Introduction
SuperHOT is an Indie FPS game, created by Piotr Iwanicki, originally as part of the 7 Day FPS Challenge. The prototype game was created in 7 days in the Unity engine, and was one of the major titles at the end of the week long challenge. After a lot of press, the developer eventually secured Kickstarter funding after being one of the fastest successful Greenlights to date, with 95% positivity. There were also plans for Oculus Rift implementation.
Storyline
The storyline is as yet unknown; however during the prototype that is fully playable on their website, you get the impression the character you are playing is essentially a puppet.
Gameplay
The general idea of the gameplay, is that time only moves when you do. When you use the movement keys, time moves at a normal pace only as long as you are pressing them. It also moves forward each time you shoot or hold the fire button for automatic reload. The general sense is similar to that of the Matrix. Initially you start a level with no weapon. You must get in melee range of an enemy, take them out and then run into the weapon wherever it may fly off to. You often have to think tactically as to where you’re going to move, and at what point you’re going to shoot. Despite the fact that you’re essentially able to never die and avoid all bullets, you often find yourself getting ahead of yourself and accidentally moving into bullet fire.
The prototype currently has a short few missions, introducing the basis of the game, the movement, and the gunplay, as well as the physics the game has implemented. In its current shape, it is essentially a tutorial tech demo, but shows off the essentials and mechanics of the game. Each gun only has a certain amount of bullets, so you’ll often find it necessary to drop the gun and either take out an enemy in melee, or choose your path to another weapon while dodging gunfire in short bursts. Once you’ve completed the tutorials and challenges, you’ll be told to kill the CEO, and then dispose of yourself. Before you hit the ground, the prototype ends.
See the video below for the full prototype gameplay content:
Controls
The prototype has pretty basic controls. WASD is movement, click is fire, and R drops your currently held weapon. Enter is to full screen the Web Player.
Video Settings
None in the current Unity Web Player prototype
System Performance
CPU: i5 4670 (Stock)
GPU: MSI GTX 970 (Stock)
RAM: 16GB 2133mhz
Storage: WD 1TB 7200RPM
Display: 2560 x 1440
With the web layer plugin I was able to hit almost 200 FPS on the prototype version. Understandable, as there are almost no textures and the levels are pretty basic, including a lack of 3D shapes and polygons for any assets. The only confusion I had was that I got higher average FPS on 1440p than I did on 1080p. After running the benchmark a number of times on both resolutions, 1080p still had lower frame rates by about 2 or 3 FPS. I truly have no idea what the cause is, but at 186 FPS, it doesn’t really matter too much. The final game is liable to perform very differently, and obviously not be a web based experience.
1440p
1080p
Conclusion
I played the prototype all the way through about 9 times before I finally got bored of the same stuff. Even then, the game is pretty addictive. The mechanics are a brilliant and it’s an original idea (unless you count the Flash based cat game it was inspired by). While the graphics aren’t amazing in the prototype, the potential for this game is mesmerising. The level design, even in its basic form reminds me very much of the old school maps on Wolfenstein and original Doom. While that’s a speculation on my part, I do foresee it becoming somewhat similar. The combat is amazingly satisfying, and the movement is made so much more important and smooth by the mechanic of time.
Quite frankly, judging by the prototype, the game has a shedload of potential, and can only get better. There are screenshots and videos of more weapons, including a Katana to split incoming bullets in half. Who doesn’t want to cut bullets in slow motion?
The full game is set to be released in June 2015 (On all platforms), and can be pre ordered on their website. The standard game can be had for $14, and the sound track+digital art PDF inclusive option is $24. You can also pay $40 to obtain Beta Access when the Beta becomes available early in 2015.
To play the prototype, go to superhotgame.com/play-prototype (requires Unity Web Player plugin)