![]() ![]() ![]() Three baddies slowly raise their guns to aim at your head. One level, for instance, starts in an elevator. Still, I’m impressed how much story Superhot is able to wring from a bunch of mute, featureless dolls. (The demo had three.) Office buildings, alleyways, bars, mansions, border crossings-they’re all represented here, though the setting is largely inconsequential. Superhot in 2016 plays much the same as it did in 2013, though there are now thirty-odd stages to play through. This start/stop rhythm is the core of Superhot-more puzzle game than first-person shooter, more The Matrix or Equilibrium than Call of Duty.Īnd that core’s been carried over largely intact from the original demo.
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