Superhot ist ein Ego-Shooter aus dem Jahr Im Gegensatz zu anderen Genrevertretern geht das Spiel nur dann nicht in Zeitlupe weiter, wenn der Spieler. Superhot. Genre. Shooter. USK. ab 16 Jahre (?) Pädagogisch. ab 16 Jahre. Vertrieb. SUPERHOT Team. Erscheinungsjahr. Systeme. PC, Mac. super hot! Superhot ist eine dieser Ideen, die nur auf einem Gamejam entstehen: Was wäre, wenn der Spieler frei bestimmen könnte, wie.
Super Hor Stürze dich mit Superhot VR mitten in die Action
Superhot ist ein Ego-Shooter aus dem Jahr Im Gegensatz zu anderen Genrevertretern geht das Spiel nur dann nicht in Zeitlupe weiter, wenn der Spieler sich bewegt oder sich umschaut. Superhot ist ein Ego-Shooter aus dem Jahr Im Gegensatz zu anderen Genrevertretern geht das Spiel nur dann nicht in Zeitlupe weiter, wenn der Spieler. SUPERHOT ist ein einzigartiger Ego-Shooter, in die Zeit nur fortfährt, wenn du dich fortbewegst. Tauche in ein Strategiespiel fließender Zeitmechaniken ein und. Manipuliere die Zeit, um den Kugeln deiner Gegner auszuweichen – im innovativen Ego-Shooter Superhot für PS4. Superhot. Genre. Shooter. USK. ab 16 Jahre (?) Pädagogisch. ab 16 Jahre. Vertrieb. SUPERHOT Team. Erscheinungsjahr. Systeme. PC, Mac. In SUPERHOT verschwimmen die Grenzen zwischen Strategie und Chaos, denn die Zeit läuft nur, wenn du dich bewegst. „Ich bin hingerissen von SUPERHOT. Test. Superhot im Test mit Video: Supergut und superkurz - innovativer Shooter mit fantastischer Puzzle-Mechanik. SUPER HOT. SUPER HOT.
Superhot ist ein Ego-Shooter aus dem Jahr Im Gegensatz zu anderen Genrevertretern geht das Spiel nur dann nicht in Zeitlupe weiter, wenn der Spieler. Manipuliere die Zeit, um den Kugeln deiner Gegner auszuweichen – im innovativen Ego-Shooter Superhot für PS4. Test. Superhot im Test mit Video: Supergut und superkurz - innovativer Shooter mit fantastischer Puzzle-Mechanik. SUPER HOT. SUPER HOT. super hot! Superhot ist eine dieser Ideen, die nur auf einem Gamejam entstehen: Was wäre, wenn der Spieler frei bestimmen könnte, wie. Superhot VR - PSVR - [PlayStation 4] - Kostenloser Versand ab 29€. Jetzt bei team96.nu bestellen!
Retrieved 16 August Superhot official website. Archived from the original on 14 July Retrieved 13 July Retrieved 13 May UBM Tech. Retrieved 18 September PopMatters Media.
Kill Screen. Kill Screen Media. Retrieved 3 March The Verve. Retrieved 19 September PC Gamer. Future US.
Retrieved 27 January Retrieved 14 May Retrieved 22 May Retrieved 15 May Retrieved 14 July Fast Company. Fast Company, Inc.
Retrieved 15 March Retrieved 12 August Retrieved 1 February Retrieved 20 April Retrieved 31 May PlayStation Blog.
Retrieved 15 June Retrieved 19 August Gawker Media. Retrieved 13 June Retrieved 10 October Retrieved 26 June Retrieved 6 December Gamasutra Press release.
Retrieved 25 May Game Informer. Retrieved 8 August Retrieved 30 May Rock Paper Shotgun. Retrieved 2 February Retrieved 24 March CBS Interactive.
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Retrieved 7 March Retrieved 7 January Retrieved 6 January Take your time. You have as much as you need. Can you make the most of it? This version is a prototype, you can get the full version on Steam using the link below!
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In expanding to the full game, Superhot Team created a campaign mode across approximately thirty-one levels, estimated to be as long as Portal.
In the last portion of the campaign, the player becomes able to "hotswitch" into an enemy's body, wherein they take control over the target, with the previous body dying.
The manoeuvre allows the player to escape projectiles that are unavoidable, but has a cooldown timer that prevents repeated use, and the new body also drops its weapons upon switching.
In addition to the campaign mode, the full release of Superhot includes an "endless" mode, where the player survives as long as they can against an endless stream of enemies.
A new set of levels was developed for the virtual reality version of the game. The player's avatar reacts to the player's body, head, and hand movements; in keeping with the "time only moves when you move" concept, in-game time only progresses when the player makes deliberate movement with their body; turning their head to assess the situation, or making small twitches to the body do not cause time to progress.
The player's avatar can only move in a small space from their location on the level mapping to how the player moves around themselves ; after defeating a small wave of enemies, they grab onto a virtual object to jump them to a new location within the level.
Following the campaign, the player unlocks a similar endless mode as the non-VR title. A standalone expansion that does not require the main game, Superhot: Mind Control Delete uses roguelike elements.
Levels and challenges are procedurally generated. The expansion has the player choose one of several Cores that each have unique abilities, unlocking these based on their progress in the game, and as they complete levels, gain power-ups that allow them to face tougher challenges.
Players who owned the first game before Mind Control Delete came out were given free copies on the release date. It is initially planned for a Japanese release for PlayStation 4 and Windows, but other regions and platforms may follow.
The Superhot narrative works in several metanarrative levels: the player plays a fictionalized version of themselves sitting in front of their DOS prompt , getting a message from their friend who offers them a supposedly leaked copy of a new game called superhot.
Launching the game immediately thrusts the player into a series of seemingly unconnected levels via different points of view, all based around killing hostiles, after which the game glitches out and disconnects.
As both the player and their friend play through superhot. As the player goes through more and more levels, each apparently targeting specific locales, the system's warnings grow more ominous, telling them the player is unaware of the consequences of their actions, eventually forcing the player to walk to their own in-game house and to their in-game player character, a figure wearing VR headgear , and punch themselves into unconsciousness.
Upon doing so, the "game" glitches out, and the player character wakes with a severe head injury. Afterward, the system warns the player once again to stop using Superhot , and forces the player to quit the game entirely.
Inevitably, the player will start up Superhot again, and the system concedes to the player's insistence to keep playing, fully encouraging them to play more and more.
Now under the system's sway, the player begins a rampage through city streets, cutting through enemies to get closer and closer to a massive laboratory that houses the system itself.
There, it guides the player into uploading itself into the core as numerous enemies attempt to stop the player. Once done, the player becomes part of the core, joining numerous other minds absorbed by the core itself into a transhuman hivemind.
Superhot was originally developed for the 7 Day FPS Challenge, held that August, in which teams of programmers were given a week to develop complete, functional prototypes for games.
Piotr Iwanicki, Superhot 's director, was inspired by a Flash game, "Time4Cat", in which the player controls a cat trying to collect food on a busy road intersection; time only moves when the player moves the cat.
The name itself is based on how the two words "super" and "hot" best represent the game being "positive" and "intense".
The Challenge prototype only featured three levels across three computers, which to meet the deadline the team strung together in three separate applications and called the game episodic.
Unlike a puzzle game where there is typically only one solution and one is rewarded for that, Iwanicki considers Superhot to be about having the time to adjust to one's instincts and improvise a strategy for completing a challenge.
In May , the development team launched a Kickstarter campaign to make Superhot a full release, including improvement of the art design, new levels and challenges, and support for the virtual reality headset Oculus Rift.
This included tuning some of the gameplay, such as adding a katana that could be used to cut oncoming bullets in half. When they went to start the Kickstarter, they ran into problems being from Poland, a country not supported by Kickstarter at the time.
This gave the team more time to improve the game while the issues were resolved, allowing them to continue building up the art assets for the Kickstarter promotion.
Cliff Bleszinski has designed a level for the game because he pledged for the Kickstarter tier that lets a backer to co-design an arena stage.
The art style of Superhot is minimalistic by design, according to art director Marcin Surma. This choice was made during the creation of the demonstration primarily to allow the team to focus on the gameplay aspects for the 7-day FPS Challenge.
Free downloadable content in the form of new levels, including a new gameplay feature, was released for all versions in With the critical success of the game by late , the Superhot team started working on a version for the PlayStation 4.
This was released in 21 July The Rift-enabled version included the added gameplay feature of allowing the player to lean the character to side by leaning their bodies, and rotating the character's view separate from their bodies motion.
Many journalists that played this demonstration compared the experience to being like the characters of Neo or Morpheus from the film The Matrix , exemplifying the game's use of the Rift as innovative compared to other Rift-enabled games.
After completing the Kickstarter with sufficient funds for the VR-enabled version, the Superhot team realized that they needed to rebuild the game from scratch to provide the best VR experience for Superhot , named Superhot VR.
They also needed to find ways to simulate a player's hitbox , given that the Oculus can only track the player's head and hands. They used this to approximate the player's torso in game.
Developer Tomasz Kaczmarczyk said that compared to the standard version of the game, the VR-enabled one requires the player to act out all the motions to complete a game level, making the player "feel percent engaged" in the experience.
Oculus VR itself came under criticism in April after the company decided to apply digital rights management controls on its software that required Oculus games to only be played on the Rift, effectively breaking a user-made patch, called "Revive", to allow these games to have been played on the HTC Vive.
Superhot's developers noted that without Oculus' help, the VR version of the game would not be as sophisticated as it came out to be, and restated their intentions to port the game to other VR systems.
Superhot Team worked with Manuel Correia to produce a Superhot card game. The game uses a set of cards where most are dual-purpose cards, either treated as obstacles or as a move the player can make; for example a card representing a weapon would be representing an enemy shooting at the player as an obstacle, or a weapon the player has if as a move.
Additionally, there are "bullet" cards that are only obstacles. The goal is to use cards in ones hand as moves, using their points to meet or exceed the cost value of the obstacles as to eliminate non-bullet cards from a tableau on the table; once all obstacle cards are eliminated, the player can then use moves to eliminate the bullets.
The player can also opt to "gain" an obstacle card for their own deck, making the game have elements of a deck-building card game. If a player exhausts their hand before eliminating all the obstacle cards, any remaining bullets are counted against them, and after four bullets marks, the game is over.
There are also additional goal cards that the player must complete during this process. The game has variants for single-player, co-operative and competitive multiplayer games.
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