

You can be sure that people are going to make up their own ‘trick shot’-like challenges to enhance the difficulty of the game and to show off creative and skillful ways to kill enemies (like using only punches, or maybe only thrown objects).Īt one point a scene began with me grabbing a gun and landing a headshot on a nearby assailant. When you kill an enemy, the object they’re holding flies sympathetically in your direction, making for awesome moments of catching a gun right flying through the air just in time to blast the guy that’s about to kill you. Never in VR have I felt like the sort of action hero that Superhot VR has made me.

A few extra mechanics beyond punching, throwing, and shooting would be welcome, especially level interactivity-perhaps destructible environments or other hazards to befall you and your foes. One particularly cool scene at the end really challenges you but is ultimately just a long string of a similar gameplay mechanic repeated. There’s a number of enjoyable and challenging scenes, but Superhot VR comes up just short of the gameplay crescendo that it seems to be building the whole while. Pretty much all of the gameplay elements are introduced within the first quarter of the game. Later you’ll get access to guns, and you’ll delight in landing a perfectly led headshot (for no other reason than to show off skill, as a hit anywhere will kill any enemy, and there’s no bonus for a headset) if you miss it’ll be no one’s fault but your own. Aiming and leading in the start-and-stop reference frame of Superhot VR is challenging without feeling unfair. Pretty much anything that you can grab-an ashtray, a stapler, a fire extinguisher, etc-will kill enemies with a single hit. Other times you’ll get hit squarely in the face and curse the unrelenting enemies… only to start the scene over and make sure they get an extra helping of pain this time around.Īfter the first few tutorial scenes of just punching people, you’ll move on to thrown objects. For the most part, the hit detection against you is good, though every once and awhile a bullet will come close to your head and still kill you even though it might have seemed like it shouldn’t have. You’ll find that you have no body (like most VR games), so only a shot to the head will kill you, but I found it natural to try to dodge bullets with my real body anyway, despite knowing it didn’t matter to the game. Occasionally, a scene will start with a gun leveled directly at your head, which can be rather intimidating, as being hit with a single bullet (or any attack for that matter) will kill you instantly and take you back to the last checkpoint. You’ll be happy that it works this way later on though, when the action starts ramping up and the guy about to punch you in the face is the least threatening thing in the scene.Īs long as you don’t move much, you can survey the scene around you before you act. The punching mechanics aren’t exactly fleshed out-the red enemies will take goofy swings at you when they aren’t even close enough, and a single punch of almost any force dispatches them with ease. The beginning of the game is a bit bland as a few enemies come at you unarmed, one at a time, looking for a first fight. With bullets flying toward your face from multiple directions, you’ll find this power quite handy as you pause to think about what to do next. If you begin to move your hands or head, the action picks up speed until you stop again. If you stand completely still, the game world is frozen. Superhot VR is built around an interesting slow-motion mechanic: time only moves forward as you move. I’m listening to the soundtrack of The Matrix right now, and it’s because I just played SUPERHOT VR, a one-of-a-kind game exclusively for Oculus Touch that will make you feel like you’re in the midst of the highly choreographed slow motion action that The Matrix is known for-except in VR, you’re the director.Īvailable On: Oculus Touch ( Oculus Home)
