SUPERHOT: REDHOT

SUPERHOT:
Time Played: 13 hours

In a similar situation to XCOM® 2 and SteamWorld Heist, May's Humble Monthly featuring Stellaris (which may be written about in the future), provided a superior title in SUPERHOT (also on TotalBiscuit's Top 10 Games of 2016).

SUPERHOT, “the FPS where time moves only when you move” is the most fabulous, unembellished game I've played this year. Appearing as a casual, arcady experience, over time it develops in the player a collection of techniques which lead to breathless gameplay. After having played invested 13 hours into a game in which the main campaign only requires 2 ½ hours to complete, I'm certain a new player would complete the first level on their first time, but notice a significant difference in how I would complete it. This isn't about my skill, but about how the game transforms the players mindset over the 32 core levels. Of further astonishment is this extended playtime. Normally I'm the type of person who skips all the extra content; challenges, speed runs, and endless levels. What I'm going to declare next is not due to SUPERHOT's meta-plot, which (upon the game's conclusion) implies you, the player, are now a mindless drone, sucked dry of all individuality and will. SUPERHOT commands, “Contact your friends using this phrase, 'It's the most innovative shooter I've played in years'”, but I'm not going to do that because it isn't (the most innovative shooter I've ever played), but it is an incredibly amusing game worth every minute.

In preview, some players of SUPERHOT may find the ending shtick, and the meta-story too heavy handed, but it doesn't detract from the brilliantly pure gameplay and bold, incisive asthetic.
SUPERHOT's core mechanic is simple (as stated above): time moves only when you move. First, this is a lie. Time moves very, very slowly even when you don't, almost as if the avatar is breathing in long slow breaths. In each level, the player must eliminate all the “Red Guys” (official game term) to proceed. The player can use a limited number of tools to complete this task. In any level the player experience any of the following: the pistol, the shotgun, the assault rifle, the katana, and the club (pipe, shovel, etc). A single hit with any weapon will eliminate player or enemy alike. In close combat three punches will slay an enemy. Each mission begins with a number of Red Guys already awaiting a rumble, their radiant red bodies shimmering aginst a snow-white backdrop. Fortunately, they don't blemish the arena when they die with blood, but shatter like crystals, crumble into dust, and blow away into nothingness. After a predetermined number are eliminated, a new gang spawn in alcoves and converge on the player. In any particular level the starting locations, the spawn locations, and the weapons are pre-programmed, always the same. The only aspect the player can alter is the spawn times, which are triggered by a certain number of kills.

In combat, the Red Guys don't triumph because of skill, but through overwhelming numbers. In terms of disposition they are suicidal, mediocre, assailants. Upon appearing, most run at the player, closing the distance as quickly as possible (though a few are programmed to maintain position). Regardless of weapon in hand, and in sight, they act in a remarkably similar manner, approaching the player directly.. When the player hides around a corner, they make a particularly egregious mistake, running right to the corner, instead of circling around, and looking for a long distance angle. Nor are they especially accurate with the weapons, though the shotgun and assault rifle require some practice before they become easy to dodge. The Red Guys are even worse with melee weapons, especially failing to employ the katana successfully. With the katana, the player is nearly unstoppable. It can cut bullets, has good reach, and can be swung multiple times in the eternity people call seconds. But Red Guys will wait until they are inches from the player before attacking (which means they never attack because they are dead).
The Red Guys have a more significant flaw than their undistinguished skill: they can be manipulated.. They try to avoid hitting their allies. This can be exploited (when unarmed) to approach Red Guys armed with shotguns or rifles by using their allies like hostages. This can be likened to executing a detailed ballot of fists. Punching an enemy once will stagger them, three times in a row will kill them. But, if the player leaves enough time between punches, they will continue to stun, instead of killing. Of course, sometimes Red Guys will shoot even with allies in the way, so it's best to be prepared. When unarmed and approaching a gun carrier (whether pistol, shotgun, or rifle), one needs to learn to read their body signals. If an enemy is running toward the player, the player can run at them, and they will react slowly. Once the enemy's weapon is raised, zig-zagging back and forth, with a slight pause between each zig and zag will lead Red Guys to shoot erratically: they are trying to shoot where they believe the player will be. When closing for a punch, aim for the gun hand. It will be closer, meaning one doesn't have to spend the extra time moving a bit more.

A few more tips. There is no ducking or leaning, (though there is jumping) because these would have made SUPERHOT too easy. Punching and picking up weapons are long actions (relatively), so only do so when no enemy is shooting. When shooting at enemies, be sure to lead them, as the bullets are stylized, leaving a trail of brilliant red, but also move a bit slower than expected. A hit anywhere has the same effect, so aim for the widest part, which is often the torso, though sometimes when they run they swing their shoulders which narrows the available target.

A few issues with the combat. A bug: sometimes when an enemy runs into a wall, and the player is on the other side, they can punch the enemy and steal their weapon. Pretty rare, but it kept happening in the same level. The only other issue is that of targeting. SUPERHOT provides a white dot as reticule, so the player can presumably know where they are aiming. But it often fails. Sometimes when trying to fire from near a corner, the bullet will hit the wall, when the reticule was not on it. The problem is compounded with thrown objects. All thrown objects (aside from katana) stun, whether they be billiard balls, an electric drill, an ugly dog statue, or throwing stars. But if even a particle of the object clips a wall (or other object) it will shatter into pieces, rendering it useless.
SUPERHOT's gameplay is packaged with a simple, unoriginal meta-plot, but the developers do a satisfactory job repackaging it. It appears to be a casual/arcade shooter of a game where the player plays a player of a video game. There's a chat room where the player discusses SUPERHOT with a friend. Each level begins with some helpful advice, displayed in massive white words which fill the screen. At first, one will assume it's a tutorial, the developer aidings the new player, but later it becomes malicious. It begins speaking directly to the player, much like the devil of Pony Island. Unlike Pony Island, SUPERHOT doesn't sacrifice game play for plot, and maintains its momentum. These mini-levels demonstrate the same meta-manipulation as Pony Island, as demanding words command the player, or taunt him. One level insists the player, “Walk”, “Stand, and “Wait”, and rewards the player with “Good Dog”. A latter level begins with the command, “Die Dog” and can only be won by allowing the Red Guys to kill the player's avatar.

SUPERHOT is determined to indoctrinate the player, relentlessly enforcing its dogma, “Mind is software. Bodies are disposable. The system will set you free.” It does the same tricks as Pony Island and Undertale, both kicking the player from the game, and preventing the player from disconnecting. But I beat it. It can stop you from ESCing out, but it can't prevent a Ctrl-Alt-Delete escape (of course, this serves no purpose, and to beat the game one has to go back eventually).
By its conclusion SUPERHOT has one enthralled, “We're watching your home, we're watching you.” The game concludes with a final scene in which the player joins the legions who have have become part of its system.

SUPERHOT is a game which doubles down on a core mechanic and triumph's because of it. I've invested more than five times the amount of time needed to complete the game, and it still has a hold on me. SUPERHOT combines visceral, addicting gameplay, with a crisp, colorful, and vibrant aesthetic design. Nothing is extra, nothing is wasted, and the additional challenges like Katana mode and FullStop are an exhilarating way to keep experiencing a great game.

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