SUPERHOT: MIND CONTROL DELETE Introduction:
Superhot, developed and published by the Superhot Team, is an independent first-person shooter (FPS) video game. While it adheres to conventional FPS gameplay mechanics where players aim to eliminate adversaries using firearms and various tools, the unique aspect lies in time progression. Time within the game advances at a regular pace only when the player is in motion, allowing them to evaluate situations in slow motion and respond thoughtfully. This distinctive feature brings a strategic element akin to strategy video games. The game boasts a minimalist art style, predominantly using red for enemies, black for weapons, and a white and grey backdrop.
The genesis of the game can be traced back to its participation in the 2013 7 Day FPS Challenge. Afterward, the Superhot Team expanded their creation into a browser-based demo by September of the same year. The remarkable attention garnered by this demonstration spurred the team to transform it into a complete game, utilizing Kickstarter to secure the necessary funding for its completion. The official release of Superhot took place in February 2016 for Microsoft Windows, OS X, and Linux. Subsequently, versions for Xbox One, PlayStation 4, and Nintendo Switch were launched in May 2016, July 2017, and August 2019, respectively. In addition, a reimagined version for virtual reality, known as Superhot VR, was developed for Oculus Rift, HTC Vive, and PlayStation VR devices. A standalone expansion called Superhot: Mind Control Delete, introducing roguelike elements such as procedural generation and permadeath, entered early access in December 2017 and was officially released on July 16, 2020.
Gameplay:
The game was met with widespread acclaim, as reviewers perceived it as an inventive interpretation of the first-person shooter genre.
In Superhot, players find themselves immersed in a minimalist setting where they combat hostile assailants intent on their demise. Weapons are scarce in ammunition and prone to breaking, necessitating players to rely on defeating enemies to acquire new armaments or resorting to melee attacks. A single enemy bullet is enough to end the player's run, prompting a restart of the level. Although the game mechanics resemble those of conventional shooters, time only advances at a regular pace when the player is in motion or discharges a firearm. Otherwise, time slows down, affording players the opportunity to evade incoming bullets and make calculated decisions.
Originally, the game existed as a brief three-level prototype browser game. In its expansion to a complete title, the Superhot Team crafted a campaign mode comprising around thirty-one levels, comparable in length to the game Portal. The expanded game introduced an array of additional weapons, including explosives, melee tools, and improvised items like billiard balls that can be hurled at adversaries. Moreover, the game introduced computer-controlled opponents equipped with similar awareness as the player, capable of evading bullets. A notable deviation from the prototype involved the player's interaction with weapons. Unlike automatically picking up weapons upon contact, players needed to execute specific controls to acquire them. This approach allowed players to selectively choose and employ weapons or wrest them from the grasp of opponents. Additionally, the full game introduced the ability to jump and manipulate time while airborne, facilitating strategic aerial engagements.
During the latter part of the campaign, players gained the ability to "hotswitch" into the body of an enemy, effectively assuming control of that enemy while the previous body met its demise. This tactic proved useful in avoiding unavoidable projectiles. However, the hotswitch ability featured a cooldown timer to prevent excessive use, and the new body dropped its weapons upon switching.
Final Words:
Beyond the campaign mode, the complete version of Superhot incorporated an "endless" mode, challenging players to endure against an unending onslaught of adversaries. The "challenge" mode allowed players to replay campaign levels under specific constraints, such as completing a level within a time limit or using only a particular type of weapon. Furthermore, the game included a replay editor, enabling users to create clips for sharing on social media platforms.
The virtual reality iteration of the game introduced a new set of levels. The player's in-game avatar responded to bodily movements, including the head and hands. Aligning with the game's core concept of time progressing only when the player moves deliberately, merely turning the head or making slight bodily adjustments did not influence time. The player's avatar was confined to a limited space within the level, mirroring the player's real-world movements. After overcoming a wave of enemies, the player could grab a virtual object to transition to a new location within the level. Following the campaign, players unlocked an endless mode similar to the non-VR version.
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