The following is a weekly devlog for MIND CONTROL DELETE, the Early Access standalone expansion to the original SUPERHOT. Check it out HERE
"A déjà vu is usually a glitch in the Matrix.
It happens when they change something."
Trinity
Hey you.
Next week we are dropping another update so I’ll try to keep this DevLog short and spoiler free ;) .
In SUPERHOT: MIND CONTROL DELETE we are aiming at that growing sense of “error in the system”. That something went wrong. Something breaks down and is out of place. This might be anything from a car stuck in the wall to an abrupt dead end in a level.
Up to this moment those hints of “cracks in the system “ were mostly visual. So if the player wasn’t paying much attention to his surroundings (which is completely understandable if red, crystal guys are shooting at you) he might miss some of those hints and system easter eggs. Nothing wrong with that but we realised that we might try achieving the same increasingly glitchy feeling with a bit of meddling into gameplay itself.
We did some experimenting with different elements of gameplay and came up with few cool concepts.
One of those experiments led us to glitch barriers (don’t quote me on the name though).
"Was that here before?"
"A wall in the end of stairs...very useful"
Think of them as a border or a plane that suddenly pops out in the middle of a level.
The further you go into the game the more glitched barriers will appear. Levels that you thought you knew will change along with your progression in MCD. This will influence how you play the game since it screws around with what you are accustomed to.
"What??"
We all have our habits and patterns that we create unconsciously. Glitch barriers will be one of a few ways to break those, making SUPERHOT: MIND CONTROL DELETE a bit less predictable and therefore more exciting.
How they look and are setup on the level might change a lot so please don’t get used to them too much. Treat them as a prototype for now.
There is still more stuff we experiment with but let’s leave something for the next DevLogs.
Exercise daily.
Szymon from SUPERHOT Team
[ 2018-04-07 12:27:37 CET ] [ Original post ]
🎮 Full Controller Support
- SUPERHOT Content - Linux [3.9 G]
9/10
"The most innovative shooter I’ve played in years." - Jimquisition
9.5/10
"unlike anything else I've played." - Polygon
9/10
"may very well belong in the same set as System Shock and Half-Life” - The Daily Dot
5/5
“SUPERHOT IS THE MOST INNOVATIVE SHOOTER I’VE PLAYED IN YEARS!” - Washington Post
Blurring the lines between cautious strategy and unbridled mayhem, SUPERHOT is the FPS in which time moves only when you move. No regenerating health bars. No conveniently placed ammo drops. It's just you, outnumbered and outgunned, grabbing the weapons of fallen enemies to shoot, slice, and maneuver through a hurricane of slow-motion bullets.
With its unique, stylized graphics SUPERHOT finally adds something new and disruptive to the FPS genre. SUPERHOT’s polished, minimalist visual language helps you concentrate on the most important - on the fluidity of gameplay and cinematic beauty of the fight.
SUPERHOT features:
- Endless Mode - How long can you last against unyielding waves of enemies?
- Challenge Mode - Take on SUPERHOT with your bare hands, no restarts, timed runs, and more.
- Replay Editor - Edit and upload your best runs for all to see on Killstagram.com
- Extras - Delve further into SUPERHOT with mini-games, ASCII art, and [redacted].
Thirty months in the making. Thousands of hours put into development and design. From its humble origins in the 7 Day FPS game jam, through a hugely successful Kickstarter campaign to a plethora of awards and nominations from industry experts, SUPERHOT is a labor of love by its independant, dedicated team and thousands of backers from all around the globe.
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