Truly unique game mechanics are a rarity. This is not because of any lack of imagination on the part of game developers, far from it. More it’s to do with the fact that there have been so many games made that it’s almost inevitable that a mechanic has been explored before. So often game developers combine different mechanics, hide them cleverly or just rely on the story to carry things along. SUPERHOT however brings with it the novel mechanic of only moving when you do, putting you in a kind of eternal bullet time movie. It was this mechanic that made it a Kickstarter success (full disclosure: I backed it at the $75 level) and the resulting game is much more than just an extended version of their prototype.
You get a message from your friend. It’s this game, superhot.exe, and it’s amazing. He sends you a crack for it so you can get in on the action. It’s interesting but in the end it’s just you, no plot, no nothing. Just killing red guys. Still you can’t seem to draw yourself away from it, going back again and again, playing through the various scenarios it throws at you. Things start to get weird after an unknown entity starts talking to you, warning you that you don’t know what you’re doing. Will you play on? Or will you quit while your mind is still free?
SUPERHOT retains the minimal, low poly aesthetic that featured in the original game and accompanying marketing material. The environments are all stark white, lacking in any real detail apart from a few objects strewn here or there. Your enemies are bright red, easily distinguishable against the plain background. Other than that there’s not much to say about SUPERHOT’s graphics as they’ve been done to focus your attention, rather than be a distraction. Considering how hectic things can get, even though the game doesn’t move unless you do, this visual simplicity is something I’m sure all players will be thankful for.
At it’s core SUPERHOT could be considered a simplistic FPS, one where a single shot takes down all enemies (and you, if you’re not careful). Of course what changes it from being a rudimentary FPS to the novelty that it has become is the fact that time only moves when you do. So whenever you shift sideways, look around or perform an action the game will advanced forward. This means that you have an almost unlimited amount of time to plan your next move, choosing the best course of action possible. Each level you clear is played back to you, showing your superhero like fighting skills in real time. In the end SUPERHOT ends up being more like a FPS puzzler as each level is a game of optimization and understanding what actions happen when.
The core time mechanic would, on the surface, make the game incredibly easy. However whilst the game freezes while you contemplate your next move you are not an omnipotent being and, as such, you don’t know everything that’s happening around you. Whilst most of the time it’s easy enough to figure out what you need to do there are numerous puzzles where enemies spawn behind you, meaning you’ll probably have to die a few times before you know exactly what to do. Also the AI isn’t dumb and will attempt to lead you when shooting which can see you running into their bullets rather than away from them. Indeed whilst the first few levels are a breeze SUPERHOT quickly becomes a much harder game than you’d first expect it to be.
Most of the levels are done well, giving you enough opportunity to flex your FPS and prediction skills whilst punishing your mistakes. Some levels are far more strict than others, really only having one solution that you need to execute perfectly. One issue that I have to point out though is that the AI doesn’t react in the same way to the same situation every time which makes some of the more difficult levels pretty frustrating. The very final fight, for instance, required a good chunk of luck for everything to go perfectly. In the first 10 seconds an AI deciding to pick up a shotgun or simply run directly at you could be the difference between barely making it through and not having a chance at all. All that said however the challenges are beatable but they can be a little frustrating at times.
The story, whilst somewhat basic, is presented in an interesting way. Most of the dialogue is presented to you through a DOS-like terminal at the start of the game, taking the form of a chat between you and someone on the other side. Eventually it takes over the main game, using the SUPERHOT flashes. It’s best described as a psychological thriller, one which makes you question what is real and what is not within the game world. It ends rather predictably but then again I wasn’t expecting massive narrative development from a game that’s only a couple hours long. Suffice to say for a game that rode to fame on its mechanics the story was well above my expectations but SUPERHOT isn’t a game you’ll play for the narrative.
SUPERHOT sets the bar for Kickstarter games priding themselves on innovative game mechanics. The minimal visual aesthetic is purposefully done to focus your attention on what matters most, casting all visual distractions aside. The core “time only moves when you do” mechanic is done well, transforming an otherwise rudimentary platformer into an intricate puzzler. The story is above par for these kinds of games, even if it is somewhat predictable towards the end. Overall SUPERHOT is an excellent game that makes great use of its core mechanic,
SUPERHOT is available on PC right now for $24.99. Total play time was 2 hours with 36% of the achievements unlocked. The writer was a backer of the project on Kickstarter at the $75 reward level.