Superhot in the test - sometimes a single idea is enough

Author: Sascha Penzhorn
Date: 2016-02-26 11:31:00
Superhot is the slowest shooter ever - if we don't move, time stands still. In the test we clarify why this is a great idea.

We are unarmed and surrounded by enemies. That's why the villain in front of us is now getting handfuls of something on the chopping board. Then he drops his gun, which we catch to finish him off. At lightning speed we turn 180 degrees and point the gun at the villain who was just about to sneak up on us from behind.

“Click!” The gun we just captured is empty again, so let's throw it in the face of the enemy. When he stumbles back in a daze, we take his shotgun from him and blow him and the colleague behind him with it . The rest of the gang is approaching. We'll let the katana speak in a moment.

In slow motion to the action hero

This works because the time in the game almost completely freezes when we stand still and only continues to run normally when we move, shoot or let our fists speak. So we see bullets approaching us in super slow motion and can easily avoid them. Or hit enemies in the nose before they can fire again and catch dropped weapons before they land on the ground. If we no longer have the opportunity to avoid a ball, we can simply change bodies from the second half of the game. Uh ... please what?

In dangerous situations we swap our bodies with that of an opponent in Superhot. For example, if we see a load of shot flying towards us, we simply take over the shooter's body. This then forcibly slips into our old body and receives its own shot. However, this ability has a cooldown and should therefore only be used in an extreme emergency. And there are plenty of such emergencies, because in most of the 32 levels in the game we are immediately surrounded and generally start unarmed. What sounds extremely unfair can be achieved thanks to the clever game mechanics.

A combat scenario typically runs like this: We hit the first enemy attacking, grab their weapon in flight, take out opponent number two who is already striking us and then take cover. The first wave has been made, as a rule reinforcements are now arriving. We empty our weapon - only one shot in the magazine - into the head of the nearest enemy and throw the shell of the next best person to the skull. So gradually all opponents bless the temporal, we work our way bit by bit through the bullets whizzing towards us .

"Assuming Direct Control"

The whole thing looks twice as good in the integrated replay mode . Because with this function, at the end of each level, we can see how we have done - in real time, without any slow motion. If we do hand over the virtual spoon, the corresponding level is restarted at the touch of a button. There are hardly any moments of frustration. Superhot plays like an intense "puzzler" - we need our heads, classic shooter requirements such as quick reflexes and accuracy become a minor matter.

We owe most of the deaths to the number of our enemies, not to their intelligent approach. This is how a level starts in an elevator that we share with three opponents. Each of them pulls a gun straight away, we are unarmed. Once we get rid of these adversaries, the door opens immediately and two other villains shoot shotguns into the elevator. Even the slowed down time does not help much - we have to repeat this passage until we find the ideal approach.

From time to time we are riveted by opponents who just spawned into the level behind us. This doesn't happen very often, but we only create a few spots after we learn when and where enemies appear. Occasional restarts in each lap hardly hurt. Each level consists of only two or three rooms which, if successful, can be cleared of enemies in just as many minutes. Superhot is not a particularly long game.

Super. Short.

It took us around 90 minutes from the first game start to the credits. When we play through the game again, we master the game mechanics and are familiar with the levels, so a second run is a corner closer. In addition, the linear story does not offer much replay value. Deliberately ignoring mission goals, deviating from the given path, making any decisions - no results.

The fact that we still specify more playing time in the valuation box is due to the twelve challenge modes and the hard and endless modes . So there are additional game modes after the story, in which, for example, you can only play continuously without weapons or only equipped with a katana. On top of that there are arena sessions in which you have to kill a certain number of opponents within a time limit and a hardcore mode in which time freezes completely when the player is standing still. To do this, however, you have to complete all 32 levels in one go and without dying.

If you can't get enough of Superhot, you can get a few more hours of play with these modifications and the endless mode - in the latter, the number of kills counts in the end, this high score hunt will probably be the biggest factor for the longevity of Superhot.

Game in game

Superhot is not an absolute graphics bomb, but at least the look is consistently consistent. All environments are kept in plain white, opponents are bright red, enemy projectiles are immediately recognizable by red lines. This is all about intelligent play and not quick reflexes. We can always see who or what is killing us so that we can be more skilled the next time we try. The strange look is explained by the fact that this is supposed to be a kind of VR simulation .

The game starts with a simulated text chat in which a friend sends us a cracked version of the shooter that we should definitely try. It is only gradually that we realize that Superhot is much more than a simple game. The story is not perfect, in places it is never quite clear what exactly is going on in the levels. And we found the resolution of the plot rather mediocre. Still, the chat sequences between levels are a cool idea. In fact, in this part of the game, we can also poke around some files and find replays, ASCII art, and similar gimmicks to help us pass the time between missions.