![]() ![]() ![]() The level designs vary from completely new designs to ones that are based upon the original non-VR game. It also contains a solid story, although one that didn’t leave nearly the impact on me as the original game did, that really plays around with the concept of VR. These are the moments that make virtual reality truly special, and SUPERHOT is filled with them. I’ve never felt cooler while wearing a VR headset than when I used a knife to slice every bullet from an Uzi in half, and then successfully threw it at the enemy’s head. Nothing, and I mean nothing, beat the satisfaction of when everything came together. The biggest compliment I can give SUPERHOT VR is that I constantly went back to it despite all the issues. I can only have my progress reset due to the game not registering my hand position properly so many times before it becomes more frustration than I’m willing to put up with. It’s also meant to be a true test of skill, but that’s all ruined when technical errors start coming into play. I fully believe that the choice to make players replay these levels was a good call in the other versions of the game, as once you’ve “solved” a room it can typically be done in 15 seconds or so. That meant that my success largely was dependent on whether my PlayStation Camera could successfully track myself for five straight levels. These murder rooms are as much of a puzzle as they are a test of reflexes, and if a single one is failed then they start right back at the beginning. Players have to go through a series of four or five rooms, where they have to carefully take out every enemy. What further worsens the experience is how the levels are laid out within the game. This often resulted in myself looking at a white screen because a bullet just crashed into my virtual dome. That meant if the camera thought I suddenly moved my arm from one side of the screen to the other that time would speed up when I wasn’t ready for it. SUPERĮvery small tracking error that would be a small annoyance in almost any other title became a huge ordeal in SUPERHOT VR due to the game’s core mechanic: when you move, time moves. That’s not the experience I had, and sadly that’s all I can relay. For it to be played optimally it requires a fine degree of accuracy where every moment is read correctly, and there isn’t any type of interference. Every minute I spent with the headset on made it clear: this game was not developed with PSVR in mind. SUPERHOT VR was the first time that I had an experience truly marred not by the game’s design, but due to the PSVR hardware not being up for the task.
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