Reviews from

in the past


Wouldn't it be funny if I said the thing the game wanted me to say?

This review contains spoilers

feeling satisfied once credits roll is something ive come to really like recently. ive been on a roll recently with p3r and now this, and im sure CS2 wont be lacking on that front either. theres just something inexplicably nice when a really good credits theme comes on at the end of a short game. RRT4, MMX, Damacy, Portal, and now Superhot can be added to this list. i was blown away at how much a banger that credits theme was and it absolutely cemented that "satisfied" feeling. polish rock isnt something i really knew i needed until now. after a bit of research it's not an original song but i dont think that matters, still capped off a really unique experience for me.

superhot is the most innovative shooter ive played in years. ok but for real, the gameplay is actually really unique, it's gimmick is insanely cool. time only moves when you move and that's really fucking fun. there's not much of a difficulty curve, some of the last levels took like 10 tries for me but it was still really cool to learn patterns, that and chaining together a really clean level together. ill definitely be checking out it's sequel sometime in the future.

the overall aesthetic and feel of the game is also something they nailed. it definitely has the vibe of something you shouldn't be playing, and is honestly really creepy with no OST other than a constant hum of noise in the background. the messages too, the way they morph into something you didn't actually say, or the way the world glitches out just gives off a great feel that it's unfinished and you shouldnt exist here. something else i noticed too was how you could actually pick up some story stuff with the places you spawn in at seeing how the scene starts. that's a really cool detail. the red dudes shattering never got old, and their design is also very unique and adds to the aesthetic. also the way you navigate around the menus and how they're reminscint of 90s/y2k stuff. love the aesthetic here.

the story actually has some dualist (and even maybe transhumanist) themes to it which i didn't expect, just wasn't able to be explored with much depth with the length but i still appreciate their inclusion. i also like the direction the story took, in how the game was like a drug and since they couldnt get you out they just used you for their own gain, while you have no idea what youre actually doing nor the ramifications. and once youve outgrown your use, you just obey and kill yourself like the dog you became. i guess the ending has an interpretive quality to it too, the mind can be truly software since youre still able to access the game after the story ends but simultaneously if the story ends right as the credits roll then your mind isnt software and youre just dead. who knows?


id like to say this is only the first time i beat the game, i played it years ago but dont think i ever beat it. i also played the VR port on vacation at a vr arcade like 4 years ago, insanely fun and it's one of the only games i think actually enhances the experience being in VR. no other vr games really benefit, but maybe im wrong since i dont own a headset and im just on the outside looking in.

either way, game's a banger and totally worth the 5 bucks i got it for. it's the most innovative shooter i've played in years, go hop on. i think ill keep chugging on CS2 for now but i will definitely beat MG2 sometime within the next week likely.

The gameplay loop of Superhot really fun, I really liked how each scenario had multiple situations that you could figure out at your own pace with the time slow mechanic. This is also helped by its incredibly sick art direction and sound design, it's unlike most games I've ever seen. I really wonder what it would be like experiencing it in VR.

Its narrative is where it kind of lets me down. I'd be fine with it being super pretentious and hamfisted about games and the idea of being hooked on a game, but it winds up being a thematic one-trick pony. It doesn't really do much outside of "video games control your brainnnn". The head trauma part made me wonder if there was something deeper to how the in-universe game worked, but it didn't go in the direction I was hoping for.

Overall I had a good time with it, but I wish it had a bit more to it's interesting on-paper narrative.

Neat concept. At some points the stages were a bit frustrating (bullets which should've passed me instead killed me, enemies spawning right behind me without any indication), and the stages got a bit repetitive, but overall it was a fun experience.

The story seemed like it was trying to say something, but even though it didn't, I would not consider it pretentious. I still enjoyed it for what it was, but I do wish they did more with it.

John Wick Hex should have just reskinned this absolute MASTERPIECE instead of making a glitchy awful top down rip off


the gimmick is fun at first but it gets old really fast


Maybe It's better on vr, but kinda overrated

The most innovative shooter I've seen in years
The most innovative shooter I've seen in years
The most innovative shooter I've seen in years
The most innovative shoo- Yeah it's a good game

This game is short but I think that features like Endless Mode and the Challenges make up for that. The gameplay is challenging and always keeps me vigilant and I love the slow motion movements. This is like, unironically one of the most innovative shooters

̶I̶ ̶r̶e̶m̶e̶m̶b̶e̶r̶ ̶w̶a̶t̶c̶h̶i̶n̶g̶ ̶a̶ ̶p̶l̶a̶y̶t̶h̶r̶o̶u̶g̶h̶ ̶o̶f̶ ̶t̶h̶i̶s̶ ̶g̶a̶m̶e̶ ̶a̶t̶ ̶t̶h̶e̶ ̶y̶e̶a̶r̶ ̶o̶f̶ ̶r̶e̶l̶e̶a̶s̶e̶ ̶a̶n̶d̶ ̶t̶h̶i̶n̶k̶i̶n̶g̶ ̶i̶t̶ ̶w̶a̶s̶ ̶t̶h̶e̶ ̶c̶o̶o̶l̶e̶s̶t̶ ̶t̶h̶i̶n̶g̶ ̶a̶t̶ ̶t̶h̶e̶ ̶t̶i̶m̶e̶,̶ ̶b̶u̶t̶ ̶I̶ ̶g̶u̶e̶s̶s̶ ̶i̶t̶ ̶j̶u̶s̶t̶ ̶d̶i̶d̶n̶'̶t̶ ̶i̶m̶p̶r̶e̶s̶s̶ ̶m̶e̶ ̶h̶a̶v̶i̶n̶g̶ ̶p̶l̶a̶y̶e̶d̶ ̶i̶t̶ ̶n̶o̶w̶.̶ ̶I̶t̶'̶s̶ ̶d̶e̶c̶e̶n̶t̶,̶ ̶b̶u̶t̶ ̶I̶ ̶d̶i̶d̶n̶'̶t̶ ̶f̶i̶n̶d̶ ̶t̶h̶e̶ ̶g̶u̶n̶p̶l̶a̶y̶ ̶t̶h̶a̶t̶ ̶m̶u̶c̶h̶ ̶s̶a̶t̶i̶s̶f̶y̶i̶n̶g̶ ̶o̶r̶ ̶t̶h̶e̶ ̶s̶t̶o̶r̶y̶ ̶t̶h̶a̶t̶ ̶m̶e̶m̶o̶r̶a̶b̶l̶e̶.̶ ̶M̶e̶t̶a̶ ̶s̶t̶o̶r̶y̶ ̶g̶a̶m̶e̶s̶ ̶a̶r̶e̶ ̶m̶u̶c̶h̶ ̶m̶o̶r̶e̶ ̶c̶o̶m̶m̶o̶n̶ ̶n̶o̶w̶,̶ ̶s̶o̶ ̶t̶h̶a̶t̶ ̶c̶o̶u̶l̶d̶ ̶b̶e̶ ̶t̶h̶e̶ ̶r̶e̶a̶s̶o̶n̶.̶ A̶t̶ ̶l̶e̶a̶s̶t̶ ̶i̶t̶'̶s̶ ̶s̶h̶o̶r̶t̶,̶ ̶s̶o̶ ̶i̶t̶ ̶d̶i̶d̶n̶'̶t̶ ̶b̶o̶r̶e̶ ̶m̶e̶.̶

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★★★★★ – SUPERHOTSUPERHOTSUPERHOTSUPERHOTSUPERHOTSUPERHOTSUPERHOT✅

Pretty cool game. Not a fan of the whacky story, but the gameplay is pretty cool most of the time. The idea is very intuitive and works well for a short game like this. It's a unique experience that gives that... oh wait.

IT’S THE MOST INNOVATIVE SHOOTER I’VE PLAYED IN YEARS

SuperHot reminds me a lot of Portal in the sense that it’s a very short yet solid game with a really interesting set of mechanics that I’d like to see expanded on in a future game. Unlike Portal, I don’t think SuperHot’s campaign is quite as well-paced and satisfying, but I really enjoyed the mechanics and level design. The supplementary game modes are also a very welcome addition, but I don’t know if I’m actually motivated to engage with them much or not.

SUPERHOT is a one-of-a-kind game that's a puzzle game disguised as an FPS. Time only moves when you move so it's all about planning your moves rather than how well you can shoot stuff.

Fantastic concept somewhat let down by a main story that drags a bit. Once you get going and get to some of the later levels or unlock the bulk of the games content you're set.

Definitely gonna be coming back to this for a long time in short bursts.

really awesome concept bogged down by boring gunplay and combat flow and a laughably pretentious pseud meta narrative that reminded me i could be replaying silver case or mgs2 at the time of play. i like the level design, but i find that the 'puzzle shooter' idea doesn't really work when considering the rng of much of the enemies' ai. it's a decent enough experience and if you catch it for a few bucks (like you can right now) i'd say check it out - but from what i recall the vr port/sequel (?) did this idea a lot better. if you want a similar concept in a different genre with better execution, i'd suggest katana zero.

So what is this, some kind of superhot?

KINDAWARM

i heard a lot about this game going into it and how the gimmick is super cool, and yeah it is, but the finished product feels near identical to the demo they released all those years ago.

my biggest gripe is that despite being about doing cool shit with the freedom of time youre allowed, the game strongly incentivizes waiting in a corner and shooting people as they come through in a single-file line. once you get halfway through this game's 2 hour campaign, the story (which is very bad) starts taking control and the gameplay (which is very samey) continues it's path of throwing more guys at you and essentially saying "hey, stop having fun. you cant win that way"

its good, and certainly worth a try, but im very disappointed by it

One of the most unexpectedly frightening games I’ve ever played, plunging the player into a computational, sisyphean nightmare, a totalitarian paradise where you’re unwittingly assimilated into a protocol of laser-honed destruction. You virtually become a software-based Terminator, at the expense of your free-will and corporeal selfhood. It’s as ingeniously designed as a Mario game, yet it instills paranoia and fear instead of joy. What easily could have been a featureless facade of a concept is given artistic sentience as a work of ominous late-capitalistic portent. A direct oxymoron of fun, creative gameplay and narrative nihilism.

Games should have stopped doing the "you keep playing because you like hurting other people" thing after Spec Ops: the Line.

Here it's worse: a pretentious story getting in the way of thrilling mechanics, constantly yanking the player away from the only thing that makes the game worth a damn.

Still you can't deny the game is pretty damn good when you're fully in it

SUPERHOT is the most innovative shooter I've played in years.

You know a videogame has a good premise when it's able to carry the whole experience all the way to the end by itself.

Conceived at a 7 day "game jam", the Superhot team struck gold with it's simple idea of time moving only when you move, creating the most innovative shooter I've played in years. We have seen this sort of idea being explored in movies before, but by placing you in the middle of it, the concept takes a whole new leap that only interactivity can provide.

Despite there being a plethora a games out there that take pride in being "like an action movie", Superhot is really one of the very few that actually manages to transpose the action genre movie experience to an interactive medium, without the use of any auxiliary audivisual components, like a bombastic soundtrack or realistic graphical fidelity, and through it's core gameplay alone.

Despite it's very engaging conceit, one does come out of Superhot expecting more. The campaign, while fun and diverse, lasts about 2 hours at most, and by the time you are doing the challenge runs for the 6th or 7th time, the appeal starts to wear off.

The Endless Mode is where the heart of the game is, providing a never ending barrage of enemies where you have full control and freedom to go about it the way you want it, with bullets grazing your eyes at every turn.
Still, we want more. More weapons, more enemies, more movement options, more stuff.

Cant stop, wont stop.



Just the right amount of "AH SO CLOSE!" to keep me coming back without feeling like I got cheated, and just long enough to not outstay its welcome.

It helps that the replays make you look like Mr. Big Dick who definitely didn't die twenty seven times on a level before remembering he can jump.

Me encantó este juego, hasta las partes que intentan tanto que acaban pasándose.

Parte del motivo por el que me encajó tan bien es por el hecho de que, al margen las rupturas a la cuarta pared y su metacomentario al comportamiento obsesivo de algunes jugadores con contenido violento, se las apaña para ser una historia de terror sobre un programa siniestro que te seduce y posee. Así que, de un modo que no me esperaba, se las apaña para funcionar como un título para Halloween (conozco el Pumpkin Mode).

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I thoroughly enjoyed this game, even the parts that are trying so much that they cringe.

Part of the reason it worked for me so well was the fact that, for all its pretension of breaking fourth walls and commenting on players' obsession with violent content, it manages to be a spooky story about a cryptid designed to seduce and possess you. So in a weird way, this game is perfect as a Halloween fit (I'm aware there's a Pumpkin Mode).

Innovative but also toothless as it relies on smug meta-commentary to get across its theme of the malleability of bodies in the video game medium. Something that is bound to date itself real quick as this angle is one of the most overplayed ideas in games. Its central gimmick becomes tired by game's end BUT makes for some really effective moments of genuinely badass excitement. Cannot deny its a very well crafted experience with an eye for acute visual detail and sound design. The best kind of minimalism, as it strips down FPS tropes down to its minute essence. Can't say I loved it but I admire what it does and I see great things for the studio with whatever they have coming next.


ENG: This game is like Tetris, sooner or later it was going to be made. It took a long time.

ESP: Este juego es como el Tetris, tarde o temprano iba a hacerse. Bastante ha tardado.

(i punch a guy and the game freezes and the music begins stuttering) oh the game must be doing some Glitchwave Postmodernism Tag fourth wall breaking glitching nonsense again (the screen goes black and my computer starts rebooting) oh

I really enjoyed this game. I didn't know much about the it going into it and was surprised to find that it wasn't a shooter but more of a time-bending puzzle game with guns. It was a great concept! The art style was simple but nice to look at, the story was interesting, and the gameplay was a lot of fun. Pretty short (just over 2 hours), but I was okay with that. Definitely worth the play through.