SUPERHOT is a first-person shooter where you play a protagonist who is playing a first-person shooter in a virtual reality setting. So, it shouldn't be much of a surprise the devs decided to make a VR sequel. If you never played the original SUPERHOT, then you might be thinking that's the only thing this successive rendition has going for it, and you would be wrong. The driving concept of the game involves time: when you move, time moves on, but when you stop, time crawls to a near halt. This definitely makes for unique situations, as you have to slowly, cunningly figure out how to dodge and counter red polygonal enemies wielding pistols, shotguns, and other weapons, especially since a single hit kills you.
No doubt, being thrust into an actual virtual reality setting makes for a more personal experience, but is it such a difference from the original game? Well, to be frank: SUPERHOT VR does more to impress within its opening tutorial than the first game does within its opening stages. The controls and how you encounter scenarios are both completely different and much more engrossing. But to fully understand the leaps it took, you need to understand how the first game functions. If you remove the slow time feature from the equation, its predecessor operates like a normal shooter; you fire a gun, shotgun, or rifle with a simple press of a button; you punch with the simple, rapid press of a button; you toss objects at whatever your cursor is pointing at with the simple press of a button.
However, with SUPERHOT VR's tutorial, you are asked to do daring feats, and do so while standing in one spot the whole time; yes, you lose the ability to walk from the first game, but you gain so much surprising fluidity and immersion for this so-called "sacrifice." One of the first things you're taught is to punch polygonal beings. Just press a button? No, instead you're tasked with doing a swinging motion using one of the two Move controllers in your possession. It's a gratifying feeling as you connect and watch a polygonal head shatter to pieces. Just... make sure you don't accidentally knock something or someone in real life as you perform it. With the amount of stretching and reaching, you'll need ample space and distance for the camera to pick up your actions.
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