Examining SUPERHOT's Innovative Action, Three Years On

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  • Опубликовано: 16 янв 2025

Комментарии • 121

  • @WritingOnGames
    @WritingOnGames  5 лет назад +39

    Hey, thanks for checking out my video on SUPERHOT! This one was a lot of fun to make (SUPERHOT still holds up super well as it turns out). If you enjoyed it and feel like you can, supporting my work directly at patreon.com/writingongames helps more than you know. Thank you!

    • @vak2586
      @vak2586 5 лет назад +1

      Any plans on a video like the one you did for hitman, but for hitman 2 this time? That'd be sweet!

    • @NeostormXLMAX
      @NeostormXLMAX 5 лет назад +1

      i actually have a good idea why both shadow of modors rival mechanic and super hots time freaze mechanic never carried on to many other games,
      this is because they are both unusable in 2 major contexts. 1 its both are not viable to be implemented in a multiplayer game and 2 it would interfer with the story in a singleplayer story driven game, THIS fact alone dramaticly narrows down the criteria for the amount of games that could even carry these mechanics as they are the main 2 types of games on the market right now.
      so allow me to explain, first of all lets talk about the time mechanic from super hot. that would be next to impossible to implement in a multiplayer game because each players actions are different there is no way to time it so that each time freeze would effect all the players evenly if one player stands still others would have to too, even if it wasn't linked it wouldn't work as it would not be very fun for the opposing player if they would not be able to move at all or interact. THEN it wouldn't work story wise ether because it would have to have the ENTIRE story and game revolve around this time stop mechanic to work, superhot works because it doesn't have a story or progression just simple levels, but how are you going to add that in a story driven game such as bioshock, or deus ex???
      now about the rival mechanic, it wouldn't work at all with multiplayer as its obviously a single player driven ai, however there are a few ways it could work, maybe on a cooperative type game like borderlands destiny 2 or warframe you could have the ai evolve or learn similarly to that, but it would really only work for open world games where you can fight the same enemy again in coop, but there aren't many games like that which are releasing currently in 2016-2020 era in the past coop adventure might have been popular but not anymore (left for dead etc)
      then when we get to the single player games the rival mechanic would only work on games where the player has incentive to fight the same enemy again(maybe for loot or leveling warframe, borderlands)
      so it again wouldn't work on games with linear story progression like call of duty, GTA, metro, again bioshock and story driven games.

    • @271kochu
      @271kochu 5 лет назад

      Heat Signature (2017) goes for something similar, but in a top-down shooter.

  • @Crocogator
    @Crocogator 5 лет назад +126

    I had the privilege of playing Superhot VR last year, after 100%ing the original game ages ago. Holy Moly, what a Cannoli. Being drawn into that world in such a way was amazing.

    • @bobbyb6053
      @bobbyb6053 5 лет назад +4

      Superhot VR might be the best casual VR game there is. Everyone i showed it to was beyond impressed

    • @TheErudite21
      @TheErudite21 5 лет назад +2

      Came here to say this!! SUPERHOT VR feels soooo amazing and immersive!!

  • @nthSonata
    @nthSonata 5 лет назад +110

    Fun fact, in the beta available to Kickstarter backers, not only could you cut through bullets with the katana, you could *punch them out of the air with your bare fists.* Given that punching has almost no cooldown, unlike other weapons (including the aforementioned katana), this made it extremely overpowered, but man was it fun to charge at a machine gun wielding mook as you punch their bullets without a care in the world

    • @invyt
      @invyt 5 лет назад +7

      In Superhot VR, you can punch bullets out of the air with your fists, although doing so puts your hands on a 3 second cooldown before they can block another bullet. 3 like.. moving seconds.

  • @NewMateo
    @NewMateo 5 лет назад +57

    This game in VR is on another level. You get so good at the levels after failing so often its like being in Edge of Tomorrow. You become an absolute killing machine and feel like a total badass after finally concouring it. You should check it out if you have psvr or pcvr. Its great.

  • @Unorthodox2049
    @Unorthodox2049 5 лет назад +73

    YOU NEED TO CHECK THIS OUT. SUPHERHOT IS THE MOST INNOVATIVE SHOOTER I'VE PLAYED IN YEARS.

  • @ilyasasilgaly2744
    @ilyasasilgaly2744 5 лет назад +72

    Three years already? Holy shit, time really flies so fast.

    • @sawkchalk6966
      @sawkchalk6966 5 лет назад +16

      It only moves when you do

    • @REXanadu
      @REXanadu 5 лет назад

      Goes to show how little people really cared about the game, in a sense.

    • @NeostormXLMAX
      @NeostormXLMAX 5 лет назад +1

      @@sawkchalk6966 best fucking quote of the year mate, is that an original quote?
      cuz when i get famous i might steal that it take a variation of that

    • @ave789
      @ave789 5 лет назад +1

      @@NeostormXLMAX it's a play on the tutorial level of superhot - TIME ONLY MOVES WHEN YOU DO

  • @slicksilver2961
    @slicksilver2961 5 лет назад +72

    This is that one game that makes me desperately wish I had a VR headset.

    • @MaxskiSynths
      @MaxskiSynths 5 лет назад +12

      In my opinion it's one of the best VR games out there, I just wish there was more of it

    • @The_Jovian
      @The_Jovian 5 лет назад +8

      I played a demo of it and oh man. Ducking and seeing a bullet go past your eyes was incredible

    • @thelurkingpanda3605
      @thelurkingpanda3605 5 лет назад

      @@MaxskiSynths agreed.

    • @PlymouthRoadrunner66
      @PlymouthRoadrunner66 5 лет назад +1

      and RE7

    • @harrylane4
      @harrylane4 5 лет назад

      This and beat saber are absolutely the two best system sellers for VR sets

  • @MaxskiSynths
    @MaxskiSynths 5 лет назад +40

    I put my mother on Superhot vr last week and she threw the left controller across the room.

    • @MaxskiSynths
      @MaxskiSynths 5 лет назад +25

      @Jacksman No I told her to "Throw the gun at the guy" and she threw the whole controller. Still absolutely loved it though!

    • @Ozzianman
      @Ozzianman 5 лет назад

      @@MaxskiSynths Thats amazing.

    • @psionski
      @psionski 5 лет назад +2

      MonoChronicle there are no controls in VR, at least not in the good games. You just do what comes naturally. It’s just that she was supposed to just relax her grip A BIT, not COMPLETELY let go of the controller. Easy mistake to make. That’s why the controllers have straps you’re supposed to put around your wrists :)

  • @gaynebula6439
    @gaynebula6439 5 лет назад +26

    4:10 hah- director SLASH stunt guy. Well played. Also, great video.

  • @Chiefahleaf
    @Chiefahleaf 5 лет назад +8

    Definitely agree that superhot was one of those very original games that I've beaten in one sitting. I loved every second of it.

  • @LiveAnotherDaveActually
    @LiveAnotherDaveActually 5 лет назад +18

    While I get that it's not a story for everyone, I, personally, really liked the narrative of the original SUPERHOT (haven't played the VR one). To me, it was kind of pulling a Metal Gear by making you question what you're doing, and it went deeper and deeper with its touches of tension, making it end up a horror story I don't think I would have worked in a medium other than gaming; not as effectively, at least. The game dives into the theme of you not being in control, but in a way, you really are. The character you play as is told time and time again to not open SUPERHOT.exe, yet continues to do so, since, that's what you, the player, are doing. The only way for the character to get out of the nightmare is to stop playing SUPERHOT. The same goes for you. You don't have to live the nightmare, but as a narrative piece, you end up wanting to see the end. Though I think Toby Fox did it much better in Undertale's genocide run by giving the player more ways to reach the end than just one, I think SUPERHOT borders on the same idea. And as a Polish game, I think the meta narrative has some deeper meaning, telling the player to not just sit there and quietly nod to everything, but to walk away from being consumed by the machine and ending up one of its many cogs.
    But, I mean, that was just my interpretation of it.

    • @GalenTheWizard
      @GalenTheWizard 5 лет назад +1

      I'm right with you there pal. In my opinion, I think the meta-narrative made this game even better and deeper than I thought.
      Sure it's not really for everyone and could have done maybe some things to make it better. But I love how much this game broke the 4th wall for me so much, and yeah much like in the Metal Gear games, made me actually question myself. It was freaky in all the best ways.

  • @nekomancer42
    @nekomancer42 5 лет назад +3

    Superhot VR is incredible and amplifies everything that's great about the non-VR version. Precise physical movements matter in a way that's extraordinary even for VR.

  • @JoshBurcham104
    @JoshBurcham104 5 лет назад +4

    SUPER
    good video dude

    • @JoshBurcham104
      @JoshBurcham104 5 лет назад

      @Cameron Konzuk oh wow you got the joke 🎊

  • @huwguyver4208
    @huwguyver4208 5 лет назад +1

    Haven't tried flatscreen Superhot, but in VR it is epic. Being in that world and physically acting out all those action hero moves is an amazing feeling.

  • @shardfire4469
    @shardfire4469 5 лет назад +4

    Great as always, well worth my support.

  • @harrylane4
    @harrylane4 5 лет назад +2

    "something everybody thinks will shift the industry but fails to do so" is my prediction for Zelda BoTW's particular style of open world. Even a few years on, it's still too early to see many games that began production after Zelda (open world games take a long time), but I wouldn't be surprised if we stick with the "follow the dotted line to the place on the minimap" style of open world for years to come.

  • @videogamingfather2456
    @videogamingfather2456 2 года назад

    Thank you for video! SUPERHOT quickly dragged me in by its strong atmosphere, mysterious story, original concept, nice level design, many ways to resolve each level, challenging yet not frustrating difficulty, simple and responsive controls, stylish graphics and atmospheric sounds. It has brought fresh new mechanics to the first person genre and makes you feel like the hero of a Hong Kong action movie dancing between the slow motion bullets and killing a lot of enemies in many ways. Great job has been done here!

  • @zacharyrehnberg7414
    @zacharyrehnberg7414 5 лет назад +3

    Imagine if there was a game that let you trigger a super hot style slow motion mode as a kind of “focus” mechanism. It could incentivize melee combat as a means to attack or defend yourself as a sword can “move as fast as you can”. And upgrading a pistol or rifles rate of fire would increase the number of shots you could fire while in focus mode. You could pose difficult loadout questions like: “this gun is more powerful in real time combat but THIS one can fire more rounds during bullet time, hmm...”.

    • @GNARical
      @GNARical 5 лет назад

      There is a powerup that does this in dusk

  • @SETHthegodofchaos
    @SETHthegodofchaos 5 лет назад +5

    Hm, I just realized Path of Exile Betrayal had something similar like the Shadow of Mordor Nemesis thingy. You had the ability to place characters of an "underground gang" to get the loot and fight you wanted.

  • @Jetleo1
    @Jetleo1 5 лет назад +33

    It's the most innovative shooter I've played in years.

  • @evilagram
    @evilagram 5 лет назад +10

    I think the most fundamental thing you could have said about SUPERHOT's time slow mechanic is that it allows you to dodge bullets in a genre that usually doesn't let you dodge bullets, combined with limited ammo and 1 hit you die, thus making firefights about aggression rather than use of cover. You're fundamentally wrong in the video when saying that the core principles of SUPERHOT are largely the same as other shooters, because other shooters don't allow you to avoid getting shot.
    Most first person shooters don't let you avoid oncoming damage, because the bullets are too fast to react to, or move out of the way of. This would be unfair, so they have you regenerate health when you take cover, making it so you effectively take constant damage when out of cover, and regen when you're in cover, making a loop of popping out of cover to take a few shots, then popping back in when you think you can't take any more fire. The skills are gauging how long you can sustain fire for, and how accurately you can shoot during that period.
    SUPERHOT has slower projectiles than other games by virtue of not being hitscan, and makes them reactable with the time slow mechanic. Thus even if the bullets are technically really fast in-universe, practically they're really slow. Since the bullets are no longer undodgeable, they don't need the conceit of regenerating health. Don't say, "The threat can now linger, compounding on itself." Skip the flowery language and get to the meat. You're making the video sound really unprofessional, like you don't know what you're talking about and trying to mask it with buzzwords. It makes the game about dodging projectiles, the same way first person shooters were before they became "realistic", the same way shmups still are. It changes the skills from aiming and taking cover to aiming and dodging.
    Sadly, SUPERHOT cannot change the industry because the conceit of time moving only when you move isn't compatible with the common military war fantasy, but strawberry jam slathered on your camera is. It's not innovative, it's experimental. It didn't provide an innovation that can (or is) be dropped into the FPS genre at large, it came up with something cool for itself alone.

  • @TimN-5
    @TimN-5 5 лет назад +5

    The VR version is undoubtedly my the best thing I've played on VR.

  • @SpiffingNZ
    @SpiffingNZ 5 лет назад +1

    I found it pretty cool that DUSK had a power-up that basically did the same thing as Superhot.

  • @thefollowingisatest4579
    @thefollowingisatest4579 5 лет назад +2

    Truly, SUPERHOT is the most innovate shooter I've played in years.

  • @Thorogrimm
    @Thorogrimm 5 лет назад +1

    Dude, I got this game recently and instantly fell in love. What a coincidence.

  • @invyt
    @invyt 5 лет назад

    I am a huge fan of Superhot, but I really have to say VR is where it shines the most. Being able to move yourself out of the way of bullets, or having to take down these six foot tall red dudes (they might be a little taller tbh) is fantastic. Shotguns become a real threat in the sense you describe, filling your entire field of view with rounds that travel a bit faster than everything else that either need to be dodged or blocked. Superhot VR also stresses the use of weapons to block bullets, but more importantly everything else in the level is for your defense as well. Anything interactable can block a bullet, or be shattered when thrown on the ground, or be used to kill an enemy. This makes for some fun gameplay, because most objects in the game can only take one round without exploding. Weapons are the exception to this, and you can block an unlimited amount of bullets with them, but they still break when dropped. Also you can punch bullets out of the air. Which is sweet.
    Superhot VR just feels good. Especially in roomscale, although I haven't played it in a non-roomscale setup. I can't imagine playing it without being able to move around your environment though..

  • @inframeout
    @inframeout 5 лет назад +3

    In the same way Battle Royal has become an additional mode in certain franchises rather than a fully fledged spin-off game, I'd love to see certain shooters with a "Superhot" mode

  • @snooplenny3765
    @snooplenny3765 4 года назад

    The main difference between superhot and other shooters is that superhot is based around strategy and map awareness while are either based around staying in cover or killing enemies as fast as possible and sometimes a game also has you adapting to enemies based on the situation. It's really is the most innovative shooter i've played in years.

  • @mategido
    @mategido 5 лет назад

    I never got into super hot when it released 3 years ago despite the hype and loads of videos, just recently me and a friend started playing together and we kept saying how crazy and innovative the concept was, I love it!

  • @Dja05
    @Dja05 5 лет назад +10

    May it be superhot's gimmick, or Shadow of mordor's nemesis system (and while I'm mentioning it, I fail to see how shadow of war was diaspointing :v, it's the same game as the first one, but better and with more content); I fail to see how it can be exploited for other games. It seem to me that they are very specific niche that can only work in the particular game they spawned and could only generate uninspired copies.
    Unless you add VR... But then again, the superhot formula works infinitely better in VR than in the base game in my opinion.

    • @crusader1472
      @crusader1472 5 лет назад +3

      Yea I thought Shadow of War improved a lot on the original.

    • @connorbanepoop
      @connorbanepoop 5 лет назад +1

      Crusader 147 Completely agree. Shadow Of War was ecstasy for those who just wanted to see the nemesis system blown to epic proportions.
      I’ve come to realize that most people who call Shadow of War disappointing have never played it. They simply dismissed it after seeing the micro transactions fiasco which Warner Bros forced on such a great Veteran studio that’s been around since I was a child.

    • @Dja05
      @Dja05 5 лет назад

      Ho man... I totally forgot about the micro transaction bullshit, I only bought the game 6 month ago and avoided the it when it came out for that specific reason.

  • @daytripperarrabal
    @daytripperarrabal 5 лет назад +1

    I always wanted to try this one

  • @NickJerrison
    @NickJerrison 5 лет назад +1

    I think people are missing the point when they say mechanics like the nemesis system in Mordor and dynamic bullet time in Superhot will "completely shift the industry". They are not meant to do that. They are not mechanics that were ever supposed to become a standard. They are revolutionary innovations to be sure, but they weren't meant to be taken outside of the game they were created for.

  • @lazycouchman
    @lazycouchman 5 лет назад

    This was an amazing video. I thought this game looked super fun but never picked it up. Definitely want to try it now.

  • @rerunx5
    @rerunx5 5 лет назад

    Well done on the video. Keep it up

  • @alpacaboy5730
    @alpacaboy5730 5 лет назад

    I have played this game for over twenty hours and I never knew you could slice bullets in half with the katana...
    Time to go play some more!

  • @DevonTuck
    @DevonTuck 5 лет назад

    I wish you had been able to review the VR version. That was just an amazing and real experience! Everything you said applies but on a whole nother personal level!

  • @softpiglet
    @softpiglet 5 лет назад +2

    This is why the limited rewind mechanic in Life is Strange was so good. It wasn't just a gimmick or a simple mechanic, it played directly into the characterization of multiple actors in the game, and offered routes that converged in one point but which radically altered the journey there.
    Imagine how drastically the player's perception changes when, in episode 1, you step out from Chloe's closet to take the blame for her weed, and get a talking to from David Madsen....but then, you rewind, and try the other option, letting Chloe take the blame, and you watch David Madsen hit her, with the clear implication in the following conversation with Chloe that it's not the first time he's done that.
    The first time I played through the game, I was still used to linear, set choices. Taking the blame for Chloe felt right to me morally, so I never rewound out of curiosity to see what the other outcome was. Because I never saw the other outcome, I spent my entire first playthrough thinking David Madsen was a decent guy who just had some PTSD issues. It was only in the second play through that I discovered what a piece of shit he actually is. I can only imagine what it was like for players who explored both options fully the first time. It's truly an amazing addition to the game, and it subverts storytelling by throwing a kind of meta, semi omnipotent view of the world as the events in Arcadia Bay play out. The addition of one major mechanic to a game can alter the entire tone and course of its story, as well as the experience of the player.

  • @bartandaelus359
    @bartandaelus359 5 лет назад +10

    SUPERHOT but it's John wick.

  • @Fade2GrayOG
    @Fade2GrayOG 5 лет назад +1

    Superhot's narrative feels like it falls into the overdone "you should feel bad for doing all these cool things" genre.

    • @randomguy6679
      @randomguy6679 3 года назад

      Does Spec Ops The Line fall into that category?

  • @highwind1991
    @highwind1991 5 лет назад

    The original release was one of 2016's best games, but the VR version takes the experience to another level. I can't wait for that developer to make the next best thing

  • @spinningninja2
    @spinningninja2 5 лет назад

    I recently found another game that sorta has that kind of twist on shooting mechanics: Shooting Hurts

  • @KakosSet
    @KakosSet 3 года назад +1

    this is great but the 1 thing you got wrong (and that almost everyone gets wrong) is the story component. it might look kinda half baked and simple but if you look closley it has a lot of lore and story components to discover.

    • @WritingOnGames
      @WritingOnGames  3 года назад

      Just because it has a lot of lore to discover doesn't mean it's a well-told story. It still actively gets in the way of the strengths of the game's design.

  • @retsila4750
    @retsila4750 5 лет назад +1

    Shadow of war is not a disappointing sequel. It’s an amazing game, and I think it’s better than the first

  • @noOtherFs
    @noOtherFs 5 лет назад

    The thing with the games we're talking about here is they basically encourage you to be more than just get good but without having to be *perfect* good. It's more a game about creating moments rather than beating the game, like setpieces that just happen and go freely without the developers needing to railroad everything, dynamic emergent setpieces if you will.
    Thing is most people don't really pay attention to these kinds of things when playing a game, no matter how hard the developers piece everything together. If people just seem to not pay attention to it even though they enjoyed it, they won't even risk making more which is probably why we haven't seen something like, say a racing game with the nemesis system from SoM

  • @HxH2011DRA
    @HxH2011DRA 5 лет назад +3

    This is one of your best (I'm biased tho this game is fire)

  • @ImperishableDani
    @ImperishableDani 5 лет назад +3

    The first superhot is underrated as hell. Even if you've played the VR version already, pick up the first one, it's worth experiencing

  • @tahirpleasant5640
    @tahirpleasant5640 5 лет назад

    Surpised Dishonored's time bend mechanic isnt brought up more. You can use it pretty strategically in a similar way. It's drawback of course is the limited usage due to the mana meter governing all powers, but that can be argued to add an additional level of challenge.

  • @rareroe305
    @rareroe305 5 лет назад

    I've gotten to play the VR version a couple times, and it's a lot of fun. I found aiming thrown objects finicky though.

  • @minimme
    @minimme 5 лет назад +2

    ok time to reinstall!

  • @i_fish6657
    @i_fish6657 5 лет назад

    The colors In Super hot allows you to know exactly what is interactablr

  • @scrustle
    @scrustle 5 лет назад +5

    My guess as to why the Nemesis system hasn't been used in more games is just because it's really hard to do. It seems like a pretty complex system that would be hard to make feel natural. It has potential to fit in to a lot of games, but it's probably a more straightforward development process to simply write characters manually, even if that means the level of variety is limited. As for why Super Hot's mechanics didn't catch on, that one I think is perhaps more situational. It's hard to imagine how those mechanics can just be lifted out of that game and applied to any other. While the Nemesis system could arguably work in any game where they put the player up against an organised group of antagonists, the mechanics of Super Hot seem a lot more narrow in their applicability. I guess you could take inspiration from those bonus modes, or more a more abstract approach like your examples at the end, but at that point that seems less like Super Hot starting a trend, and more just general inspiration and using that to come up with new ideas. It would be cool to see that kind of approach used more widely though. I've felt the racing genre in particular has been pretty stale for a long time, so maybe that could be a good avenue to explore.

    • @blacxthornE
      @blacxthornE Год назад

      no, it was because the sons of bitches patented the game mechanic. you can't copyright game mechanics so the anti-progress demons just patent them instead. why that's legal is a mystery to me.

  • @dredre0702
    @dredre0702 5 лет назад +1

    great video for a great game. this is the only game that makes me want VR

    • @ryanmcadam737
      @ryanmcadam737 5 лет назад +1

      Beat Saber is my second.

    • @dredre0702
      @dredre0702 5 лет назад

      @@ryanmcadam737 that's very fair. Idk if my frail arms could handle it lol

  • @PunLlarena
    @PunLlarena 3 года назад +1

    Ah yes, Nemesis system, the patented system which didn't allow other game companies to use that system.

    • @blacxthornE
      @blacxthornE Год назад

      yeah the only reason it didn't "shake things up" is because the demons prevented it from doing so.

  • @elitejjtrocks
    @elitejjtrocks 5 лет назад

    Hamish. I Would love a video on kingdom come deliverance. I’m playing though it now, and I’m not sure what to think of it. Cheers

  • @night1952
    @night1952 5 лет назад

    Well, Shadow of mordor was an AC clone and i never saw the nemesis system as interesting. Superhot is innovative, but it's a one time gimmick, there's more stuff you can do with it, but not much.
    Katana Zero is a similar concept but in 2d.

  • @SegaCDUniverse
    @SegaCDUniverse 5 лет назад

    This game was awesome!

  • @salvatration3704
    @salvatration3704 5 лет назад

    Very unrelated, but do you still do music? Was a big fan of Civil Elegies.

  • @nameless5413
    @nameless5413 5 лет назад

    not exactly dos menu, it is more like older Northon commanders (you know the B&W ones) or miscelanious tools that were mounted on default operating system. DOS by itselve dose not have anny graphicall component beyond prompt line and obviously text.

  • @PrimordialNightmare
    @PrimordialNightmare 5 лет назад

    So superhot seems like it's "basically" just bullet time/slwomo to the max.
    I know it's different enough to warrant an distinction, but viewed that way, the superhot feature suddenly is something seen and done a plenty.

  • @ohamatchhams
    @ohamatchhams 5 лет назад

    I miss your mumbling on 2016 akin to keengdumb back in MGSV retrospective video lol

  • @dorianmccarthy7602
    @dorianmccarthy7602 5 лет назад

    I think the t in often is silent, though that might be a nationality specific thing.

    • @ApenBaard
      @ApenBaard 5 лет назад

      where are you from? I dont think ive ever heard anyone pronounce it like that

    • @dorianmccarthy7602
      @dorianmccarthy7602 5 лет назад

      @@ApenBaard Australia, though the t seems to be pronounced in America and England.

  • @ThatGamerLife519
    @ThatGamerLife519 5 лет назад +1

    I love shadow of war shame no other game has yet to use nemesis system yet shame

  • @nicolasgace9862
    @nicolasgace9862 3 года назад

    Super hot is the most innovative shooter I’ve played in years!

  • @Bizargh
    @Bizargh 5 лет назад

    It does seem to be something only modders really take much interest in, with numerous mods for games recreating the Superhot time-moves-with-you (Borderlands 2 was one such example I can remember, and it's lack of hit-scan does make it potentially ideal for those doing it for more than the novelty). But I think most simply stick with the bullet-time Max Payne & F.E.A.R style, with current work-in-progress Maximum Action letting you dual-wield what you place, dive through windows and kick RPGs mid-flight one present day example: ruclips.net/video/kDg0FCh61AU/видео.html

  • @NomishStratus11
    @NomishStratus11 3 года назад +1

    Yeah that's what get when the nemesis system is patented.

  • @BurdFan
    @BurdFan 5 лет назад

    Superhot vr got my mum to literally jimpt into a wall.

  • @youngknight5589
    @youngknight5589 5 лет назад

    Its weird no other games tried implementing a nemesis system cause it wouldve benefited alot of games that involve taking down organizations

  • @luigivercotti6410
    @luigivercotti6410 4 года назад

    I mean, one could argue Heat Signature borrows from this

  • @c2hammer_
    @c2hammer_ 5 лет назад

    director - SLASH - stunt guy

  • @oilposion
    @oilposion 5 лет назад

    i played superhot VR and I find my self unable to play the original

  • @REXanadu
    @REXanadu 5 лет назад

    I believe the real reason SuperHOT's mechanics didn't catch on beyond a few game jam projects is due to the differences in how you play with a higher understanding of the game. I'm not sure if this is entirely fair, but most speedruns of SuperHOT make the game look like a standard fast-paced shooter played in small stages. Meanwhile watching someone perform a speedrun on something like Titanfall 2, Doom 2016 or Shadow Warrior 2 makes the game look either like ballet or something most people would have even dreamed of when playing the game normally.
    Speaking of Doom 2016, I don't see any games trying to use the Glory Kill mechanic to any effect. Why integrate melee kills into gaining health and ammo when you could just give players more health or more passive forms of gaining health (friendly drones that refill health and shields, self-regenerating shields)? Even speedruns of this game on the hardest difficulty don't use the Glory Kill mechanic often; instead, they just kill things so fast end efficiently they don't lose health.

    • @REXanadu
      @REXanadu 5 лет назад

      @GiRayne Your deflated feelings toward Warframe's combat in comparison to its movement is probably due to the fact the movement mechanics were never planned to be in the game to begin with.
      Before Parkour 2.0 (the official name for the current movement system), Warframe was a bog-standard third-person shooter. You could run up and across walls in tight corridors but not much else. It took the popular use of a movement exploit for the developer to design Parkour 2.0.
      However, as you may have noticed, nothing else in the game truly supports Parkour 2.0 as an innate mechanic part of the game from the start. For example, none of the procedural generated areas in the game were changed to accommodate the drastic change in locomotion. This goes for a lot of the changes to the game over the years (e.g. how most of the open-world areas or Archwing missions don't completely contribute to one another).

    • @REXanadu
      @REXanadu 5 лет назад

      @GiRayne For the movement and combat options, I still don't think Warframe utilizes them to their fullest extent in most of their content. I'm hoping the upcoming changes to one of Warframe's oldest tilesets changes that.
      The developers are also trying to spruce up the opening moments and Market to be more opening to new players - hopefully rubbing off that pay-to-win stench from everything in the game, but that stuff is still so far off at the moment.
      As for your beginner Warframe choice: Volt is actually my recommended started choice, since you can get the other two 'Frames (Mag and Excalibur) easier in-game via beating up bosses for parts. Volt is also late-game viable and a must-have for Eidolon fights. AFAIK, you can only get Volt in regular gameplay via the Tenno Lab in the Dojo (i.e. clan) areas or by completing PvP missions.
      Speaking of Volt: his Prime variant is available for all players who grind for parts, if you're interested.

  • @actualmadscientist
    @actualmadscientist 5 лет назад

    If you compare the meta-narrative of this game to something like spec ops the line, you easily see it was a good idea despite the execution being a little bland and contradictory. It would've been better if the meta-narrative was instead saved for the very final level only, where it could've been a shocking twist ending.

  • @brunosartini8257
    @brunosartini8257 5 лет назад

    SUPERHOT SUPERHOT SUPERHOT SUPERHOT SUPERHOT SUPERHOT

  • @TamTroll
    @TamTroll 5 лет назад +1

    Now if only the game didn't blast "SUPER HOT!" five times at max volume at the end of every ten second level. Might actually be interested enough in giving it a try.

    • @randomguy6679
      @randomguy6679 3 года назад

      Its not that bad

    • @TamTroll
      @TamTroll 3 года назад

      @@randomguy6679 tried the demo on my Dad's VR headset awhile ago. It was definitely fun, but more then the annoying "SUPER HOT" spam, the game just made me dizzy with it's graphics, particularly during the fade in/out to white between levels. Found myself getting nauseous by the time i finished it.
      probably not a game for me.

  • @username4570
    @username4570 5 лет назад

    I really liked the story, it would've been cool if it went a little Stanley's Parable but it would've defeated what they were trying to get across which was exposing the the illusion of freedom in games and showing how devs exert their power over players (and would've drastically increased the scope for such a contained project). It allows you to disobey the directives as long as you like but you can't progress until you submit and do what they want. This is exactly how the levels work. Do whatever you want but you can't move on until you've killed everyone. It's also cool how they manage to sort of prove the theory behind Big Brother in 1984 that to gain true power you convince people to want to be controlled in the way that players think it's fun to play into the brainwashing narrative by posting and sending that propaganda message that is all over this comment section from the end of the game.

  • @leadcreekmusic
    @leadcreekmusic 5 лет назад

    This is the most innovative shooter i’ve played in years.

  • @ParrotMan01276
    @ParrotMan01276 5 лет назад

    Then DUSK came along and arguably did it better.

  • @KhaosKontroller
    @KhaosKontroller 5 лет назад

    Do not play the VR version. It is so freakin frustrating and physically exhausting.

  • @nomercy8989
    @nomercy8989 5 лет назад

    I found the game pretty boring and repetitive very early on. And considering it took me about 90 minutes to finish that's not a good sign.

  • @rabbitguy337
    @rabbitguy337 5 лет назад

    Pretty autistic about this game when I was 15

  • @connorbanepoop
    @connorbanepoop 5 лет назад

    Most people who claim Shadow Of War is a disappointing sequel to Shadow Of Mordor has clearly never played Shadow Of War and dismissed it as soon as asshole Warner Bros forced the veteran Monolith studios to add shitty micro-transactions.
    If you’ve never played Shadow Of War or even the first one for that matter I urge you play it, it’s pretty cheap now.
    Shadow Of War is without a doubt one of the best action games of all time.
    Especially after an update that removed micro transactions and got rid of most of the grind.
    I’m very disappointed in you for describing it that way man, everyone whom I know was skeptical of the game and still tried it came back in a resoundingly positive reception of Shadow Of War.
    So messed up what Warner Bros did to the game. Completely stopping it from getting the praise it deserves by forcing Micro-transactions in such a great game, basically derailing it off the hype it was garnering for disdain all around. I’ll never forgive them of that.