Visually, the game is all white, black, and red. Reloading takes time you don't have, so you throw the loaded pistol at the last guy, grab his pistol in mid-air, shoot him with it and then dispatch the guys that appear when the elevator door opens. You grab his pistol, continuing to dodge left, shooting the guy on the far right. Then you dash left, behind one of the men and he takes the first two bullets for you. Imagine this: you're trapped in an elevator with three men holding pistols in your direction. It shares the same framework as a first person shooter, but the addition of slwo-motion turns the game into a puzzler instead. Time moves slowly whenever you're in game and speeds up to real-time when you decide to take action. That's actually not entirely correct though. Superhot is built around a strong premise: time moves when you move. Some content, such as this article, has been migrated to VG247 for posterity after USgamer's closure - but it has not been edited or further vetted by the VG247 team. Its basic mechanics don’t evolve much after the first few levels, but the unique brand of bullet-time proves that games don’t have to be fast to feel action-packed.This article first appeared on USgamer, a partner publication of VG247. Superhot is a short-but-sweet experience. These modes help stretch out Superhot’s content for those who really connect with the mechanics, but they don’t add much value to the overall package. Afterward, you unlock endless combat and challenge modes that remix the levels, forcing you to use certain weapons or loading only a single bullet into each gun. Superhot only takes about two and a half hours to complete. Before I grew tired of these simple-yet-compelling mechanics, I was staring at the credits. Thankfully, Superhot doesn’t overstay its welcome. Most of these levels are fairly short, but a few of the later levels are a bit longer and are frustrating to restart. Unfortunately, there are no checkpoints during these frantic firefights, and since you die in one hit you occasionally encounter some trial-and-error. Superhot’s levels even end with a video recap showing your run-through in real time, which is always fun to watch. Each firefight feels like a combat improv sequence where you are the most capable action hero since Jason Bourne. Superhot’s action might be slow, but it’s so dense that you have to be ready at every turn to take advantage of any weapon or throwable object you can get your hands on. I never grew tired of throwing an object at an enemy then grabbing their weapon out of the air and using it against them. Instead of dodging bullets while you wait for your gun to steady, you might be better off throwing your pistol at enemies and then running up to them while they are stunned to finish them by hand. Thankfully, each firefight has an expanded timetable, so you’re able to make the most out of every moment. Given Superhot’s measured combat, each scenario feels a bit more like a puzzle where you have to figure out the best way to take out a dozen or so enemies in the environment without taking a hit. A pistol might take milliseconds to fire in the real world, but in the lethargic timeline of Superhot, that recoil lasts several seconds – seconds you can’t waste. Side-stepping bullets as they drift through the air is thrilling, but moving through a world of molasses also plays with your spatial perception, and you have to carefully measure the distance to your enemies and their trajectory through space every time you shoot at them. A series of unnamed enemies charge at you, and you’re forced to use your environment to fend off these faceless foes. When you’re not moving, the world seems to inhale as everything around you slows to a crawl. In the world of Superhot, every step, punch, and bullet moves time forward. The result is a slower shooter that encourages you to think carefully about every move you make, though it still keeps the action electric. However, while most shooters cherry-pick poignant moments to throw the action into slow-mo, Superhot turns every battle into a series of freeze frames, letting you watch bullets ripple through the air like they do in The Matrix. Bullet-time almost feels like a tired mechanic these days.
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