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Up and Coming
January 6, 2017
Question

Superhot is super overrated

 I know I will get a lot of flack for this post, but here goes. Sometimes it seems that rift users will fawn all over a game simply because it's touch enabled. The fact is that  Superhot is not all that hot, and not  for reasons some may think. 

 I don't have a problem with it because it's "too short." I find that if a short game is really compelling, you can play it over and over again and continue to get something out of it.  I also love "the Matrix" style graphics.  My main beef with the game is that the game mechanics are all wrong.

 I throw an ashtray at an enemy's torso and in the next split-second he completely dodges it.  I throw a bottle at an enemy and in the blink of an eye  he shoots it, shattering it to smithereens. I shoot a bullet at an enemy that would clearly hit them head-on and he dodges it. Obviously, since bullets move much faster than people do, this would be impossible.

 Then there are the times when the game won't let me pick up an object. When you reach toward an object and come within range, it should be covered with a set of thin blue lines, but sometimes this does not happen, causing the player to lose.  Most players would consider this unacceptable with other games. 

 The worst part is, hits that should count but don't. I will make a punch that clearly connects with the enemy's head and it goes right through.  This happens A LOT.  Plus the game seems to forget that I have arms too, not just hands. If my hand is held up at right angles to the enemy, that means that my elbow is blocking his swing! Even if you want to consider me a couple of disembodied hands, a punch that clearly connects with the enemy's head should count every time, not just when the game feels like it. 

This game is supposed to make you feel like a superhero. I don't. I just feel frustrated.

If you really had the ability to slow down time, it would be no contest and your enemies wouldn't stand a chance. The developers, realizing this, put in a lot of handicaps that shouldn't exist  simply to make the game artificially challenging. 

    68 replies

    Inspiring
    January 7, 2017
    The game in its regular form and then its VR form has gotten universal praise in the games industry.  It's one thing if it isn't your cup of tea, but it's definitely not overrated.
    January 7, 2017
    The game is not one I would have even tried had I not read many glowing reviews for; I'm glad I did as it turned out to be quite immersive and fun. Having a very small play-space made it a challenge to grab items or avoid bullets at times but, the overall concept and nature of the game-play is brilliant IMO.  It is a bit short and the replay value is not superb in my case but, it serves as a great VR-experience for friends and family to try too.
    nalex66
    Honored Contributor
    January 7, 2017
    I went and bought the non-VR version over the holidays based on how much fun I had with SuperHot VR. It's a brilliant game on desktop as well, but in VR in particular, the "bullet time" gameplay is amazing, and the way Touch put you right into the world, punching guys and grabbing their guns out of the air, is a fantastic experience. This is my favourite VR game so far. 
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    Zenbane
    Honored Contributor
    January 7, 2017


     I know I will get a lot of flack for this post, but here goes. Sometimes it seems that rift users will fawn all over a game simply because it's touch enabled. The fact is that  Superhot is not all that hot, and not  for reasons some may think.


    I actually think that the biggest problem here is that you read all the hype and posts of people fawning over something. When you allow yourself to read too much hype about something that you have yet to experience, you are in fact setting yourself up for disappointment.

    I will digress for a moment to use the latest Star Wars film, Rogue One, as an example. Three days ago a buddy of mine said he had yet to see the film. I did my best to mask the urgency in which he needs to see the damn movie. I feel it is one of the best Star Wars films to date, and omfg Darth Vader kicked royal ass in a way never seen before. So it was a must watch.

    I was dying to tell him about Vader's final moments of Sith mania, but I knew that if I even hinted at it... not only would it be a mild spoiler to that movie, but it would also ensure that his experience watching Vader at the end would suck.

    If I had given my play-by-play of what makes Vader so awesome in Rogue One, then by the time my buddy sat down to watch it... he would probably think, "wtf, really? A whopping 10 seconds of Sith Lord is all the rage? Boring."

    Instead I STFU and waited the next day where he did, as expected, state, "wow we need a Darth Vader movie! He was amazing."

    In the case of Superhot, it should be painfully obvious that the fawning over by fans has next to nothing to do with the fact that it is Touch Enabled. Afterall, it is not the only game Touch Enabled, right? Superhot has received larger acclaim that The Unspoken, Ripcoil, and VR Sports Challenge.

    In fact the only other games I can think of that people are speaking of highly across-the-board on various VR outlets are: Superhot, Arizona Sunshine, The Climb, Onward, and Dead & Buried. Although even amongst these titles, Superhot still tends to have more of the emotionally exciting responses.

    Anyway, it is a good lesson learned. If anyone ever wants to experience something in the same manner as someone else... don't read anything about it!
    Inspiring
    January 7, 2017
    Thanks for the spoilers zen
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    Zenbane
    Honored Contributor
    January 7, 2017
    I was waiting for that  ;)
    Up and Coming
    January 7, 2017
     OK, I just played the game again right now to give it another chance and I am still unimpressed!

    First of all, if you can't block the enemies with your elbow (because it doesn't exist) then how come they can shoot you in your (nonexistent) shoulder or torso? The game plot just doesn't track.

    Secondly, when I shoot at an enemy and he's running, he will dodge the bullet. That is, the place where he is when I pull the trigger is not the place where he is when the bullet arrives.

    This is not the way  shooting works.  If I shoot at a fast-moving person or animal, I don't have to say "OK, they're moving rapidly, therefore I have to shoot slightly in front of them so the bullet will get them at that place when they arrive." Bullets move so quickly that, assuming that they are within range, a living creature doesn't have time to move an appreciable amount before the bullet arrives. 

    However, the game makes the rules and I am willing to abide by the rules of the in-game universe. This does not excuse the game simply being buggy.

    I put my hand several times right through a bottle and yet it does not turn blue and let me pick it up. Then, my hand connects several times with the enemy's arm and yet goes right through it. This is just sheer bugginess, and bugginess is not a legitimate method of increasing gameplay difficulty. 
    Inspiring
    January 7, 2017

    This is not the way  shooting works.  If I shoot at a fast-moving person or animal, I don't have to say "OK, they're moving rapidly, therefore I have to shoot slightly in front of them so the bullet will get them at that place when they arrive."


    You may not have to say it but you do have to do it. It's called shooting with lead. 
    Shit man, you have to do this in almost every fps and in really life.

    You sir are clearly far too used to console aimbot mechanics.
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    Inspiring
    January 7, 2017

    elboffor said:


    This is not the way  shooting works.  If I shoot at a fast-moving person or animal, I don't have to say "OK, they're moving rapidly, therefore I have to shoot slightly in front of them so the bullet will get them at that place when they arrive."


    You may not have to say it but you do have to do it. It's called shooting with lead. 
    Shit man, you have to do this in almost every fps and in really life.

    You sir are clearly far too used to console aimbot mechanics.


    Not at those distances, so his point still stands, it's far from realistic. Some people may enjoy the gameplay but he is making valid points.
    Inspiring
    January 7, 2017
    Yeah, the game isn't buggy. And you don't need to put your hand on anything (just like in bullet train) you simply put your hands near them facing the weapon (so they highlight) and you'll pick it up every time.

    And you claiming that bullets move to fast for running people to move out of the way is completely disregarding the concept of the game. You do realize this game would be completely crap if your bullets were hitscan (railgun/instant) and popped enemies instantly once you pull the trigger. It wouldn't have any difficulty.

    Yes, you have no elbows so why would you think you can block with them? Your head and a fairly small invisible box below your head (denoting your body) are 1 hit kill spots on you, don't let them get hit. You are SUPPOSED to block with your hands or objects, the concept here is only as stubborn as the user is to not use these.

    I'm really surprised you're having such a difficult time with this, as even my 6 year old wasn't having much issue when I let him try it for a short time. Of course there would be stiffness, if you don't play many action games these mechanics could elude you.

     However, you can't really say the game is buggy and super overrated, because you personally cannot wrap your head around the mechanics that almost all others are raving about.  If had watched the video I had posted to completion, seeing his real life actions and how they respond in game, should show you clearly you just have to adjust your approach when in game.

    If you see someone running, aim a few feet in front of the direction that they run, the bullet and them should converge leading to his death.

    To each his own though, and if it's this difficult for you, then I'm sorry. It is a great game even though it's too easy and short imo.