Hmm. How do you unlock the hard mode in the final version? I only just realised I don't have it unlocked. In the review code it unlocked when you finished campaign. Actually I think I may have stated as much in the review, so I best get that fixed.
Hmm. How do you unlock the hard mode in the final version? I only just realised I don't have it unlocked. In the review code it unlocked when you finished campaign. Actually I think I may have stated as much in the review, so I best get that fixed.
There was in the review code I played, and the challenge unlock conditions mention both "finish X levels in Hard mode" and an "Impossible" mode. I'm guessing they are the preceding unlocks.
The hard mode I unlocked in the review code made the punches "soft" and bullets travel faster.
There was in the review code I played, and the challenge unlock conditions mention both "finish X levels in Hard mode" and an "Impossible" mode. I'm guessing they are the preceding unlocks.
The hard mode I unlocked in the review code made the punches "soft" and bullets travel faster.
_
If you scroll down a bit and look at the other locked challenges, there's mention of a hard mode. That's the one. It just unlocked immediately after finishing the campaign in the review code I played.
Just picked this up, been playing a bit and man, it's really messing with my perception of time. I was standing in the kitchen having a drink and my brain had a brief moment of shock when someone walked in while I wasn't doing anything. Really odd.
The katana gets stuck in walls and ceiling, so the elevator is small enough that I can throw it, grab it as it kills one enemy, turn, throw then grab again, etc
The katana gets stuck in walls and ceiling, so the elevator is small enough that I can throw it, grab it as it kills one enemy, turn, throw then grab again, etc
On the same note as a while back, Throwing challenge is comedy gold. I keep cracking up. It's like an exercise in nailing everybody in the face with books and coffee mugs and flasks and computer mice and statues and candlesticks and paintings and their own guns, and it gets so absurd after a while I just can't stop laughing. The board room meeting is some sort of model house massacre, and you're just hopping around on the table, chucking stuff like a crazy monkey.
Just picked this up, been playing a bit and man, it's really messing with my perception of time. I was standing in the kitchen having a drink and my brain had a brief moment of shock when someone walked in while I wasn't doing anything. Really odd.
Playing this and then switching back to a regular FPS is pretty jarring. I was playing KF2 and kept thinking the enemies would stop when I did and I was constantly bunny hopping around
It was fun, but after beating it, I don't have much of a desire to go back and play it. I tried the katana only challenge, and I just felt bored. I'm not a FPS fan, so that might not help, but the game didn't' grip me as well as I thought it would.
Same, enjoyed the main campaign and I'm almost done with the Katana challenge. Just not feeling much of a desire to keep playing. I really wish they had more maps than the 30 or so in the main game.
So much missed potential with this game's amount of content. It's crazy that there's no map editor or tools and such a small set of core maps recycled over and over.
Has anybody beaten the Norestart Challenge? What the hell could possibly be after that?
This still feels like the coolest thing in the world to me. The "swap" ability makes things so much fun.
Felt like such a badass after getting that phone throw working.
well there is that and Oldboy break in as well but they don't exactly tell you the name of the levels when first playing them. Nice surprise when you figure out some of the levels.
Yeah, I'm getting a bit too eager running out in the open I think. Not being able to throw crap at people to stun them has me catching bullets like a soccer goalie.
Made it to level 17 but not further. There is nothing as frustrating as watching a barrage of shotgun bullets just hanging in the air right in front of you and you just know it's over now.
Made it to level 17 but not further. There is nothing as frustrating as watching a barrage of shotgun bullets just hanging in the air right in front of you and you just know it's over now.
Returning to one of the more regular modes after a Challenge run is one of the most empowering things ever. You're like WHAT DO YOU MEAN I CAN SHOOT GUYS?! *self high five freeze frame*
Only managed to play through the "campaign mode" and nothing more, no replays or anything yet but loved it. Gonna be spending way more time with this during the week.
Hmm, weird seeing this as a retail game now. Last I remember this was a proof of concept tech demo from years ago. When'd they decide to go through with making a full game out of it?
Hmm, weird seeing this as a retail game now. Last I remember this was a proof of concept tech demo from years ago. When'd they decide to go through with making a full game out of it?
This game is so fucking cool. Right away, you get a sense of how cool it is, but not until much later do you understand the breadth of options available to you.
That said, what're some of your favorite/least favorite levels so far? My favorites are the
subway station
and the
lab where you fall in from the ceiling
. My least favorites are
the last five with the core
, but if we're talking about the main levels, then
So it looks like for me the crashes on OS X are contained to Endless Mode, but I am guessing that has already been pointed out in the thread.
Besides that, I am actually surprised how well my Macbook Pro Retina handles it (there is some very prominent screen tearing happening, but if I enable V Sync it slows down to a crawl).
I am going to double dip on this for the XB1 unless they definitely announce a PS4 version is coming out before the XB1 release, then I will wait for that console version, but I just need to see this (properly) on my Home Theater screen and surround sound.
What is the point of time slowing down? Considering you don't move any faster and your actions cause time to resume its normal flow, I thought it was so that you could take things slower and more effectively plan your route, but it speeds up again as you look around to actually make those decisions.
What is the point of time slowing down? Considering you don't move any faster and your actions cause time to resume its normal flow, I thought it was so that you could take things slower and more effectively plan your route, but it speeds up again as you look around to actually make those decisions.
What is the point of time slowing down? Considering you don't move any faster and your actions cause time to resume its normal flow, I thought it was so that you could take things slower and more effectively plan your route, but it speeds up again as you look around to actually make those decisions.
True, I cant gave you the right answer but you wouldnt be able to do all the stunts and crazy stuff without the slowmo right? (I mean you can, but you have to memorize lol)
What is the point of time slowing down? Considering you don't move any faster and your actions cause time to resume its normal flow, I thought it was so that you could take things slower and more effectively plan your route, but it speeds up again as you look around to actually make those decisions.
I've thought about this a bit over the weekend, as SuperHot has been kind of stuck in my head since I first played it yesterday.
The point of the bullet time in Superhot is, IMHO, to take the twitch out of the first person shooter. Usually I'm pretty mediocre at fps games because I'm just not fast enough to excel at them, but in Superhot, well the strategic element that the bullet time allows is something you just don't get in the majority of fps games. It's pretty much a great puzzle game mashed into an fps game, none of which would be at all possible without the slowed time.
Not sure if this mechanic is supposed to be this broken haha. Jumping in general is pretty powerful and feels required to beat some of these red times.
Ended up liking this game a lot less than I expected. I still love the core mechanics, but I have two major gripes:
1. the story is bad.
I get what they were trying to do, but it feels like the game sorta tries to have it both ways with making fun of indie games taking themselves too seriously and... taking itself way too seriously. All the secret zen koan bullshit is a huge snoozefest, and by the end of the game I was mashing furiously to get through the chat sequences.
To be perfectly honest, I think the game was much more effective when the demo version was just dropping you into various classic action movie scenes and letting you break them down in slow motion.
2. It's less the length that bothers me - although it's certainly part of the problem - and more the fact that I think the mechanics are sorely underused in the end.
The body-swapping mechanic is awesome, but isn't really even used to solve any puzzles - it basically just serves as a panic button, which is boring. The game feels like it's barely scratching the surface of what the core time mechanic can do, let alone what the time mechanic, body swapping, and item throwing mechanics could do for level design together.
I'm sort of bummed that, after two years or so of the Superhot demo being hailed as this incredible "wow, imagine what a full game of this would be like!" idea, I basically feel the same way about the final version. There's so much potential here, but the game is slim and worse, feels loose.
This sounds way more down on the game overall than I mean to, I guess, because I still think it's genius and I still had a good time with it. But man.