I’m replaying SUPERHOT (again) and it’s got such a great core mechanic that I can’t believe we’ve not seen more developers use it, or build around it.
What game mechanics seemed like they’d be the next big thing but …didn’t?
I’m replaying SUPERHOT (again) and it’s got such a great core mechanic that I can’t believe we’ve not seen more developers use it, or build around it.
What game mechanics seemed like they’d be the next big thing but …didn’t?
I feel like SUPERHOT’s concept had one problem: That the original game basically perfected it.
Like, how do you improve on that? It’s got melee and gun play. It’s extremely tight in timing and the puzzle aspect. It needs to be as minimalistic to be readable and not overload the player with options.
I guess, maybe I am also just saying that I feel the game concept isn’t as extensible, if one game can do it all.
Games that feel like tool-assisted speedruns have a lot more potential than Superhot’s last-scene-in-The-Matrix simulator. It should be a general compromise between turn-based and real-time combat. Like VATS without the menu. Looking is a free action. You don’t have to dodge bullets to make tactical combat more visceral and vice-versa.