Superhot game
kickstarter.com
kickstarter.com
Also, a new game from the creator (Jonathan Blow) is scheduled to release this year, The Witness [2].
The mechanic in Braid is clever in a bunch of ways. The key idea is that you can reverse time, so you never totally die. As the game advances things start being tied to the movement of time in strange ways. Sometimes not everything though - so you can (and need to) craft convergences of certain objects in order to solve various puzzles.
I'd highly recommend it.
On a technical perspective...I'm sure he's written about this...but how does Braid manage to keep what I assume is a total record of gameplay? That is, theoretically, you could leave the game on for a very long time and rewind it...at some point, the console's memory runs out, right? I'm saying this as someone who really has no idea how little resources it takes to pop/push game events off a stack...I'm just assuming that if Photoshop has an undo-limit, Braid would have one too?
(Though Photoshop is different in that the program has to anticipate the user leaping back 5000 steps in a single go, where as with Braid, the player only has access to the top of the stack of events)
On further reflection, games that have "replay/ghost" modes, where a speed-record is overlaid atop the current game layer, invoke the same event-recording mechanic without trouble, so I guess I'm just overestimating how much space an abstracted game event/state would take to record.
The story was absolutely cheesy - I simply lost interest in it. Which is not really something unusual, because I am not a gamer at all.
But the story was truly remarkable - in my top five best game stories, easy. As others have mentioned, you must not have played for very long.
This is a different game than you probably think it is. It's much more like the embodiment of the Matrix than Braid-like.
And just at that point the story took some turns and I was hooked. Amazing game, and I can't imagine the amount of tweaking involved to get the balance just right.
It is worth replaying with the "commentary track" option afterwards: it is quite an education to find out how much play testing and rework effort goes into trying to get everything "balanced just right" even for a game of that size (which in turn explains where a chunk of the massive amounts of money and other resource ploughed into some larger titles goes, and why naively cheap game based kickstarters are a often bad idea).
If with this game the creators can wrap the other elements around their core gameplay artifact(s) in the same way then it'll be well worth a go, if they can't then, well, that is always the risk of kickstarter and it is your choice (valid either way) to, or not to, take a punt on that.
I am intrigued by this commentary track, looks like I'll be playing Portal tonight!
There are various bits of the commentary when they discuss previous versions of levels and why they changed things after the play-testing sessions. A lot more effort seems to have been expended getting things as close to "just right" as possible than you might first think.
If the developers implemented any more interesting mechanics that let you rewind time, or made some enemies immune from time pausing then this might become an interesting game, but based on the demo it just looks like a shallow but pretty game, and is unlikely to be that much fun.
I think this title could benefit from something similar. It's a fine line to walk though, they have to be different enough to not just be a rehash.
That's an interesting question - once you can nail every headshot, plan every evasion, and spot every foe with complete ease... is an FPS still fun? Can it be made to be fun?
Obviously, for an FPS fan for whom the skill is a core part of the gameplay, this might not be an interesting question for them.
The game most definitely turned into a puzzle in the same way that Braid's levels were puzzles. I can't see how you could say it was anything else.
IMO, the demo was a blast. If they made 30 more levels like the demo, I'd buy it. Adding grenades, swords, and interesting level designs is more than enough to warrant a purchase.
Just moving around in the prototype is a lot of fun, and that can go a long way for me.
I'd really suggest playing the demo they put out. I'm very excited to see a full game come out.
I backed them, and I don't often back things. I also don't often play computer games.
I think the comparisons to Braid are great - Braid is one of the rare Computer Games I actually did play and really, really love. I think this has a chance of being a puzzle game with similar levels of awesomeness, if done right.
I'm also amazingly impressed by the prototype that was built in 7 days. I'm not a game dev or close to it, but I'm very surprised by what they managed to get done in such a small amount of time.
How could they implement co-op or online multiplayer?
These features turn a game from something that you play once or twice for a few hours into something you keep coming back to.
Multiplayer is not pinnacle of gaming.
I'm embarrassed to admit, I didn't realize that the time only moves when I move. It was difficult, but I still managed to beat all levels. I'm curious to see what level design they come up with that utilizes their game mechanic.
Much of the quality of the final game will depend on the level design, though I’m somewhat optimistic, given that their seven day prototype already delivered pretty solidly on that. You should really play their prototype to get a feel for their game. It’s quite unique.
Also, SUPER HOT definitely grows on you after hearing it a million times during the prototype.
Which is a universal criticism of the genera.
I think, this game could make sense if player's arms (and preferably the whole body), were simulated biomechanically correct (at least to some extent) so you had to move your guns and your body efficiently saving milliseconds for doing stuff like in [2] (This is a screenshot from the movie Equilibrium. I'm not a fan if the movie, but the "novelty" of Superhot could be justified only in a combat like that). But such game would probably require very strange controls, making it completely unplayable for most of its target audience.
[2] http://4.bp.blogspot.com/-dDg50vH76yU/TjSbzw9G-TI/AAAAAAAABP...
I also came here to ask what platforms were supported, and I read the entire article and watched the entire video. I even searched the page for the word "platform". And still missed it.
If the information is important, it needs to be mentioned in the body text. Putting it in the headline, or in all caps, or in a big box at the top of the page actually makes it invisible to some people.
I also would like to one day create my own level. I tried doing this for Jedi Knight, but the Unreal Engine-style negative-space engine and the incredibly buggy (community-created?) editor foiled my attempts :-(.
I wonder how many people pledged after seeing this on Hacker News.