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I found out the hard way that dodging side to side is an excellent way to avoid getting hit, but moving your upper body backward, even a little, helps out tremendously. Not only did I smack into my desk a few times over reaching for objects, but I had to alter my play area slightly as I generally played right in front of a wall. Superhot VR can be played standing or sitting down, depending on your setup, just be sure that you have plenty of space around you, as you’ll be moving more in this game than anything else on the platform. It does take a few attempts to get used to last second dodging, and it never gets old following a would-be kill shot whizzing by your head. As you don’t have a physical body represented in the game, there are certain liberties as what constitutes as getting hit generally if a projective is in your direct line of sight, you are getting hit. Start a level off with nothing more than a glass bottle in front of you? Throw it at the charging enemy with your right hand and snatch his handgun in mid air with your left to take out the three other enemies aiming for your head. More importantly, killing enemies forces them to drop anything they are holding, launching them into the air for you to grab, a concept that is heavily used throughout the game. Don’t get cocky though, as the first bullet you dodged is generally followed by a dozen more, especially when you are facing foes with shotguns or machine guns. Your movements must be carefully planned out, but if you find yourself in a jam, you can dodge bullets in slow motion with relative ease, or use any object that you are currently holding to deflect incoming projectiles. Your goal? Kill them before they kill you using your own two fists, or any highlighted object in the environment, including various types of guns, knives, bottles, etc. Considering you can be shot from off-screen if you aren’t careful, you’ll be spending a lot of time replaying set pieces multiple times, but when it’s this fun, does it really matter? Getting hit only once is enough to kill you, forcing you back to the start of the level, regardless if you are in the last section or not. In your way, polygonal, bright orange/red enemies with the goal of shooting, punching or stabbing you to death. Each level is divided into a different number of smaller encounters/sections, giving you all the tools you need to make you feel like a legitimate badass. The more elaborate the motions, the faster time will advance. Just like in the original game, time in Superhot VR is in a constant freeze frame unless you deliberately move your head to look around the environment or your detached hands (via PlayStation Move controllers).
Superhot vr Pc#
When compared to the PC release, the PSVR build has some issues with tracking due to the sheer amount of movement required in combination with the lackluster tracking of the hardware.
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Setting itself apart from the initial release, Superhot VR has been designed with VR in mind, building an already great game into a top-notch, must-play VR experience. The innovative take on the genre only moves time forward when the player moves, in visually pleasing and minimalist environments that are both refreshing and unique. Although Superhot wasn’t originally a virtual reality (VR) title, the reimagining of the game for the Oculus Rift, HTC Vive, and PlayStation VR has indeed set the bar for all first-person VR titles.
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