At the core I don’t think of SUPERHOT as a time-manipulation game. Piotr Iwanicki: It would be one direction for us to take but we’re not going that way. Sayed: Will Superhot have control/ability system wherein players can manipulate time in several different ways? Movement speed that’s base of SUPERHOT’s tempo needs to be really low on the Rift, otherwise it makes you feel dizzy. For instance rotating your body using both gamepad and VR helmet is tricky and rather uncomfortable for many players. Not all things known from FPS games transfers well to VR. Oculus Rift is an awesome device and demo of SUPERHOT was used by the folks from Oculus as a showcase on trade shows all around the world, but transferring traditional FPS gameplay to Rift is still a huge challenge. That already is a field for awesome innovation. Piotr Iwanicki: We’re focused on making an FPS for PC and consoles. How different is the experience on Oculus Rift compared to say on a TV? How are you managing lag and motion sickness? Sayed: Superhot supports Oculus Rift but it’s a shame that we don’t have a release date for it yet. For SUPERHOT the starting point was “a turn-based FPS”, which quickly was boiled down to fluid turn “time moves when you move FPS”. What worked really well for me in coming up with those unique cores for games was always trying to combine things that you’ve already seen somehow and make it into a something completely new. You then build around this idea, but at the core it’s this pure simplicity. I come from making tiny flash games and it was a field where you would often make a game that boiled down to one idea. Piotr Iwanicki: It’s just part of the craft when making games. So I know you have been asked this a lot of times before, but how did you come up with the idea of time manipulation which is tied up with the player’s movement? Sayed: One look at Superhot and it’s hard not to think about The Matrix. ![]() ![]() "At the core I don’t think of SUPERHOT as a time-manipulation game. What does the future hold though and what makes Superhot a “turn based FPS” of sorts? GamingBolt speaks to Iwanicki to find out. Piotr Iwanicki and the SUPERHOT Team have been hard at work on it since, implementing Oculus Rift support and focusing on PC development along with Xbox One. Was Superhot a movement-based first person shooter? Did the manipulation of time tie into that movement? Whatever it was, it looked stylish – even with the odd, odd trailer that repeated its name throughout.Īs it turns out, Superhot is a little simpler than many of us thought, having started out as a prototype designed as part of the 2013 7 Day FPS Challenge before moving on to Kickstarter and acquiring funding. That being said, many of us were left wondering what in the world we had just seen. When the trailer for Superhot debuted at Gamescom in 2014, announcing its exclusive release on the Xbox One as part of a fair share of heads were turned.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |