Su­perHyper­Cube PSVR

EDGE - - GAMES -

There aren’t many games that can claim to be phys­i­cally ir­ri­tat­ing, but Su­perHyper­Cube can take its place among that rar­i­fied group. Koko­romi’s trippy shape-match­ing game is beau­ti­ful, sure, but its only ap­pli­ca­tion of VR is to ob­fus­cate your task as you ma­noeu­vre an ever-grow­ing mass of blocks through in­creas­ingly com­plex gaps. The re­sult is a game that might well give you a crick in the neck.

That’s not to say it isn’t ini­tially charm­ing. You start ev­ery round with a sin­gle cube that you can ro­tate on three axes, trav­el­ling for­ward through a neon-tinged vac­uum from which walls, punc­tured with holes, emerge. The first one con­tains, sim­ply enough, a cor­re­spond­ing cube-shaped hole. Once you pass through it, two more cubes are at­tached to your start­ing block in a ran­dom ori­en­ta­tion, af­ter which a new wall ap­pears, this time with a marginally more com­plex aper­ture to be squeezed through. The process con­tin­ues un­til your geo­met­ric mass gets so un­wieldy that you in­evitably crash into the wall and (hope­fully) post a new high score.

You have a cou­ple of spe­cial abil­i­ties to help eke out more dis­tance. The first, Hyper­fo­cus, briefly pauses the clus­ter’s progress, chang­ing its colour to a high-con­trast black-and-white scheme in the process and mak­ing it eas­ier to find the right ori­en­ta­tion. Smash, mean­while, al­lows for the de­struc­tion of a wall if its so­lu­tion eludes you. You gain ac­cess to these pow­ers by boost­ing, each con­fi­dent rush for­ward adding to the cor­re­spond­ing me­ters. How­ever, you’ll need to fill the Hyper­fo­cus abil­ity be­fore you can start on Blast, so us­ing the for­mer be­fore the lat­ter is topped up will set you back – an ad­di­tional layer of risk/re­ward ten­sion to con­sider.

Su­perHyper­Cube’s sim­ple vi­su­als and de­sign make it feel like a scaled-up mo­bile sur­vival chal­lenge in the vein of Su­per Hexagon, but its fo­cus on your abil­ity to see around the mess of blocks be­tween you and the en­croach­ing wall – as op­posed to raw skills and re­ac­tion speed – re­duces its ap­peal, es­pe­cially when you’re fluk­ing your way through cer­tain sec­tions, leav­ing an un­sat­is­fy­ing taste be­hind. In ad­di­tion, de­spite your cube’s evo­lu­tion, there’s lit­tle sense of build­ing mo­men­tum as you progress – the back­grounds change and it be­comes tougher to see what you’re do­ing, but it feels oddly muted even 50 or 60 lev­els into a run.

Su­perHyper­Cube is a slick pro­duc­tion, but its re­wards can feel out­stripped by the ef­fort re­quired to play it – es­pe­cially at PSVR’s launch, among so many of­fer­ings grasp­ing for your at­ten­tion. The zen-like pac­ing and stim­u­lat­ing vi­su­als have an al­lure of their own, but as a whole the game fails to de­liver the kind of re­play value as­so­ci­ated with the puz­zle genre’s giants.

Su­perHyper­Cube’s smart UI com­bines a sim­ple, easy-to-read HUD with a neon rep­re­sen­ta­tion of your con­troller that you can move into your field of view at any time to check the con­trols. The colour­ful back­drops are in­tense De­vel­oper Koko­romi Pub­lisher Polytron For­mat PSVR Re­lease Out now

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