Superhot  Tagged Articles RSS Feed | Superhot  RSS Feed on en Launch Media Network Ten Oculus Rift Games All Oculus Owners Must Play Mon, 02 Jan 2017 03:00:01 -0500 sknau002


The Oculus Rift went through some strange times between their announcement and release, such as being bought by Facebook. Many people weren't sure that was a good thing for the future of the virtual reality headset, but it hasn't seemed to get in the way of its success.


This was our definitive list of games that should absolutely be played on the Oculus Rift. We made sure to only include games that are available now and not games that are currently being developed, so if there are any you're looking forward to, or any currently available games you feel that we missed, let us know!


Keep Talking and Nobody Explodes

By: Steel Crate Games | $7.49 | Oculus Store

If you watch any YouTubers, you probably know about this game. The goal is to disarm a bomb. But you don't have the instructions to make it happen. Your friends, however, do.


This game was originally not on Oculus Rift, but now that it is, it absolutely adds to the tension of the game. You can't peek over at your friend's instructions for one, and on top of that, not everything is right in front of the player, so scrambling for the right tools may easily happen.


The best part of Keep Talking and Nobody Explodes is that it's multiplayer. There aren't many multiplayer VR games, especially in the couch co-op category, but this game handles it cleverly, by requiring only one headset to play. This is definitely a required Oculus Rift title for anyone who plans to game with friends.


AirMech: Command

By: Carbon Games | $24.99 | Oculus Store

Just to keep things shaken up, here's another recommended Oculus Rift game that isn't from the first-person perspective.


AirMech: Command is a real-time strategy game played from the perspective of a typical RTS game, but now the camera is controlled with the players head. It makes looking back and forth from different battles and bases easier. The defining concept is where the player is watching from: Their Airmech. It's the ultimate war machine that can be used in-game to turn the tide of battle, but during regular combat, it's the perch from which the player watches and commands the battle. 


There are nine Airmechs to control that have varying abilities, allowing different types of gameplay -- shaking up the misconception that virtual reality games can't offer variation.


Lucky's Tale

By: Playful | $Free | Oculus Store

Lucky's Tale is a Third-person game. Right from the get-go that sounds awful for a virtual reality game. But surprisingly, it works really well.


The player's head is the camera and can look and peak around the game while the controller actually controls the main character, Lucky. It plays like a typical third-person platformer from the Nintendo 64 and Gamecube days, but with some VR tricks up its sleeve. It's free on the Oculus store, so once again the barrier of entry is nonexistent -- assuming you have the headset of course.


For those looking for fun for all ages, Lucky's Tale is definitely a good one for this.



By: Gunfire Games | 24.99 | Oculus Store

Some have said they don't want VR because they think it's a gimmick; that "real" games won't use VR. Chronos is here to disprove that. The dungeon crawling RPG, aims to be that first Oculus RPG that sets the standard for others. It has a unique mechanic that plays with time. Every time the player dies, they age a year and your skills and abilities also change, making every new attempt at the dungeon different.


The game plays like a fantasy RPG, but the game is actually set in a distant future where an apocalypse has sent humanity back to the days of swords and shields. It plays similarly to a Zelda game in the puzzle solving, but the battle mechanics are something of their own.


The Climb

By: Crytek | $33.49 | Oculus Store

Have you ever wanted to go rock climbing, but you're afraid of heights? Same. But with The Climb from Crytek, this goal suddenly becomes much easier.


Become a rock climber without the threat of dying from a fall (in real life anyway) in this beautiful simulation. Seriously, most of this game could probably be spent just looking around. Despite Crytek's recent issues, they still have a beautiful looking engine -- the CryEngine.


The Climb is also tense as hell when you're about to fall off a ledge, but instead of it being a character about to fall, it's you. Don't worry, in reality, the worst thing you could fall on is a carpeted living room floor (unless you have wooden floors).


The Gallery: Call of The Starseed

By: Cloudhead Games | $14.99 | Oculus Store

This game is its own special kind of game. It's not a first-person shooter, but it's also not a walking simulator. It's somewhere in the middle, solving environmental puzzles to progress.


The game draws inspiration from 80's fantasy films and places the hero in a world where he must find his sister through a strange journey and a constant "sinister presence" according to the Steam description. From the Steam page, one can see that The Gallery started as a HTC Vive game, but has recently come to the Oculus Rift as well. It was a bestseller for the Vive, and it can only be predicted to see the same success on the Oculus.


The Unspoken 

By: Insomniac Games | $29.99 | Oculus Store

With the Oculus Rift and the Touch controller in mind, The Unspoken game takes it to the limit of what can be done with these peripherals. This is one of the games that makes people think this new virtual reality attempt isn't just another fad.


The developers describe the game as an "urban magic fight club" where players fight friends and strangers in the streets of a city using 25 different spells. These spells can be tuned to either hand too, leaving the creativity literally in your hands.


Spells aren't just offensive skills either. They can also be defensive and traversal! Leaving room for custom strategies.



By: Superhot | $22.49 | Oculus Store

Man, Superhot is awesome. It originally released as a non-VR title, but has since released to virtual reality. It genuinely feels like it was meant to be a VR title the whole time.


Superhot is a title that questions what's real. The story puts a computer hacker into the chair of a computer before pulling them into a simulation that feels a little too real... Is it real? Or is technology just playing tricks on us?


The world only moves forward when they player moves, making them able to guess everyone's moves and plan accordingly. But remember, one shot is enough to kill you. Health doesn't regenerate, ammo is limited to what's in the magazine, and way too many enemies to plan out a strategy in one go. Good thing restarts are instantaneous. 


Bullet Train

By: Epic Games | $Free | Oculus Store

We really wanted to put Robo Recall on this list, but it's technically not out yet for the public. So Bullet Train is the next best thing! It's a free game from Epic Games that actually serves as a proving grounds for Robo Recall, the next game from Epic.


The premise is simple: You get off a train and are attacked by futuristic police. Why? We don't know, it's a free tech demo that is actually way more fun than it should be.


You can teleport and manipulate time, much like the next title on this list, but with a few differences. For the price tag of $0.00, it's definitely worth checking out.



By: Three One Zero | $19.99 | Steam

ADR1FT is a virtual reality game played with the Oculus Rift that takes place in zero gravity. It's a game based heavily on exploration, but players have limited resources such as oxygen as they navigate a destroyed space station.


The player must solve puzzles which consist of fixing up/navigating the damaged space station. Audio logs of the incident that destroyed the station can be found throughout the game, as well as artifacts from those who were not lucky enough to survive.


According to the game, there are two main objectives: "to survive and to return home safely."


The Oculus Rift was the first real player in this current-day virtual reality arms race. Announced back in 2012, it's what sparked other companies to compete -- bringing in the PlayStation VR and HTC Vive.


With both the competitors launching with motion controls (the Vive using it's own, and the PS VR using the Move controllers), the Oculus Rift was a bit behind, but has recently released the Touch controllers (at $199) for all your reaching needs.


When it finally released to consumers in March 2016, it had a library full of experimental games during its long development process. Thanks to that, some have been formed into fully fledged games, while others provided the groundwork for others. This is a list of 10 games all Oculus Rift owners must play.

SUPERHOT Review: Seconds Too Late Wed, 21 Sep 2016 12:00:01 -0400 Jeremy "Digit" Brown

Puzzles create interesting wrinkles in many games, but they're only as good as how well they fit into the rest of the game somehow. Through blending with narrative, visuals, or gameplay, they need to integrate themselves in a way that elevates the rest of the game a cut above the rest.

Superhot creates a wholly unique puzzle experience through making time passing a mechanic in of itself. Unfortunately, this mechanic isn’t polished -- hit detection problems and a lackluster story finale leave a sour taste at the end of the journey.

The core mechanic of this game is that time only moves when you do. The idea is to be able to bullet dodge and make slick split-second decisions. The enemies are made of red glass, brilliantly shattering as you slice, stab, bash, and blow them away. The environments are all cleverly monochromatic white, but still easy to understand the layouts.

The style of Superhot is half of its ambition -- and grasps this goal excellently. After completing a level the entire level is replayed in real-time, and it shows how well (or not so well) your tactics played out. When a plan goes perfectly, it’s slick and feels straight out of The Matrix films.

Many of the levels are set-piece oriented. You might be running atop a train, jumping off a balcony to start, or even getting into an elevator fight -- all f which adds to the variety of the game. Some of these set pieces made me feel exactly like I’m supposed to -- a kick-ass action hero. But when they don’t work because of the scripted nature of the levels, the puzzle solving boils to trial-and-error gameplay, with the strategy of the game's best moments missing.

Getting killed sends you to the beginning of a level. Early on, this isn’t a problem. But later when multi-stage levels occur, there aren't any mid-level checkpoints. These later levels became chores because I have to replay them just to get to the “one who keeps ruining my day.”

The biggest problem Superhot faces is hit detection problems. Many times objects shatter onto invisible walls, bullets (which are meant to be 100% accurate) sometimes hit walls next to the crosshairs. It’s infuriating to have plans go wrong when it was completely out of my control. There are many times where I could have sworn bullets were passing by the camera. The oversight of missing a crouch leads to a lot of cheap deaths.

Is it worth it?

The game's price is $25, and for this price I can't recommend it. The main story is only 2 hours long, and the added modes like trials and endless aren't nearly as engaging as I wanted them to be. Look for it on sale if you want your money's worth.

The story's presentation make it easily likable, but it meanders from being cohesive for the sake of style. The levels are what become more and more interesting as you go on. The plot is more engaging due to its presentation, but as it goes on it loses its grip. On subsequent playthroughs there's no skipping narrative scenes, which is frustrating because the story moments hold no truly interesting gameplay moments. The ending jumps the shark, attempting to blur the lines between game and real life. But since I didn’t ever feel that I, the player, accomplished anything, what was the point?

Superhot is unlike any other puzzle game or shooter game out there, but if you’re looking for something more than just a unique game, it’s not here. At its heart Superhot hinges upon its great style and innovation, even if the shortcomings sometimes make the action come to a standstill.

The Good:
  • Unique, puzzling FPS mechanic
  • Intriguing story
  • Slick style
  • Closest representation of a Matrix game
The Bad
  • Spotty hit detection
  • Infrequent checkpoints lead to frustration
  • Story never feels like it accomplishes an endgame
SUPERHOT Presented at E3 for VR Play Mon, 20 Jun 2016 05:40:44 -0400 Melissa Crawford

After becoming available earlier this year on the Xbox One and PC through a successful Kickstarter campaign, SUPERHOT is receiving a follow-up on the Oculus Touch later this year. Announced at E3, SUPERHOT VR will be playable with a VR headset and hand tracking controllers.

The team behind SUPERHOT revealed they are working on adding more content and game modes to SUPERHOT VR as well. The game itself is already a challenge to the player, with no ammo drops from enemies, no health bar regeneration, and only time on your side.

After three years of work on the SUPERHOT VR project between SUPERHOT and Oculus, the game offers a unique and fresh experience. With more information and content on the title certain to be revealed closer to the time of its release later in 2016, it is sure to be worth a look.



Superhot A Free Online Game Becoming a Full Digital Game Tue, 13 Jan 2015 17:46:37 -0500 Pierre Fouquet

Superhot is a FPS game all about Matrix style slow motion gunplay, except time only moves when you do.

Born from the 7 Day First Person Shooter (7DFPS) game jam in August of 2013, this spawned a free online prototype or demo.

 Why Should You Care?

Well Superhot is one of those games where just talking about it doesn't do it much justice, but lets give it a shot!

What makes Superhot just that little but special is the time mechanic, when you play most first person shooters the game carries on like normal when you stop, but in Superhot everything slows to a crawl. You then go into the Matrix style bullet time, which is where things get really interesting.

Bullet time in first person? Now my dream of being Neo can come true!

Tactical Positioning

Time stopping when you do, gives you the ability to sit back and plan. Take a look at the situation and really think about how you can overcome it. You don't need to just think about finishing the level quickly, but maybe think about completing the level as stylishly as possible, or never using your gun, maybe you are playing so that the least amount of shots get fired at you as possible. The choice is yours, however taking too many risks may get you killed. And you die very quickly, so quickly in fact that every bullet is lethal.

Have a look at a trailer for Superhot.

You can pre-order Superhot here. There three different tiers you can purchase, take a look at the descriptions for each, and pick the one which you like the sound of. 

Screenshots of Motion

Lets take a look at some moving screenshots - so GIFs.

Looks like he will be running around like a headless chicken for a while.

So flying is possible...

It's raining glass and bullets here!

Wham! Bam! Thank you Katana!

Interview with Luke Spierewka, One of the Developers of SUPERHOT Mon, 02 Jun 2014 17:14:08 -0400 Kibret.Tsige

If you haven't heard of it yet, SUPERHOT is an indie action game/shooter that has you manipulate time. This isn't your typical "bullet-time" however. In SUPERHOT, time only flows when you move. Every step you take makes your enemies, and their bullets, travel farther. To get through this game you'll have to literally stop and think.

SUPERHOT has gained the attention of many different people and publications in the gaming world. Cliff Bleszinski, Nerd Cubed, WIRED and others have praised the title for its unique approach to time manipulation and its highly stylized aesthetic. The game also managed to reach its Kickstarter funding goal in only its first few days on the site.

Looking to know more about the game and its team, I interviewed Luke Spierewka, one of the programmers and the head of PR at the SUPERHOT Team. Here is what he had to say.

How has your work with the SUPERHOT team been different from working with your previous employer, Wastelands Interactive?

Aside from the fact that I was using Unity in both teams, pretty much everything is different. In Wastelands I was working on a much smaller project that was based on an existing codebase. As a part of the SUPERHOT Team, I'm responsible for programming and community management.

This means that I sometimes implement new mechanics and fix bugs, and sometimes (recently more like "most of the time") I reply to e-mails, tweets and comments; write posts about the game and more. While I do enjoy coding, I also have a lot of fun interacting with our fans - I never get tired of reading posts from people saying that they really liked the game :)

I understand that SUPERHOT is the biggest title that you and your team have worked on so far. How has the experience of developing it been for you and the team?

 We learned a lot already, and we manage to discover new stuff almost every day. For example, when we were starting out, some of us had almost no experience with Unity, AI programming or PR/marketing - but we managed to teach ourselves that pretty fast.

Your Kickstarter Campaign has been extremely successful and it looks like you'll be reaching all of your stretch goals. What might you include if the game raises more than the $230,000 required for New Game+?

One of the most-asked-for features was implementing a Level Editor with Steam Workshop support. Doing something like this for the game would be pretty fun, but it's also incredibly time-consuming and expensive - this is why we decided to turn this feature a stretch goal.

Your Kickstarter campaign page mentions a "story driven single-player campaign." What is the story of SUPERHOT, if I may ask?

 I can't spoil that yet ;)

Image from

How will the story of SUPERHOT be presented to the player? 

We'll try to keep it vague and minimalistic, just like the prototype, since it resonated really well with the players.

In the demo you only had access to a pistol, but the commercial release looks like it's going to have a large variety of weapons, including swords and grenades. How challenging was it designing levels around these new weapons?

It is pretty hard, and we're still working on that. The original pistol was a pretty straightforward weapon - you shoot and enemies die. Adding new weapons that change the way you play the game (like the Katana, or explosives) allows us to consider new puzzles that could not have been done in the demo.

If this initial release goes well would a console release of SUPERHOT be considered?

Yes; after the initial PC/Mac/Linux release we'd love to port the game to consoles.

Image from

From what I understand, many levels are inspired by action movies. Which films, if any, have had the biggest influence on SUPERHOT?

Probably The Matrix, especially the elevator lobby scene. For a long time no game was able to recreate that experience, so it's very humbling when the players say that an official Matrix game should be just like SUPERHOT.

Has a multiplayer or co-op mode ever been considered?

We've been considering these, but we decided not to do it. Implementing a co-op or multiplayer mode into SUPERHOT would require a lot of time and money, and it would most likely push the release date back into 2016. Besides, we have to save some features for a possible sequel.