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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