Cezary Skorupka Level designer and writer
What was the trick to getting the time mechanic working?
When you look at the games that were made after Superhot the thinking seems to be, ‘Let’s make a game first then add the time only moves when you move mechanic after.’ And it doesn’t work, ever. So we did everything the other way around. We perfected the time-moving mechanic first then worked out everything we could do that would display it and make it enjoyable to play. We spent a lot of time making a cohesive plot and using it to connect all the levels together.
How much did you change for Superhot VR?
Basically we had to make the game from the ground up. We knew we had to keep some stuff like the aesthetics, time moves only when you move, etc. But the rest was unknown. We quickly discovered that some things work really well in VR, like dodging bullets, grabbing weapons in mid-air and shooting at close range, so we built a lot around that. Also, we rebuilt every level from scratch, added a new mode called Hacker Room and wrote a new, simpler story. So yes. It started as a simple port and changed into a totally different game.
What was the most difficult aspect of making the game work in VR?
Throwing stuff in slow motion. It’s a nightmare and I think we ultimately failed at it. The problem is, everybody instinctively feels how it should work but when time moves only when you move the timing changes so you end up dropping everything at your own feet. We tried something like six different approaches, but nothing worked and the solutions often created other problems. In the end we left it as it was to start with, and hoped people would get it.