Unfortunately, none of these modes are available until the main campaign is finished once. There is also a “guest” mode that allows other players to play the game from the beginning, but without saving progress. There’s also a hardcore mode where the game moves more quickly, and every weapon only has one bullet. These modes include speedrun modes, endless mode, headshot only mode, survival mode. All of these are addictive and add extra value to the game.
However, upon completion of the game, several new modes are unlocked. SuperHot VR is very short, taking the average player about 2 hours to complete on the first playthrough. Between levels, your collection of these achievements is stuck to your apartment door, which is a very creative way to display your accomplishments in-game. SuperHot VR also has an in-game achievement system, with achievements popping up in the game world in the form of post-it notes. Despite some tremendous audio feedback from sound effects, and the excellent computer voice that shouts “SUPER! HOT! SUPER! HOT!” upon completion of an area, audio is SuperHot VR’s weakest area. Sound is also very minimalistic, bordering on nonexistent in some areas. It is clear what you need to do in each level, even with minimal instruction. This creates an enormous contrast between types of objects in the game, creating a visual language that is immediately identifiable to the player. The in-game graphics consist of solid red, low-poly models against an untextured white background. The story of SuperHot VR is also enhanced by its visuals.
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While this could be seen in other games as a negative, SuperHot uses this to create a very mysterious atmosphere, and playing this alongside the original console and PC SuperHot helps to fill in the story. This leads SuperHot VR to have a simple foundation of a story and leaves your mind to fill in the details. This apartment changes over time between levels in nuanced ways, but most of the storytelling comes from observation of items in this environment.
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Between levels, you are transported back to a small apartment full of computers from which you are supposedly playing the game. The story of the game is very minimalistic.
This might leave you flailing your arms just to make time pass to allow your targets to get closer. If you are standing stationary, however, there are a few instances where you will have to wait for enemies to close before you can attack them. Even if you only have space to play standing and stationary, every level is beatable and still immensely fun. The 360° range of motion that the headset provides, as well as the lack of cables, gives you complete freedom of movement throughout the environments, limited only by the size of your play space. The fluidity of movement within the game is only enhanced by the Quest hardware. Throwing objects is a bit trickier to master, but it works well once you get the hang of it. The shooting mechanics in the game are perfect, aiming is very precise, and strategically leading your foes is a must. Dodging bullets Matrix-style, throwing ninja stars with deadly accuracy – to then catch the enemy’s dropped pistol – and quickly turning and firing on another enemy sneaking up on me feels incredible. Never has a game made me feel closer to starring in my own action movie. If all this sounds like too much for you, maybe you should try something like Fujii. The action is intense if you move at full speed, but since you control time with your movements, you can stop and take your time before springing into action. This involves dodging bullets, throwing objects, catching dropped weapons from enemies, and shooting.
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In each level, you need to figure out how to defeat all the enemies in the room without getting hit. This shifts the genre of the game from an action game to more of a puzzle game. SuperHot VR is a first-person shooter, except with the added twist that time moves forward only while you are moving your body. “How did I pull that one off?” I wondered as a disembodied computer voice began chanting “SUPER… HOT… SUPER… HOT…” The Basics As his weapon flew toward me, I stood up, and in one fluid motion caught it and let loose, mowing down the horde in front of me. I reached for the nearest heavy object and sent it flying toward his head. I was trapped, and I could see the enemy moving to flank out of the corner of my eye. As the steel beam swung toward my face, I ducked taking cover behind a nearby computer console, narrowly avoiding the hail of bullets that closely followed the beam.