Time moves only when you move. It’s a simple idea, all things considered, but oddly enough its taken until the arrival of Superhot before it has truly come to see the light of day. The basic premise here couldn’t be simpler; use this power to the fullest, kill everything that is trying to kill you, and don’t die in the process. Sounds like a relatively easy affair, right?
Not quite. You see, it doesn’t take long with the game to realise that this isn’t an FPS in the traditional sense; one where you can immediately blast everything in sight without ever breaking a sweat. Instead, it takes on the shape or something closely resembling a puzzle… One that requires time and concentration, as well as dying a fair few times, before you can finally wrench victory from amidst the hail of bullets heading your direction. Yet this isn’t a bad thing – in fact, it’s quite the opposite. There’s great satisfaction in slowly breaking down a level piece by piece, then finally succeeding in putting it all into action, that honestly makes you feel something that resembles being the ultimate architect of death.
Superhot knows its strength lies in this careful plotting and preparation, and in a sense its basic art style feels like a response to this. There are very few colours in play here, each serving their own purpose – black things are items you can use, red denotes enemies, and practically everything else is white or grey. With the rules clearly defined, it becomes a simple and pure battle of skill – you against the game, with nothing left to distract you or get in your way. When later levels see almost absurd amounts of enemies being thrown at you, it honestly feels like you’re fighting against the odds, with only your skills and time freezing abilities ever giving you a chance. Naturally, this makes succeeding in a situation where your back is against the wall all the sweeter – an actual accomplishment, instead of something you could have stormed through in under two minutes. It’s a good feeling.
It’s also a benefit in Superhot’s favour that everything that you’re getting up to just feels really damn cool. For example, some basic strategy here might see you toss your gun at an enemy, swipe the gun he drops as it flies through the air, and then spin around in an instant to slay the dude sneaking up behind you… And heck, I think it sounds cool when I write that, never mind when you actually do it. You that’s not the limit of what you can pull off here, and the more you play, the more daring you will become. In the end, it becomes a challenge of squeezing out the best from every passing second and tiny movement, just to try and achieve something that essentially adds up to a few extra cool points. As the icing on the cake, once a level is complete you also get to see your antics at a normal speed, and that just ends up making everything you did look even more impressive. Thank goodness there’s the ability to save clips and upload them for all to see here, because some of the things you’re destined to pull off will be stuff you’ll be desperate to show off to the world.
Completing the story also grants you additional endless and challenge modes, which not only adds a thoroughly healthy chunk of gameplay to a title that would otherwise end up feeling slightly too brief, but also cranks the craziness up to the next level. Endless mode in particular is a treat, with wave upon wave of bad dudes pushing your abilities to the limit, as you desperately look for any solution or escape route as your margin for error gets smaller and smaller. It’s exciting stuff.
Enjoy feeling like the king of cool while you can, though, because Superhot’s got another goal in mind for you; it wants to mess with your head. Big time.
This is something that the game makes readily apparent it wants to do to you from approximately five minutes after you’ve started the game. This is because as a player of taking the first steps into the world of Superhot, you play the role of someone… Taking their first steps into the world of Superhot. Yeah, wrap your head around that. It creates a situation where every twist and turn may technically be aimed at the character you control, but instead feels like it’s directly aimed at messing with you, and it does so perfectly.
There’s a lot going on that’s setting out to confuse and disorientate you, you see. Giant messages suddenly flicker and flash in front of your eyes (Photosensitive players beware, because this kind of started to give me a headache after a while), and the retro computer screens that form up the navigation and background to the game flicker and distort to ever greater extents as you descend further into madness. I won’t spoil anything in particular, but there’s a genius moment in particular where you’re compelled into doing something that you’d never expect, but becomes memorable simply because of the fact you weren’t expecting it. It’s clever stuff.
A special shout out also has to go out for the sound design. There’s literally no music in the game besides one track that only ever appears in the credits. Instead it’s down to a series of hums and beeps, constant buzzing static, and much more besides to create an incredible sense of unease. All things considered, I feel it honestly what’s on display here unsettled me more than any soundtrack sound ever have hoped to do. Heck, even the word “Superhot” gets in the action, getting repeated endlessly at the end of each level; it becomes almost a sort of madness mantra, one that I guarantee you is almost impossible to resist repeating yourself. It’s all so pleasingly disturbing.
Overall, then, I can find very little to actually fault with Superhot. There perhaps should be a little more to the story, all things considered, and especially considering the game’s relatively high price point. Additionally, there were perhaps a few scattered moments where the gameplay and difficulty slipped slightly too far into the infuriating category, but hey, maybe I’m just rubbish. In the end there’s nothing I can truly pick apart when it comes to what’s on offer here. When all is said and done… It’s the most innovative shooter I’ve played in years.