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Breja: Ok, I'll just say this- A Story About my Uncle has a nice story, about 5-6 hours long campaing with full voice acting, fun innovative gameplay mechanic, arguably better graphics, and costs half of what Superhot does.
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Leroux: And it offers nothing of interest for the second group of gamers who don't care about stories and linear progression. So these developers made a limiting choice as well. It just so happens that their choice was in favor of your own preferences. ;)
You're forgetting the much lower price. I was just trying to illustrate that being dissapointed with what Superhot offers at it's price is not irrational.
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Breja: You're forgetting the much lower price. I was just trying to illustrate that being dissapointed with what Superhot offers at it's price is not irrational.
Well, maybe Superhot would have been cheaper if they'd have left out the story campaign completely, like Fenixp said. ;)
I find it as much innovative as expensive.
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Brasas: Interesting point on relation to turn based systems, but you'd need to consider specifically WE GO systems, because normal I GO U GO turns are much closer to traditional Max Payne bullet time than to SUPERHOT.
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Leroux: Frozen Synapse seems to use such a turn-based WE GO system, if I'm not mistaken?
It's in my backlog :( The classic WE GO is Combat Mission. Is that how Frozen Synapse does it? I thought it was more the pause-go at will system, like Paradox games, but might be wrong.
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Leroux: Frozen Synapse seems to use such a turn-based WE GO system, if I'm not mistaken?
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Brasas: It's in my backlog :( The classic WE GO is Combat Mission. Is that how Frozen Synapse does it? I thought it was more the pause-go at will system, like Paradox games, but might be wrong.
Well, it was just a thought that occurred to me when I read your comment, but I'm probably wrong about it, as I'm no expert on or fan of the genre at all. I don't even like Frozen Synapse, I tried it for a few minutes only. ;) Yeah, I guess it's pause and go at will, but isn't that what Superhot is about as well? In any case, IIRC, you can plan your moves ahead in Frozen Synapse, but you have to keep in mind that the opponents move at the same time as you, so if you plan to fire a gun at an opponent, he might already be elsewhere at the time, if you didn't think it through or miscalculated his reactions.
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Leroux: Yeah, I guess it's pause and go at will, but isn't that what Superhot is about as well?
Actually, Superhot is not pauses based. It just moves extremely slooooooowly when you're idle, you learn it the hard way when you get killed by a "still moving" bullet :o)
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Leroux: snip
No worries. Yours was still an insightful comment, and given the aesthetic I sure could see FS being an inspiration for Superhot.

WeGo and pause at will are quite close anyway, just with WeGo you can't change orders during the turn and obviously there are well defined turns.
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Leroux: Yeah, I guess it's pause and go at will, but isn't that what Superhot is about as well?
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catpower1980: Actually, Superhot is not pauses based. It just moves extremely slooooooowly when you're idle, you learn it the hard way when you get killed by a "still moving" bullet :o)
I you stand in place long enough, a bullet shot at you will eventually hit you... Standing in one place when in a tight spot can work while you wait for nearby bullets to just pass by you before moving where they used to be. If it was fully paused, i am not sure how that would work, jump to do nothing? That's a long nothing...

It's said games usually are good at 1 or 2 things. If you try to do more things everything starts lacking (unless you have the time or budget to really push more, and even then...). Being a bullet time based shooter is what it's really good at. The story is... odd, i don't fully get it. But it was still interesting to be led by the nose and multiple times wonder if the game crashed or if it was just the game :P
Post edited February 27, 2016 by rtcvb32