which utilizes elements such as procedural generation and, became available through in December 2017.The game was met with positive reception, with reviewers considering the title to be an innovative take on the first-person shooter genre. In Superhot, time moves slower when the player does not move.
The game moves faster when they look around or move, giving them situational awareness to respond to enemy actions, such as altering their course to avoid the path of oncoming bullets. The game uses a limited palette of colors – whites, blacks, and reds – to aid the player in focusing on key elements.Superhot sets the player in a environment, taking out hostile attackers that are trying to kill them. Weapons picked up by the player have limited ammunition and break easily, requiring the player to rely on defeating enemies to attain new weapons, or making melee kills. Taking a single hit from an enemy bullet kills the player, requiring them to restart the level. Though the game mechanics are typical of most shooters, time only progresses normally when the player moves or fires a gun, otherwise time is slowed; this is described in the game's tagline 'Time Moves Only When You Move'.
This gives the player the opportunity to alter their actions as to avoid the path of bullets or to better assess their current situation.The game originally was a three-level prototype. In expanding to the full game, Superhot Team created a campaign mode across approximately thirty-one levels, estimated to be as long as. The full game includes additional weapons, including explosives, melee weapons, and improvised weapons like that can be thrown at enemies, and introduces computer opponents that have similar awareness as the player and can dodge the player's bullets. One significant change from the earlier prototype is that the player does not automatically pick up a weapon when they pass over it but must enact a specific control to do so, enabling the player to selectively choose and use weapons, or grab weapons as they fall out of an opponent's hands. The full game enables the player to jump and as long as the jump button or key is held, the player can slow down time to plan and perform actions, enabling aerial gunplay.In the last portion of the campaign, the player becomes able to 'hotswitch' into an enemy's body, wherein they take control over the target, with the previous body dying.
The manoeuvre allows the player to escape projectiles that are unavoidable, but has a timer that prevents repeated use, and the new body also drops its weapons upon switching.In addition to the campaign mode, the full release of Superhot includes an 'endless' mode, where the player survives as long as they can against an endless stream of enemies. A 'challenge' mode allows players to replay the campaign mode levels but under specific restrictions or requirements, such as completing the level within a limited amount of time or only using a specific type of weapon. The final game includes a replay editor to allow users to prepare clips to share on. Superhot VR A new set of levels was developed for the virtual reality version of the game. The player's avatar reacts to the player's body, head, and hand movements; in keeping with the 'time only moves when you move' concept, in-game time only progresses when the player makes deliberate movement with their body; turning their head to assess the situation, or making small twitches to the body do not cause time to progress. The player's avatar can only move in a small space from their location on the level (mapping to how the player moves around themselves); after defeating a small wave of enemies, they grab onto a virtual object to jump them to a new location within the level. Following the campaign, the player unlocks a similar endless mode as the non-VR title.
Superhot: Mind Control Delete A standalone expansion that does not require the main game, Superhot: Mind Control Delete uses elements. Levels and challenges are. The expansion has the player choose one of several MINDS (the player-character) that each have unique abilities, unlocking these based on their progress in the game, and as they complete levels, gain power-ups that allow them to face tougher challenges. Superhot: Mind Control Delete was released into in December 2017. Superhot JP A Japanese-themed Superhot title, Superhot JP, is being developed by GameTomo with support of the Superhot developers. It is initially planned for a Japanese release for PlayStation 4 and Windows, but other regions and platforms may follow.
Plot The Superhot narrative works in several levels: the player plays a fictionalized version of themselves sitting in front of their, getting a message from their friend who offers them a supposedly leaked copy of a new game called superhot.exe, claiming that the only way to access it is with a. Launching the game immediately thrusts the player into a series of seemingly unconnected levels via different points of view, all based around killing hostiles, after which the game glitches out and disconnects.
Game designer Piotr Iwanicki presents on Superhot 's development at the 2016Superhot was originally developed for the 2013 7 Day FPS Challenge, held that August, in which teams of programmers were given a week to develop complete, functional prototypes for games. Piotr Iwanicki, Superhot 's director, was inspired by a game, 'Time4Cat', in which the player controls a cat trying to collect food on a busy road intersection; time only moves when the player moves the cat. They considered the music video for the 2013 song 'Bad Motherfucker' by the Russian band, which shows, from a, a special agent escaping from a hostage situation through parkour and gunplay.
They combined these ideas for the Challenge prototype. The name itself is based on considering the two words 'super' and 'hot', alone, are 'positive' and 'intense' and made for a good mantra within the game.The Challenge prototype only featured three levels across three computers, which to meet the deadline the team strung together in three separate applications and called the game episodic. They since refined the game and released it as a free browser game in September 2013, upon where it received a great deal of attention from players, along with placing the game on the Greenlight process. Within a week, the game had been successfully approved for later distribution by Valve, and was the fastest game to be processed through the Greenlight system at the time. Iwanicki stated that the positive reaction to the web demonstration was a result of players looking for any variation in the standard formula of first-person shooters, which had not really changed since the development of.
Iwanicki commented that while some have called Superhot a puzzle game, he feels it remains an action game. Unlike a puzzle game where there is typically only one solution and one is rewarded for that, Iwanicki considers Superhot to be about having the time to adjust to one's instincts and improvise a strategy for completing a challenge.In May 2014, the development team launched a campaign to make Superhot a full release, including improvement of the art design, new levels and challenges, and support for the virtual reality headset. They had planned on starting a Kickstarter drive to fund publication after their success on getting through Steam Greenlight, but wanted to give the game more polish before offering the crowdfunding opportunity. This included tuning some of the gameplay, such as adding a that could be used to cut oncoming bullets in half. When they went to start the Kickstarter, they ran into problems being from Poland, a country not supported by Kickstarter at the time. This gave the team more time to improve the game while the issues were resolved, allowing them to continue to build up the art assets for the Kickstarter promotion. The Kickstarter met its goal within the first day of going live, allowing the Superhot team to identify additional stretch goals including improved animations and replay mode.
Luke Spierewka, a programmer on the team, believed the success of their Kickstarter was in part due to the availability of the browser-enabled demonstration that allowed potential funders to experience the game's concept hands-on. The campaign ended with more than $230,000 in pledged funding, allowing the team to add in mode. Has designed a level for the game because he pledged for the Kickstarter tier that lets a backer to co-design an arena stage.The art style of Superhot is by design, according to art director Marcin Surma. It uses three principal colors: white for the environment, black for objects the player can interact with, and red for enemies. This choice was made during the creation of the demonstration primarily to allow the team to focus on the gameplay aspects for the 7-day FPS Challenge. Surma, who had not been able to participate in the Challenge but brought on after their decision to expand the game, kept with this approach, as it made it clear to the player what they had to focus on, distilling out the common distractions that would be used for first-person shooters. Iwanicki considered that these choices made any part of the game immediately 'readable' to the player to plan out their strategy, while still providing enough detail to allow the player to imagine other facets of the game's world.
Surma also came on the idea of presenting the game as something that might have emerged from the 1990s during the period of and computer systems; this created the metagame interface fashioned similarly to, after Surma was able to convince Iwanicki to use that style. Surma considered how this approach continued the theme of contrast that the game presented: as the enemies stand out in stark contrast to the environment, the 3D game stands out similarly from the character-based menu screens.At, Microsoft announced that Superhot would be available on via.
Superhot was released on, and on 25 February 2016, while the Xbox One version will follow on 3 May 2016. Physical copies of the game are published and distributed by IMGN.PRO.Free in the form of new levels, including a new gameplay feature, was released for all versions in 2016.With the critical success of the game by late 2016, the Superhot team started working on a version for the.
This was released in 21 July 2017. A version was released on 19 August 2019. Superhot VR An early prototype of the game using Oculus Rift (VR) support was shown during the. The Rift-enabled version included the added gameplay feature of allowing the player to lean the character to side by leaning their bodies, and rotating the character's view separate from their bodies motion. Many journalists that played this demonstration compared the experience to being like the characters of Neo or Morpheus from the film, exemplifying the game's use of the Rift as innovative compared to other Rift-enabled games.After completing the Kickstarter with sufficient funds for the VR-enabled version, the Superhot team realized that they needed to rebuild the game from scratch to provide the best VR experience for Superhot, named Superhot VR. Though they wanted to reuse some of the original levels, factors that they took into design for a normal first-person shooter, such as larger-than-normal hallways to avoid claustrophobia, did not translate well for VR, and it was easier to craft new levels for the VR experience.
They also needed to find ways to simulate a player's, given that the Oculus can only track the player's head and hands. They used this to approximate the player's torso in game. The team is working to assure the gameplay is focused on the VR experience, including tighter integration of the game's story. Developer Tomasz Kaczmarczyk said that compared to the standard version of the game, the VR-enabled one requires the player to act out all the motions to complete a game level, making the player 'feel 100 percent engaged' in the experience., the company manufacturing the Oculus Rift, helped to fund Superhot VR 's development for the Rift in exchange for time-exclusivity. Superhot VR, which will require the Oculus Touch motion-sensing controllers, was released along the Touch devices on 5 December 2016. The Superhot team also developed a version for the, which was released on 25 May 2017.
Similarly, support for a version of Superhot VR was started alongside the PlayStation 4 port of the non-VR game, and is expected to release shortly after the VR release in July 2017.Oculus VR itself came under criticism in April 2016 after the company decided to apply controls on its software that required Oculus games to only be played on the Rift, effectively breaking a user-made patch, called 'Revive', to allow these games to have been played on the HTC Vive. Oculus eventually reversed this decision in June 2016, removing the digital rights controls. However, users disappointed with the original limitations took similar issues with Superhot ' Oculus Rift exclusivity, with several users giving the game negative reviews on Steam and other storefronts. Superhot's developers noted that without Oculus' help, the VR version of the game would not be as sophisticated as it came out to be, and restated their intentions to port the game to other VR systems.
Card game Superhot Team is working with Manuel Correia to produce a Superhot card game. The game is being crowdfunded through a campaign that started in January 2017 and shipped to backers in late 2017/early 2018. It became available for retail purchase on May 25, 2018 after being picked up for publishing by Grey Fox Games.The game uses a set of cards where most are dual-purpose cards, either treated as obstacles or as a move the player can make; for example a card representing a weapon would be representing an enemy shooting at the player as an obstacle, or a weapon the player has if as a move. Additionally, there are 'bullet' cards that are only obstacles. The goal is to use cards in ones hand as moves, using their points to meet or exceed the cost value of the obstacles as to eliminate non-bullet cards from a tableau on the table; once all obstacle cards are eliminated, the player can then use moves to eliminate the bullets.
The player can also opt to 'gain' an obstacle card for their own deck, making the game have elements of a. If a player exhausts their hand before eliminating all the obstacle cards, any remaining bullets are counted against them, and after four bullets marks, the game is over. There are also additional goal cards that the player must complete during this process.
The game has variants for single-player, co-operative and competitive multiplayer games. Reception ReceptionAggregate scoreAggregatorScoreNS: 84/100PC: 82/100PS4: 83/100XONE: 83/100Review scoresPublicationScore7.75/108/107.5/1084/1009/10VideoGamer.com9/10Edit on WikidataThe web demonstration proved popular, drawing attention to the game and aiding in the success of its Kickstarter. The game has been compared thematically to film franchise and the video game series, and with environments described by 's Philippa Warr as playing 'through 's version of the opening credits'. The 'time moves only when you do' mechanic, as described by its creators, has been called the ' of first-person shooters', in which the time mechanic makes the shooter more like a than a shooter.On its full release, Superhot received positive reviews according to review aggregator. Kyle Orland of believed the game had a 'short but sweet running time' for its campaign mode with plenty of additional playtime available through the challenge and endless game modes to keep the game interesting.
's Christian Donlan considered both the gameplay and the narrative around it working well together to form 'that rare piece of charmingly curated violence that dares to provoke difficult thought'. Chris Plante of found that while the narrative was passable, the gameplay and design choices that drive the title away from being a simple first-person shooter, such as the inclusion of a red trail to show the path of bullets that subtly allow the player to identify their source, made Superhot 'something wholly original in a genre that has become bereft of originality'. Christopher Byrd for the called the game a 'soulful, artistic shooter', using its metafiction to 'flaunt its understanding of the discourse around video games'.Superhot was listed as an honorable mention for the Nuovo Award for the 2014 Awards, while its full release was nominated for the 2016 Seumus McNally Grand Prize and for Excellence in Design awards.
^ Orland, Kyle (26 February 2016). Retrieved 26 February 2016. ^ Campbell, Colin (17 June 2015). Retrieved 17 June 2015.
^ Kollar, Philip (25 February 2016). Retrieved 25 February 2016. Matulef, Jeffery (21 September 2013). Retrieved 21 September 2013.
Good, Owen (1 August 2015). Retrieved 1 August 2015. ^ Robertson, Nick (22 February 2016). Retrieved 22 February 2016. Stapleton, Dan (4 August 2017). Retrieved 29 December 2017.
Devore, Jordan (5 December 2017). Retrieved 5 December 2017. Good, Owen (6 December 2017). Retrieved 16 August 2019.
Oldman, Jordan (13 May 2018). Retrieved 13 May 2018. ^ Polson, John (16 September 2013). Retrieved 18 September 2013. Ligman, Kris (10 September 2010).
Retrieved 18 September 2013. Priestman, Chris (19 May 2014).
Retrieved 3 March 2016. ^ Souppouris, Aaron (19 September 2013). Retrieved 19 September 2013. Savage, Phil (16 September 2013). Retrieved 18 September 2013.
^ Francis, Bryant (27 January 2016). Retrieved 27 January 2016. Savov, Vlav (14 May 2014). Retrieved 14 May 2014. ^ Sarkar, Samit (22 May 2014).
Retrieved 22 May 2014. Simearth wiki. Savage, Phil (15 May 2014).
Retrieved 15 May 2014. Hall, Charlie (11 July 2014). Retrieved 14 July 2014. ^ Ohannessian, Kevin (25 February 2016). Fast Company, Inc.
Retrieved 25 February 2016. Hall, Charlie (15 March 2016). Retrieved 15 March 2016.
Welsh, Oli (12 August 2014). Retrieved 12 August 2014.
Yin-Poole, Wesley (1 February 2016). Retrieved 1 February 2016. Good, Owen (1 February 2016). Retrieved 1 February 2016.
Furniss, Zach (20 April 2016). Retrieved 20 April 2016. (Press release).
1 February 2016. Retrieved 1 February 2016. ^ Frank, Allegra (31 May 2016). Retrieved 31 May 2016. ^ Kaczmarczyk, Tom (15 June 2017). Retrieved 15 June 2017.
Carter, Chris (19 August 2019). Retrieved 19 August 2019. Hamilton, Kirk (11 June 2014).
Retrieved 13 June 2014. Lahti, Evan (12 June 2014).
Retrieved 13 June 2014. Gilbert, Ben (12 June 2014). Retrieved 13 June 2014. ^ Kuchera, Ben (13 June 2016). Amateur surgeon 2 youtube. Retrieved 13 June 2016. ^ Kuchera, Ben (10 October 2016). Retrieved 10 October 2016.
Souppouris, Aaron (24 June 2016). Retrieved 26 June 2016. Nunneley, Stephany (26 February 2016). Retrieved 26 February 2016. Gill, Patrick (5 December 2016). Retrieved 6 December 2016.
(Press release). Retrieved 25 May 2017. Machkovech, Sam (20 May 2016). Retrieved 26 June 2016.
Machkovech, Sam (25 June 2016). Retrieved 26 June 2016. Booker, Logan (25 June 2016). Retrieved 26 June 2016. Gwaltney, Javy (8 August 2016). Retrieved 8 August 2016.
Retrieved 30 May 2018. Warr, Philippa (2 February 2017). Retrieved 2 February 2017. 26 February 2016. Retrieved 24 March 2016.
Brown, Peter (25 February 2016). Retrieved 26 February 2016. Pierce, Alanah (25 February 2016). IGN Entertainment. Retrieved 25 February 2016. Savage, Phil (25 February 2016). Retrieved 25 February 2016.
Orry, Tom (25 February 2016). Retrieved 25 February 2016. CBS Interactive. Retrieved 22 December 2019. ^.
CBS Interactive. Retrieved 25 November 2018. ^.
CBS Interactive. Retrieved 25 November 2018. ^. CBS Interactive. Retrieved 25 November 2018.
Warr, Philippa (11 September 2013). Retrieved 19 September 2013.
Crabtree, Dan (14 September 2013). Retrieved 18 September 2013. 25 February 2016. Retrieved 26 February 2016. Plante, Chris (25 February 2016).
Retrieved 27 February 2016. Byrd, Christopher (7 March 2016). Retrieved 7 March 2016.
7 January 2014. Retrieved 7 January 2014. Nunneley, Stephany (6 January 2016).
Retrieved 6 January 2016. Makuch, Eddie (25 January 2017). Retrieved 5 March 2017. Skyes, Tom (2 April 2016). Retrieved 2 April 2016. Batchlor, James (20 December 2017).
Retrieved 27 December 2017. Gaito, Eri (13 November 2017). Best In Slot. Retrieved 2 January 2018. Makuch, Eddie (8 December 2017). Retrieved 2 January 2018.
20 December 2017. Retrieved 2 January 2018. 20 December 2017. Retrieved 5 January 2018. 20 December 2017. Retrieved 2 January 2018. McNeill, Andrew (31 January 2018).
Retrieved 3 February 2018. IGN Studios (17 March 2018). Retrieved 18 March 2018.
Harrison, Will (17 March 2018). Retrieved 18 March 2018. Gamasutra staff (5 January 2018). Retrieved 8 January 2018. Makuch, Eddie (22 March 2018). Retrieved 22 March 2018. Valentine, Rebekah (16 April 2019).
Retrieved 16 April 2019. McAloon, Alissa (2 January 2020). Retrieved 2 January 2020.
Batchelor, James (14 August 2019). Retrieved 16 August 2019.External links Wikimedia Commons has media related to.