Review: SUPERHOT VR

Superhot VR is the popular first person shooter where time moves only when you move, but this time in the virtual world. An engaging and fun to play FPS, the gameplay makes you feel like you are in the matrix, using your mind and body to dodge bullets, in a visually surreal environment.

The gameplay is all about your movement and that of the oncoming bullets, outnumbered by the enemy, in a series of scenarios, using different weapons to shoot, slice and move your body towards survival. It’s a unique FPS design that’s extremely fun and addictive. Having played both the VR and non-VR versions of the game, I recommend getting Superhot VR if you enjoy the original, as the gameplay is the same, but the experience is completely different in VR, and I equally enjoy playing both versions of the game. The VR controls are perfect and super smooth, leaving you with that that matrix feel. The challenge of the gameplay gives it lots of replayablity.

It seemed a touch more aliased than it should have been, and super-sampling can only help you so much, because of the constant red+blank on white color contrast, but of course it runs well. I loved the intermission scenes in the little apartment, with all that computer crap everywhere. The ‘campaign’ mode will probably be over before you know it, but there are plenty of other modes to enjoy in your subsequent sessions.

Now onto the problems with the game. It’s just so much fun. However, I beat the game in only 1 hour. That is VERY short for the main campaign. Although I died a few times and had to restart a few levels, maybe I’m just that amazing at the game? I doubt it. Luckily, when you beat the game you will unlock a few challenges, but they aren’t as substantial as the main game. You can try to speedrun levels, or turn on an only headshot mode, or a survival mode where you kill as many enemies as possible. Again, they aren’t as fun as the vanilla game, but they will extend that 1 hour playtime a little bit.

Another issue I had with the game is everything is picked up using the side grip buttons. After a while, your fingers will really start to hurt, as the position of those buttons isn’t very natural and doesn’t lend itself well to being held for extended periods of time. I understand why they did it like this though.

This allows you to hold onto a gun, and free up the trigger button for actual shooting. After you’ve shot your 5 bullets, your gun will run out and you will want to throw it at an enemy as fast and easily as possible, which is when you just release the grip buttons and it will go flying. If they had any other system, I don’t think it would work as well.
Still, that doesn’t change the fact that it can be quite painful after a while, which sucks.

One tiny thing to point out is, sometimes while you’re waiting for a bullet to pass by you, or waiting for a gun to fall into position, you want to keep your head out of the way while at the same time speeding up time. So you’ll kinda just move your hands around to speed up time. It’s not really an actual problem, but it feels a bit silly at times and might make you feel a little bit less immersed at times.

One final problem is the lack of menus. It can be a bit frustrating when you’re playing a challenge and want to restart if you know you aren’t going to, for example, get the fastest time in this level. There’s nothing you can do other than wait for an enemy to kill you. This won’t affect you much, but it would still be a welcome addition.

PROS:

+ Geat visuals and art.
+ Interesting way to progress.
+ Great game mechanics.
+ Occasional humour.
+ Gameplay feels just right.
+ Lots of modes to play through after the main “story mode”.
+ Works great with Oculus Rift + Touch.

CONS:

– Each level has about 5 stages, but if you fail any stage, you have to start the level over.
– Animations can be a bit underwhelming in some situations (dying enemies seem like only semi-ragdolls).
– Sometimes shooting behind objects doesn’t work because of invisible walls.

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