Es­sen­tial: Su­per­Hot

Su­per Hot rede­fines the shooter and hands us another rea­son to get ex­cited about VR

Australian T3 - - CONTENTS -

This new ti­tle uses the Ocu­lus Rift to rein­vent bul­let time

The en­vi­ron­ment is sparse. The depth of per­cep­tion is crys­talline. Three fig­ures stand op­po­site, their ap­pear­ance min­i­mal­ist, their ac­tions sound­less. What we’re most con­cerned about, though, are the bul­lets fly­ing out of their guns, stream­ing to­wards us like rivulets of death. Then we re­alise we can stop them any time we choose.

See, if you don’t move in PC ti­tle Su­per Hot, ev­ery­thing halts; gun­fire hov­ers in mid-air, like The Ma­trix’s slomo set­pieces, their tra­jec­tory be­trayed by streams trail­ing be­hind. You can turn left and right – and, if Ocu­lus Rift-ed up, you can even look around the bul­lets, con­tort­ing your head out of their path – just as long as you don’t move. The mo­ment you ad­vance, so does death. It’s one shot, one kill.

With its strik­ingly graphic looks and in­trigu­ing premise, Su­per Hot’s Kick­starter suc­cess blasted it past a US$100,000 tar­get in un­der 24 hours and be­came the demo every­one wanted to play at Ocu­lus’s E3 stand this year. Cre­ated by Pol­ish stu­dio Blue Brick, it was borne out of a de­sire to make one of gam­ing’s tough­est gen­res ac­ces­si­ble to all.

This month… Metro sings on next-gen / The Raid 2 on rhythm / The Bug on bass / Par­rot on drones

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