![]() ![]() For example, a binder may only stun an enemy while a record will slice enemies in half. You have new weapons that test your skills, and different throwables that hold varying levels of power. It truly compliments the elegant killing that made the first one great, with that being improved upon immensely. It’s like Superhot this time around is trying to be more adaptable, and it succeeds in every way here.Īnd that only lends itself to the rest of the gameplay. Not every hack or core may feel great to you, but each one holds its place in the sandbox for different playstyles. They’re different modifiers that change how you play, from hacks that cause bullet ricochet to cores that allow you to swap between bodies. You have your standard Superhot gameplay, but the introduction of cores and hacks make the game special. MCD takes what made the first game special, and innovates on that to make it more unique and exciting. People are likely going to expect Superhot: MCD to be a sequel to Superhot, but that’s not what this is. Superhot: MCD’s Beautifully Refined Gameplay Released today, I got the chance to play it and overall, the game is very, very good. Thankfully, that’s where Superhot: Mind Control Delete comes into play. It was a little short though, resulting in a lot left to be desired. It’s what makes it one of the more memorable shooters I’ve played in recent years. The idea of time only moving when you move takes what you expect from a shooter, and forces you to think more critically. This isn’t bad by any means, as games like Prey 2017 and Dishonored 2prove to be great first-person shooters in their own right. Every single one usually comes down to a set amount of guns, and maybe a few abilities that change the game a little. (UPDATE: I wasn't aware of what others share with you, where Superhot devs have shared some info).If you look at any first-person shooter over the past five years, you’ll see very little that changes. I have no clue why or if a SH sequel is or isn't planned. ![]() As long as they can make enough with a new property, they may prefer that. While devs are money enough focused that they need to make enough to live, some care more about the art, and don't necessarily want to spend time on something they will make a ton of money if they consider it boring, and something they've done before. They could have also moved on and could be working on a new property. ![]() My only guess is that other than new scenarios, they don't have an obvious idea to evolve the game in a new way. The game isn't really finished yet, and it's the type of game that can go years without a version two. #SUPERHOT SEQUEL PC#Anyway, even when they finish, Beat Saber is the kind of game that can have a long life from that point on just by adding new music (which is what the PC community does on their own). For instance, they are adding multiplayer still and other things. It isn't even a 1.0 release (the current PC release is 0.12.2). What we're developing now is making an even more core VR experience."īeat saber is actually only still a "early release" on PC. There's some legacy from the flat-screen version. It's a hack, it's not like an animation system that was designed from the ground up. This is something that really didn't click in Superhot VR because the animations were all made for a 2D game and it was kind of hacked together to be a VR game. Having those enemies move like they mean it. I know that we'll find stuff that's there. Sequels also have this money grab connotation. ![]() Because if it's a proper evolution, it's a proper sequel. "I hesitate on your distinction between evolution and a sequel. We're working on different tools and motion capture stuff - things that we feel will bring it to the next level. It's something that I know we've only scratched the surface of things you can do. It's this visceral thing when you experience it in VR for instance. "The core of Superhot is a very cool idea. From the link above (the relevant interview bit). ![]()
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