Superhot VR Will Be Oculus Exclusive, First DLC Free

From its 2014 prototype, to its full release earlier this year, the ultra-cool time-manipulating FPS SUPERHOT [official site] has went from strength to strength. Just ask Adam. Just ask Graham. Just ask anyone! (Although ask Adam and Graham first because they’ve written good words on the subject.)

The first post-release dev blog from developers SUPERHOT Team has now revealed two important things: one, that the game’s first batch of DLC will come free-of-charge in the coming months; and two, that an Oculus Rift exclusive VR edition is expected to release later this year.

VR plans were teased via a Kickstarter backer update earlier this year, however the latest blog confirms SUPERHOT’s Rift headset exclusivity, and that it’s been redesigned and is being built from the ground up. “We’re now working super close with the guys at Oculus to release SUPERHOT VR later this year,” reads the post penned by SUPERHOT Team’s PR person Szymon Krukowski. “The level of game immersion that you get from playing SUPERHOT in VR is simply crazy. Recently, we played around with holophonics type of sounds in SUPERHOT. Thanks to that you will be able to for example ‘locate’ a passing bullet just by the noise it creates.”

Over on Reddit, Krukowski also noted that Oculus is their focus “for now”, however didn’t say if support for other devices was in their long-term plans. What he did say, though, was that the hardware’s motion controllers will be directly tied to SUPERHOT’s stop-start mechanics. “Actually moving your hands or head moves time in real time,” he says. “So you really NEED to stand still while playing to keep the time still.” Which sounds super exciting, assuming you’ve got the means to splash out on a Rift. This could very well twist my arm.

On the DLC front, it’ll be free and will introduce new levels and game mechanics. The devs reckon it’ll be SUPERHOT as we know it, but “with a cool new twist”. More info on both the DLC and the VR edition will feature in future dev blogs, so say SUPERHOT Team.

From this site

89 Comments

  1. CloneWarrior85 says:

    These companies never learn, and worst of all is the game devs are dumb enough to fall for it.

    But it’s their loss if they want to make it exclusive, besides, more pros for people wanting to crack their exclusiveness.

    One thing tough, this is the ONLY game so far that sounds cool with the VR.

    • Premium User Badge

      FrostByghte says:

      I agree with you. The Rift and these locked in titles hurt momentum in VR gaming. It doesn’t make me want to own a rift either…just makes me realize that Facebook is in control and my money needs to go elsewhere.

    • Assirra says:

      You don’t seem to get how technology progresses.
      Someone has to spend a lot of money to have developers work with something.
      Occolus in this case is said company, they invest a ton of money in VR so why should they not have the exclusive?

      • LogicalDash says:

        I dunno, why *should* they?

      • Replikant says:

        And off my wishlist it goes. Didn’t they learn from the community response to Oculus’ walled garden decision?

        If they are just concerned about the Vive motion controllers not being suitable for the start/stop mechanic: Shouldn’t be hard to implement it to work with a Vive and a gamepad.

      • Razumen says:

        Nowhere does it say Oculus is funding this VR version, so yeah, there’s no reason it should be exclusive to the Oculus, especially considering their underhanded tactics and going back on their word as of late.

      • shocked says:

        > why should they not have the exclusive?

        Because exclusives are shite for the consumer and actually hinder the progress of a technology because they divide the market. If they want a reason for the consumer to buy their product, they should work on the hardware, the price, the service, be better than their competitors, etc. and NOT try to manipulate their potential customers by having exclusives.

      • Evil Pancakes says:

        Here’s how that logic works with any other form of media.
        You know Sony owns both a film studio and a record label, right? They also make devices that play the products from both those divisions of the company. So why shouldn’t they just make their CDs/Mp3s and films only playable on Sony devices? I mean, it’s their tech and their products, so why shouldn’t they? Because it’s stupid and anti consumer, that’s why.
        I’m still surprised by how long consoles have been getting away with this crap.

    • Det. Bullock says:

      Simulators are a better fit than FPSes, when you drive a car or a plane or mech you are supposed to sit in one place, in a fps the fact you need a controller to walk might take you out of it.

    • rabbit says:

      what’s more i feel like they’ve really backed the wrong horse when it comes to VR sets. rift seems to be the weaker of the two.

  2. Zanchito says:

    Removed the game from my wishlist. Not supporting exclusivities.

    • epeternally says:

      The game is a trash fire anyway, despite having perhaps the best premise in existence. Maybe my biggest video game disappointment ever. And I’m side-eyeing them acting like this free DLC is something special when the game was released blatantly incomplete, they sure as hell had better be providing some free post-launch support.

      • DDark says:

        ^Pretty much this. They have so many few lvls its just lazy. They don’t provide level editor and now putting DLC’s into their tiny incomplete game. The entire premise of the game seems to be written cause they were too lazy to texture and get a decent artstyle. Same with the crappy modeling, atleast have some more interesting architecture in your game if its just going to be plain, everything is somehow so generic.

  3. laiwm says:

    Kinda thankful for another reason to hold off until at least the 2nd generation of VR.

  4. FrenchTart says:

    Yay. User base fragmentation. When has that ever not been a good thing?

  5. Kabukiman74 says:

    Ah well, seems like every generation deserves it’s format war…;) I’ll wait with investing in VR until they either settle for a common standard or until there’s only one left standing.

    • BlackMageSK says:

      Is it still called a format war when one side is already using a common standard and just works with everything and the other is the one making these artificial walls to fragment content? Format terrorism?
      Everything on SteamVR works with whatever headset and hand controllers, people have been playing Vive games using a DK2 and Hydra controllers for example.

      They’re just monitors with a data stream for location in the end, the fragmentation of content is pretty stupid.

      • Malarious says:

        It’s a pretty shitty situation, since buying an Oculus means you get access to all their exclusives PLUS access to the full Vive library (since the Vive doesn’t do any exclusivity locking)… so in terms of supported games, the Oculus is the “better buy”.

        Unfortunately the Oculus is only a better buy because they’re saying “to hell with it” and intentionally fragmenting the market. If the Vive stooped to their level, then the entire state of VR might be in jeopardy.

        It’s a prisoner’s dilemma. Vive chooses to cooperate, Oculus chooses to betray and reaps all the rewards.

        • Premium User Badge

          Aitrus says:

          This isn’t really true though. The Oculus Rift does not support room scale or motion controllers, so in practice there are plenty of Vive exclusives that by design can’t be played on the Rift.

          • SingularityParadigm says:

            You have been mislead. Firstly, Superhot is being designed to use the Oculus Touch motion controllers. Secondly, Oculus Rift is quite capable of roomscale.

            Here are two videos from one of the Fantastic Contraption (HTC Vive launch title) developers demonstrating 360 degree roomscale tracking with Oculus Touch and two tracking cameras:

            link to youtu.be

            link to youtu.be

            Here are two more videos demonstrating 360 roomscale tracking on Rift with opposing tracking cameras:

            link to youtu.be

            link to youtu.be

            The Oculus Rift is quite capable of roomscale.

            Oculus Rift ships with one tracking camera and when Oculus Touch launches it will include a second camera. Even with only one camera though it is possible to walk around a fairly large playspace. Here are three videos showing single camera tracking:

            link to youtu.be (The actual tracking demonstration starts at 9m58s, but the whole video (13m25s) is very informative.)

            link to youtu.be

            link to youtu.be

          • Premium User Badge

            Aitrus says:

            I see, I see. I knew about the touch controllers but did not know they were going for room scale as well. Hopefully the translation between the Vive controllers and the Rift controllers is simple enough.

        • DDark says:

          Sounds like the story of AMD and Nvidia.

      • melnificent says:

        SteamVR also works with the DK1, Steam supports oculus hardware that oculus refuses to anymore. It makes my next VR purchase an easy choice…. the company that supports various levels of hardware wins over the one that supports just the latest thing they are pushing.

        • Razumen says:

          I believe the core of OpenVR is still closed source (ironic right?), which means that Oculus would have to go through Valve to implement any features and fixes. I think it’s understandable they don’t want to tie their fate and hand over control to another company.

          OSVR on the other hand IS open source, and should support all the upcoming headsets, frankly I hope that API picks up better.

  6. MaxMcG says:

    I think it’s ironic how the more Facebook/Oculus push the Rift and attempt to gain dominance in this new market, the more they push their potential consumers towards their main competitor. There’s only one VR device I would buy, if I had the spare cash and it’s definitely not the Rift. Not now.

    Who in PC land looks kindly on walled gardens and exclusivity agreements? They tried that once upon a time with the early graphics cards and sound cards and look how that turned out…

    • Bitvar says:

      I joined the comments section for the first time just to remark on the insane hypocrisy or downright blind ignorance of your comment.

      How can someone promoting a Steam product over a competitor make an argument on the “walled garden” concept when Steam itself is the most draconian DRM/licensing scheme to grace the PC platform.

      You can talk when and only when I can take my 393 Steam titles and play them on ANY pc of my choosing without Steam to validate an online connection and account authentication first. Until then you have no argument and look damn foolish in the process.

      Congratulations sir, you have elevated yourself to the embodiment of a shill. If not that then the textbook definition of a jackass.

      • UncleLou says:

        Nice hyperbolic and factually incorrect anti-Steam rant, just a bit random unfortunately because it has nothing, nothing whatsoever, to do with the topic or the problem here. But hey, any chance to push an agenda, doesn’t matter that it went completely over your head.

        • Bitvar says:

          You didn’t actually say anything in you’re reply so there was nothing to be confused by (other than why you expelled the effort to say nothing).

          It is relevant to criticize supporters of Steam who claim to be against the sort of exclusively Oculus wants for its own customers. They are the same in this regard with the only exception being that Steam has a monopoly on the entertainment software market for Windows and deserves no such Astroturf support.

          Before I split from Electronic Arts I helped submit quite a few games to their platform. At least before Steam violated their sales agreement with EA forcing EA to either lose out on a larger sales percentage or pull games from the platform that have DLC plans.

          Valve is a monolith of a company and it doesn’t need fanboys. There is no good player in the comparison between Steam and Oculus. The best you can do is assume Oculus is slightly better due to their willingness to purchase risk from VR ventures with lucrative exclusively contracts (which are 110% essential for any new market based on an emerging medium to survive). I’m sorry you don’t understand that but just know you look like a fool cheerleading for a company that participates in equal or more negative practices.

          • Bitvar says:

            Your*

            Commenting from a cellphone sucks.

          • aepervius says:

            There is a huge difference between a software drm and a hardware drm. The first one you will get and you can buy games from various provider (origin, gog, steam, etc…) some game will be only on one of the plateform some will be on more. But they will work with *any* hardware.

            On the other hand hardware drm like occulus is trying to push means that the software can only run on THEIR hardware plateform.

            therein lies the huge difference.

            That is why people are far more accepting to steam, than they are for occulus. And no that’s not hypocrisy.

          • Razumen says:

            Valve funds VR initiatives just as much as Oculus, if not more. They just released a VR optimized renderer for Unity, for FREE. Their OpenVR API is much more open than Oculus’ and they’ve funded a lot of VR games as well.

            Lastly, how about we keep off the name calling eh? It’s extremely childish.

          • Bitvar says:

            You’re making a host of false implications with the “free” remark. My game was originally written for Unity and OVR plugin support has been free for three years and still is. I’ve since ported to Unreal Engine 4 and still support is free. So what asinine remark are you trying to make? Other than proving my point again that Valve is late to support their own Oculus knockoff product for major engines of course.

          • Bitvar says:

            link to developer.oculus.com

            For reference. You seem to be confused as to who has the best support. (Pro-tip: it is Oculus)

          • Razumen says:

            Lol, for a knock off product the Vive has a lot more features and is much more open. There’s no way that Valve came up with all that after Oculus gave them a test kit-it’s obvious to anyone not drinking Palmer’s koolaid (and a documented fact) that Valve was working on AR and VR prototypes long before Oculus-they didn’t simply throw that work away when some of their employee’s left to make their own half-assed VR device.

            Linking to the Oculus page shows nothing, if you want to show that Oculus is so much better at supporting Devs, come up with some actual comparisons.

      • shadow9d9 says:

        If any of those steam games are drm free on gog or humble, then you should have been buying it on them.

        • Bitvar says:

          I buy games on GOG when possible. But most publishers can’t resist the notion of selling a license/subscription through Steam vs a copy of software.

          • Razumen says:

            You’re still buying a license subscription through GOG, the copy you download is not yours, it’s never been that way in the history of computer software.

      • Razumen says:

        Steam isn’t the worst thing to hit PC games by a long shot, it’s DRM is relatively tame in comparison to alternatives.

        Also, Valve doesn’t restrict what applications can and can’t run on the Vive, Oculus does. That’s a fact.

        • Bitvar says:

          You must be new to PC gaming. It wasn’t long ago you had to be online o play ANY game in your library and after that you had to sign in and go offline to play any game in your library.

          Steam uses a license subscriber model where authentication for all software purchased goes through a single account. There is no example, in the entire world, of such a monolithic control on software. A deactivation of your account means the loss of thousands of dollars in virtual goods. Valve wanting to revoke your subscription means you have no legal recourse to gain back what is rightfully yours. There is NO example of this anywhere else. You should read their policy sometime, especially before you act like a fool in front of everyone.

          Steam also only fairly recently allowed developers to publish on their store without adhering to this subscriber model. There are a small handful of titles out there where you can export and play the game without Steam but they are a rare exception and publishing a game in this manner affects your bottom line as a developer submitting your title. You don’t get as large of the shared profits if you don’t submit your game to Gabe’s disgusting worldview of software ownership.

          • Razumen says:

            I’ve been gaming since the 90’s, Steam’s DRM is one of the least intrusive there is. Maybe you don’t remember stuff like Starforce DRM, which was a million times worse and actually compromised your OS and hardware.

            Oh, and I’ve never once had an issue playing Steam in offline mode.

            Don’t like Steam’s DRM? There’s easy to find cracks for it. The truth of the matter is that PC gaming was dying before someone like Valve created a thriving digital marketplace that brought back AAA publishers and their confidence in the platform. It’s unfortunate, but DRM is never going to go away.

            Your concerns about licenses can be said for any digital store, and therefore is largely baseless. AS far as I know no one’s ever lost their account unless they’ve been involved in illegal activities, so unless you have any actual examples to offer, it’s the same legalese you find in any license agreement.

            I don’t think Valve’s perfect, but they’re certainly not the monolithic monopolistic villain you so amusingly try to make them out to be.

      • noilly says:

        The usage of “draconian” ceases to have any meaning.

        RIP “draconian”

      • MaxMcG says:

        You should probably get your facts straight next time instead of engaging in an abusive rant. Where’s my apology?

      • Philotic Symmetrist says:

        “when I can take my 393 Steam titles and play them on ANY pc of my choosing without Steam”

        Good news, for any of the ones on this list, you already can.

        link to steam.wikia.com

        Although I would also like it if Steam had less of a monopoly, their DRM is far from draconian. Steam provides DRM but doesn’t insist that all games on the platform make use of it.

      • Harvey says:

        Start a fanboy Vive/Rift fight when the comment you’re responding to made no mention of any product names? While trumpeting quite loudly on your preference yourself? Since you’re new, here’s a tip:

        In general the comments here reflect a higher quality. Please attempt to do better, or don’t let the door hit you on your way back out the door.

    • LaRock0wns says:

      I don’t think you understand what a Walled Garden really is. This should help you – link to reddit.com

  7. MaxMcG says:

    ..Oh and the negative reviews are already starting to pile up on Steam.

    • Chaz says:

      And yet if they made it a Vive exclusive you’d probably not hear a bad word said. Double standards from some me thinks.

      It seems a lot of the smaller devs are just supporting one set or the other to start with until they get things nailed. Makes sense to me. Perhaps if Valve or HTC started providing support to devs to implement their HMD like Oculus is obviously doing, then perhaps we’d see less of this.

      Anyway there’s plenty of Vive only stuff that I’d like to play once the Oculus Touch controllers come out and I’m sure at some point a lot of these games will cross the divides, but I won’t simply presume that will happen. If I read between the lines it sounds like this won’t release until the Touch controllers are out anyway.

      It’s all just the usual self entitlement issues on Steam as per normal.

      • k47 says:

        A cursory google search throws nothing about Vive exclusive games. Which are them, exactly?

        If Super Hot was instead Vive exclusive, there would be a certain amount of people that would still defend it because of reasons, of that I’m sure. But you WOULD hear more than a bad word said about it because there’s people worried about exclusivity regardless of which platform or device we are talking about.

      • joedight says:

        ‘Perhaps if Valve or HTC started providing support to devs’. Valve gave every dev at the unity vision summit a vive. They’ve spent the last year working in unity because they saw most small teams using unity.

        • Bitvar says:

          Oculus support is so great because they built support into Unity, Unreal Engine, Source and Gameworks nearly 3 years ago. Long before an actual product was sold. You’re backing the wrong conceptual horse. Valve is doing what they’ve always done to be successful. Taking from existing markets (especially open source projects like Oculus originally was) and repackaging it as a commercial product they can exclusively control with licensing. Vive is a me-too product and relatively late to the game.

          Oculus has been courting developers and generating relationships with smaller studios like mine since the original kickstarter. Valve just wants people to sell through their store so they can take a forth or fifths of the profits.

          The Vive is a means to sell subscriptions and expand eTailer dominance. Oculus is a platform designed and ran by some of the most talented minds in the industry (many who left key positions in the toxic workplace at Valve) specifically to grow the VR concept.

          • Rutok says:

            You do realize that oculus is trying very hard to become the next valve right? That is why they are courting developers.. to have something in their store worth buying.

            And if some sources are to be believed, vive and rift where developed side by side until something happened that caused them to split up.

            My point is: neither of them is purely the good guy here. But one of them implements hardware restrictions on who can play their games while the other does not.

          • Malarious says:

            You’re right that a few key personnel got poached from Valve to Oculus, but I don’t think the “toxic environment” had anything to do with that. Abrash was at Valve for a while and had been posting blogs about VR/AR since Oculus was a twinkle in Luckey’s eye. We can speculate why he left all we want, but it’s probably got something to do with the vertical integration Oculus is pushing. Valve isn’t trying to position themselves as a hardware manufacturer — they’ve tried and failed at that too many times already — so instead they decided to design the platform, design the standard, and work with more experienced hardware devs to actually produce the product.

            Oculus does everything in-house, and that level of control is appealing to a lot of software engineers. They have a CEO with a vision, and a focused goal. There are a lot of great minds at Oculus too, including legends like Carmack. And they have Facebook money. There’s a lot in Oculus’ favor already, and I think the people there could make the better VR product… they shouldn’t have to implement platform-locking DRM to prevent Vive owners from buying their games.

            It’s cool that Oculus is funding developers and trying to push the market forward, but I think slapping on a big “Made possible by Oculus” splash screen would do the job without screwing over the consumers. Imagine the outcry if games were locked to a particular brand of graphics card or CPU.

          • Razumen says:

            Bit of errors here, Oculus’ SDK isn’t for Source, nor Gameworks, which isn’t even an engine.

            Valve was also working on VR long before Oculus announced anything, in fact some of the people from Oculus CAME from Valve, who actually let them take some of their work with them! That isn’t something you see happen. If anything, the Rift is the me-too product that announced too early with a lack of a full VR feature set.

            I don’t know how you can knock Steam while supporting the Oculus store, both are obviously designed to get money for their respective companies. Do you honestly think that Oculus doesn’t take a share of the profits through games sold on their store?

          • Bitvar says:

            No misinformation. You’re just confused. Oculus met with major engine designers to impliment support long before Valve even considered it. Valve terminated their VR project (that is where the toxic remark comes from, the entire VR hardware team was terminated right around the time Oculus was getting big, and they came out to speak about how toxic the environment was. Many of these people later found home at Oculus as Valve frantically tried to hire people to restart their ill-fated VR project they didn’t have the ambition to pursue with fever until someone else came and did it right).

            Oculus support is integrated in UE3 & 4, Unity, Gameworks has hooks and even Source. Valve was only able to produce a functional product thanks to free tools and prototypes given to Valve as an olive branch.

      • internisus says:

        There is no such thing as Vive exclusivity. Indeed there was a statement saying that there wouldn’t be:

        “We have no exclusives,” said Valve’s VR evangelist Chet Faliszek. “We don’t think that’s a good thing for the industry, especially in VR where we’re starting out with a promise of presence after so many years. We want to do everything we can to make sure VR succeeds, regardless of the platform. I don’t think a customer ever thinks a platform-exclusive game is a good thing.”

      • Kumquatxop says:

        I am genuinely curious where you get the idea that Valve isn’t supportive of VR developers. They’ve got a fast track program for VR devs, have been making their own stuff available for use, and have been working with many devs directly.

        Also, can you name one single game that is an actual Vive exclusive? (and not ‘only playable on Vive because it is the only VR device that can do walking-around-a-room stuff right now’)

        • SingularityParadigm says:

          “I am genuinely curious where you get the idea that Valve isn’t supportive of VR developers.”

          Financially supportive. The majority of Oculus Exclusives are titles that Oculus 100% funded the development of. Many of the games on the Rift simply would not exist without the financial backing of Oculus. Last I checked there was nothing wrong with a software publisher refraining from giving 30% of the profits to a competitors storefront.

          Valve on the other hand has not helped developers out in the most meaningful way there is for small game studios that are trying to keep the lights and computers on and maintain payroll while taking a risk on developing for a fundamentally new medium.

          • milligna says:

            That is utterly false. Both Valve and HTC have funded and continue to fund developers. Your information is wrong!

      • Cinek says:

        Double standards are… a standard as far as PC gaming community goes, especially in regards of Valve. As the saying goes: Gabe can do no wrong.

      • shadow9d9 says:

        “Probably” is not fact. That is when you make up fake evidence and pretend that it is real.

  8. alsoran says:

    Please, someone, tell them I can’t afford to beta test the VR stuff!
    La La LA LA LA LA LA LA LA LA LA . . .

  9. TimRobbins says:

    Horrible wording, not surprised they’re catching flak for this. Just say you’re getting VR set up on one piece of hardware at a time. Otherwise I don’t blame people for being upset, it’s basically like saying your game is exclusive to Acer monitors.

  10. Phidelt230 says:

    Pretty unhappy with VR exclusivity.

    Oculus is being very consumer unfriendly

    You wouldnt make a game monitor exclusive

    • Cinek says:

      It’s being consumer friendly alright. For it’s own consumers. They give money to develop games on VR, expect (most likely timed) exclusivity in return. Expect more to come.

      • aepervius says:

        I don’t think you understand the meaning of consumer friendly.

  11. MrUnimport says:

    I’m still feeling a little burned by the content-price point ratio and the launch-day performance issues that sucked a bunch of the enjoyment out of my experience. Learning they’re aiming for the Oculus store specifically is just the sour cherry on top of the ice cream of bad feelings.

  12. Alberto says:

    PC MASTER RACE has at last its own Console Wars.

    Rejoice.

    • Premium User Badge

      Thirith says:

      I take it you’ve not heard of Intel vs AMD. Or Nvidia vs ATI. Or indeed Windows PC vs Mac. Wherever you get people, you get silly, silly tribalism.

      • Mordaedil says:

        Funny thing is that even though we have Linux and Windows, everybody agrees exactly which one you use for what purpose. Everybody would go over to Linux if Microsoft didn’t have DirectX API’s effectively gating the conversion, but agree that Linux is otherwise the superior OS.

        • Cinek says:

          Haha, assumptions are laughable, to say at least. Bordering with ridiculous linux fanboyism.

        • Distec says:

          I have a pair of wireless headphones that absolutely refused to work on my Linux boot. Something that was pretty much a plug ‘n play affair with Windows.

          I know, I know. This is perhaps not the fault of Linux, but that of hardware manufacturers offering crappy support. But with the miniscule marketshare of Linux and it’s current lay of the land, I’m finding it really hard to get behind the assertion that Linux is superior to anything from the average consumer standpoint.

          • aepervius says:

            “But with the miniscule marketshare of Linux”

            You should qualify that as “But with the miniscule desktop marketshare of Linux”

            The problem with linux is that it has a huge market share in server domain where next to nobody is adding hardware like wireless headphone but view stuff like security of speed or open standard as important.

            If the hardware support was better and the directx API not locked into windows… Then windows would rapidely dwindle. But it is not so it will not. Maybe steamOS will change a bit that but I doubt it.

        • Razumen says:

          If Linux actually WAS superior all around, people would switch, games aren’t holding it back. Other than that, your post is full of wild un-backed statements.

      • DanMan says:

        Tribadism? Did someone say tribadism?

        /SCNR

        • Sian says:

          Fair warning: If anybody doesn’t know what he meant, don’t google it at work.

  13. Premium User Badge

    Elusiv3Pastry says:

    Argh, this is terrible. Nevermind the exclusive console wars, the room scale capabilities of the Vive is FAR more suited to this sort of game where you can physically play at being Neo in the Matrix dodging around/under bullets. Terrible, terrible shame.

    • Kumquatxop says:

      Agreed 100%. I signed up for an account here just to say this.

      Going from head-tracking only to room-scale walking-around is a crazy experience that for me was like skipping an entire hardware generation. I went from being slightly queasy and unnerved at being a disembodied floating head that had no bearing on my movement, to being completely sold on VR as a gaming thing.

      Head-tracking only is fine for games where only your head moves (e.g. flight sims, racing), but for anything trying to approximate an experience of walking around . . . room-scale makes it so completely natural (and barf-free) that you’ll find it awful and weird to go back.

    • Cinek says:

      It’ll be fine with M&KB, even better with Touch.

    • Phasma Felis says:

      Except that room-scale games have to be, er, room-scale. You can’t just take a pre-existing game about running around in a large area and confine it to room-scale. (Unless your real business plan is to make YouTube buxx off videos of players running into walls.)

      • Razumen says:

        Still would make a better fit, they could also design special levels specifically suited for room-scale play.

    • bill says:

      Try Holopoint in the meantime:
      link to store.steampowered.com
      Not quite the matrix.. but you get to shoot and dodge with samurai and a bow and arrow.

  14. Premium User Badge

    duns4t says:

    They may as well make it official and title the first DLC “Luckey Palmer Presents: Superhot DLC #1, Brought To You By Facebook”

  15. int says:

    Fracturing an already small and specialist demographic seems an unwise decision.

  16. Premium User Badge

    Ninja Dodo says:

    Read the article and (despite not having a VR setup myself) got excited at the possibilities, then read the comments and it’s mostly just people whining about clearly temporary (!) exclusivity. Never mind.

  17. Harvey says:

    There was too much SUPERHOT in this post. Was made to feel as if I were reading a press release, or an attempt at SEO hits. Didn’t enjoy.

    Opinion, Away!

  18. horrorgasm says:

    Isn’t this game like 1 hour long? I mean, maybe it’s a fun little game, but hardly a “system” seller.