SUPERHOT は「自分が動くときだけ、時間が進む」FPS ゲーム。HP 回復や 弾薬の補充など一切ない。武装した赤いヤツらに立ち向かうのは、自分ひとりだけ。
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リリース日:
2016年2月25日
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3 アイテムを同梱: SUPERHOT, SUPERHOT VR, SUPERHOT : MIND CONTROL DELETE

 

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2月23日

MCD DEV LOG #7 - SHROOMS

The following is a weekly devlog for MIND CONTROL DELETE, the Early Access standalone expansion to the original SUPERHOT. Check it out HERE


“The only evil that associates itself with mushrooms is taking too little.”
Terence McKenna


Mushrooms are truly special beings. They thrive on dead matter and can’t really be considered a plant due to the lack of chlorophyll. They are in the kingdom of their own. Weird and powerful.

Spore.

Here in SUPERHOT studio our minds tend to wander. We let it go so that ideas can come.That’s how you make magic. You let it happen.
One day Panos, our hot-headed level designer, came crashing down the studio with this unhealthy glow on his face.
“Shrooms!” He yelled.
“Mushrooms are the environmental Hazard!” We could still hear his voice long after he locked himself in his room.
Two days passed. No one knew whether Panos sleeps in the studio or starts work really early. You could only hear his roaring voice coming from his room. Well, at least we knew he is alive.
On a third day he came back. A bit thinner, hair resembling a forest after a storm, with a smirk cutting across his pale face.
“Thi-this! Play this, Szymon, ask nothing!” Said Panos with an order in his stare.
So I did. Mushrooms have arrived.

Mycelium.

Those were the early days of a very early prototype of exploding “mushrooms”. Once shot at or triggered with a throwable they responded with a burst of bullets, killing everything in radius. Simply "beautiful destruction" (I borrowed that term from Cub Swanson, he deserves your googling) with a puzzlish twist.


"Hmm should I shoot that thing on the wall?"


"Oooh Snap!"

While creating so many game object bullets might be dreadful for our fps count it opened up so many tactical opportunities for players that we simply didn’t care. We had to implement it in MIND CONTROL DELETE as soon as possible.

Andrzej, one of our programmers jumped on this task with a fury and dedication. We are still testing it and working on optimization but if everything will go according to plan you should be able to test our shrooms in the next update ;)

Mature mushroom.

Andrzej is currently adding some randomization element to them. So they might fit more into our glitched feel of MCD. We want our shrooms to spawn in various spots and have also different spread of their deadly spores.


MIND CONTROL DELETE mushroom in it's natural environment.

While it brings an undeniable joy to shoot multiple red dudes with one glitch mushroom ,they also bring a bit of stress to the table.You see,not only the player is entitled to use them, enemies can trigger them as well. Now when you play MCD you have to plan your next moves not only according to enemy placement but also those damn shrooms.

Hopefully soon you will be able to have a go at them yourself.

Stay healthy and exercise daily.
Szymon from SUPERHOT Team
3 件のコメント 詳細を見る

2月16日

MCD DEV LOG #6 -TREE OF POSSIBILITIES

The following is a weekly devlog for MIND CONTROL DELETE, the Early Access standalone expansion to the original SUPERHOT. Check it out HERE


“I think that I shall never see
A poem lovely as a tree.“

Joyce Kilmer


Hey there.

Sometimes we make an advancement in certain part of the game that comes unnoticed. It might streamline our workflow and deeply enrich the game but on the receiving end, in the hands of the player, it might end up completely overlooked.
A great example of such situation might be with our recent addition of new behaviour tree system to SUPERHOT: MIND CONTROL DELETE.One of our programmers Marcin Jozwik came up with a pretty judicious solution for, till now, quite linear story development systems in our game.


Look a tree.

So what is it?

In last Story Update, the system of relationships between individual elements boiled down to a one-to-one relationship, each new story element (like our ASCII article, note, chat) has been unlocked only by one condition. That would be actions like opening a specific article or conducting a particular conversation. With the development of our ASCII Story part of the game, such a basic system started to become insufficient. The demand for more complex unlocking conditions for individual elements increased and more emphasis was put on integration with events from the "core" gameplay elements of MCD. That is why, with the upcoming story update, a new dependency management system based on behavior trees will be introduced. Designers will get a fresh, new visual editor in the Unity engine based on the xNode library.
So now individual relations (one action - one reaction) shall be replaced by logical expressions. This will enable us to create waaay more complex conditions consisting of a combination of sequences and selectors.


So uhm, what does it do exactly?

Well let’s say we want you to be able to unlock a certain page in MCD internet.exe . Previously you would have to do exactly specific action in certain part of the game to do that. Now we can check multiple actions for that, not only one. Also since we can present any event from the game as a node (eg. shooting 123 red guys, beating a highscore in your run or playing ninja 1000 times) it makes it possible to consider it as condition for unlocking the given story element. It gives us multiple options for designing how to blend story with gameplay without having to change the game code. Coolness!


Tl;dr We can do more cool shit. Trees are awesome.



Stay safe,stay healthy eat your greens.
Szymon from SUPERHOT Team


10 件のコメント 詳細を見る

このゲームについて

「極めて優秀なゲーム」– Destructoid (ゲーム関連のニュースサイト)9/10

「ここ数年遊んだものの中で、もっとも革新的なアクション・シューティングゲームだ」
– Jimquisition (レビュアー)9.5/10

「今まで遊んだことが無いゲーム」– Polygon (ゲーム関連のニュースサイト)9/10

「System Shock やHalf-Life と肩を並べるほどのゲームだ」- The Daily Dot 5/5
(IT 関連のニュースサイト)

「SUPERHOT はここ数年の中で、もっとも革新的なアクション・シューティングゲームだ!」
- ワシントン・ポスト

慎重な戦略と大混乱の両要素を持つFPS ゲーム、SUPERHOT。本作品の最大の
特徴は「自分が動くときだけ、時間が進む」。HP 回復や弾薬の補充など一切ない。
武装した赤いヤツらに立ち向かうのは、自分ひとりだけ。スローモーションで
迫り来る銃弾の嵐をよけながら、奪った武器で敵を倒せ!

SUPERHOT はその独特かつスタイリッシュなグラフィックで、FPS ジャンルに
新たな旋風を巻き起こした。洗練されたビジュアルにより、プレイヤーは
もっとも重要な要素である「なめらかなゲームプレイ」と「映画に出てくるような
美しい戦闘」に集中できる。

SUPERHOT の特徴:
- エンドレスモード:容赦なく押し寄せる攻撃の波にいつまで耐えられるかな?
- チャレンジモード:「素手のみ」、「リスタートなし」、「制限時間内にクリア」など、
様々な条件の下でSUPERHOT に挑め
- リプレイ・エディター:リプレイ動画を編集し、Killstagram.com にアップロードして
全世界に自慢のプレイを披露
- その他:ミニゲームやASCII アート、【削除】でSUPERHOT の世界にのめり込め

開発やデザインに数千時間費やした本作品は当初、FPS のゲームコンペ用作品として
産声をあげた。その後、大成功を収めたKickstarterキャンペーンを通して数々の賞や
ノミネーションを獲得、2 年半の開発期間を経てついに完成。SUPERHOT は情熱的な
インディースタジオと世界中のサポーターによって実現された、愛の賜物である。

システム要件

    最低:
    • OS: Windows 7
    • プロセッサー: Intel Core2Quad Q6600 2,40 GHz
    • メモリー: 4 GB RAM
    • グラフィック: GeForce GTX 650 (1024 MB Ram)
    • ストレージ: 4 GB 利用可能
    推奨:
    • プロセッサー: Intel Core I5-4440 3,10 GHz
    • メモリー: 8 GB RAM
    • グラフィック: GeForce GTX 660 (2048 MB Ram)
    • ストレージ: 4 GB 利用可能

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