Saturday, August 27, 2016

Saints Row: Gat Outta Hell



Happy Price: 4.99
Rating: 7.0

Gameplay

As a standalone game, you feel a bit cheated because Gat Outta Hell feels very much like DLC to Saints Row IV. It is pretty much the same game with a different narrative and reskinned guns to make them more hell themed. As you fly and sprint through hell, your job is to create as much chaos as possible in order to piss off the devil and have him confront you. 

Narrative

The most unique and best feature of the game was the story. After playing with a Ouija board a hell portal opens up and steals the president. Johnny Gat goes into hell to rescue his buddy, because he's Johnny Gat and a complete badass. The devil is to marry his daughter to the president, so that the union can assist the devil in corrupting humanity. The president has great leadership skills and is ruthless, so he's the perfect candidate for a son in law. There are many surprises inside the story including musicals and many unique endings the player can select. The voice acting and animation are superb making the story immersive and worth your time.

You'll find prominent figures from history down in hell, both fictional and from the SR universe. These figures include Blackbeard, Shakespeare, the Twins, and Vlad the Impaler. These characters have found themselves new roles in hell, and each are favored by the devil in some way due to their work on Earth. Exploring these is fun and entertaining, as it makes you think how their talents would translate to modern society. For example, Shakespeare in hell is an EDM DJ, begging the question if his talents would have rose to the surface in the modern age or would've been diluted by the lures of modern technology.  



Combat

If you've ever played Saints Row IV, skip this section. It is the exact same. If not, keep reading. Johnny Gat has two main ways to navigate the area and avoid enemy gunfire. That is sprinting and flying. Upgrading these two movement mechanics will greatly enhance your experience defeating tons of demons and hellspawn. In order to conserve ammo and generally move around as fast as possible, I sprinted around and kicked people in the nuts as much as I could. The benefit of doing that is health would drop right next to me, and I'd get to see a sweet animation like a wrestling move. 



In terms of shooting, you get a small selection of weapons. There are the pistols, sub machine guns, machine guns, melee, special, and explosive. There are two to three variants of each of these weapon types, and each must be individually upgraded so choose carefully on which you'd like to build out, because you won't be able to build them all out. Don't think the hell version of a weapon is going to be superior than the Earth version, for example the rocket launcher and shotgun are superior than their hell version counterparts. Early game, I assumed since the hell versions looked cooler they'd be more powerful, so I wasted money upgrading them. When the opportunity arises, make sure you get the couch gun. It is by far the most powerful gun in the game, and eventually it can be upgraded to the point where there is unlimited ammo and no reloads. This made defeating the devil a cakewalk.



You do also get super powers, but pick one and upgrade that as much as possible. The currency to upgrade them is limited, and is annoying to obtain early game. Once you've upgraded flying enough it gets a little easier, but it's still a task. Each prominent figure you help out in hell will award you a different power. There are four that were stated above, each with something to offer you. These super powers assist in battles, but are far from the main thing that kills things. Those are still going to be your guns, but when in a tight situation the super powers help. I stuck to the stomp since it cleared out areas which would help when I had to stay and protect an area for long periods of time. A few mission types require this, and it suited me well. The three other options include spawning imps, an arcane blast, and an aura. 

Environments

Hell is a difficult thing to create because it's not real, but at the same time this makes it awesome because you can create it however you imagine it to be. The environment is very underwhelming and I feel like I'm in a hell skinned version of a city from Saints Row IV. No pun intended, but there is no soul to the environment. It feels like I'm in a test version of the game or something, and the details have not been fully fleshed out. There isn't any real soundtrack, so when you're getting place to place it feels dreadful. This clashes with the theme that Saints Row has created, where hell would likely be a fun place. I expected there to be music that got my energy up, but instead I got something that made me want to shut the game off. To me it seemed like there were a lot of assets from other games that were re-used, and just were re skinned. That was disappointing.



Summary

Probably not worth your time. The narrative was the most fun part, and you an youtube that online. This is miles from SR III which is one of my favorite games. SR IV took a step back, and this takes a step way back. It has it's moments of great polish, but It's still taking and building off of a highly polished franchise. 




Sunday, August 21, 2016

Doom


Rating: 9.0
Happy Price: 39.99

Gameplay

Doom is one of the best shooters I've played in years, the single player experience was something I haven't experienced since Call of Duty 4: Modern Warfare back in 2007. So it's the best shooter I've played in nine years. There are a variety of enemies, weapons to use against them, the action is non stop, and the story isn't half bad either. 

Run n' Gun

Doom is all about staying in motion and reacting quickly to enemies. Certain enemy types are weak against certain weapons and when a flood of them approach, you have to think quickly about how to go about the situation. Running around and singling out enemies worked best for me. Each weapon has two modifications that can be unlocked, which then can be upgraded. To add, certain weapons share the same ammo, so you have to be very careful about what you're doing. There are two energy weapons, two shotguns, and two machine guns. Deciding what you want to upgrade becomes very important and you have to compliment your own gameplay style if you're going to be successful.



Weapon Types

Each weapon has a strength and weakness, along with certain enemies that respond differently to weapons. There is the standard combat shotgun which has decent range and good damage up close. It can take out most minion type enemies in one shot or leave them ready for a glory kill. This is the most commonly used weapon to take out weaker enemies. Along with that is the double barrel shotgun which has very limited range but much more power than the combat shotgun. I found no use for this weapon. 

The heavy machine gun and chain gun both share ammo. The heavy machine gun is good for distant enemies since you can upgrade it with a scope. Headshots are very effective and when there isn't too many smaller minions chasing you, this weapon is used to take out more powerful enemies. The chain gun burns through ammo but can be used when situations get overwhelming. It will chop through weaker enemies all while damaging the larger ones that accompany them. It's a good way to weaken everything around you until you run out of ammo, and then switch to a more powerful weapon to finish everyone off. 

The pulse rifle and gauss rifle are the energy weapons. The pulse rifle holds a lot of ammo and shoots rapidly, but has low damage. The Gauss rifle is a long range high damage weapon that uses much more ammo per shot than the pulse rifle. I found the pulse rifle to be useless, and the Gauss rifle was much more superior along with it's upgrade tree. 

Last is the rocket launcher. Extremely good at taking out hordes of low level enemies and formidable against the more powerful ones, it's probably the most versatile weapon in the arsenal. With the nature of verticality and moving around a lot, you have to be careful when using this weapon since there is residual damage from your rockets. Blowing up an enemy too close will also damage you, and this is really the only downside to the weapon.



Artwork/Animations

The enemy AI and animations are some of the best I've ever seen in a video game. The levels are complex with platforming features that require precise timing and jumping. Just when you think you can get to a safe area, the enemy AI gracefully jumps towards you. Even enemies you would not anticipate could do that based on their normal pathing. Nothing looks bad while all of this chaos is going on. Enemies are chasing you all over the map no matter where you go, they also try to get to vantage points. When you witness this happening, you can only appreciate the time and effort that went into that. It's some of the smoothest gameplay I've ever experienced and it seems like each scenario has been thought through, or it was incredible level design to avoid issues. 

The character models are top notch and there is a ton of detail and variety with each enemy. Based on their powers, strengths, and weaknesses comes the design of the character. You can tell fat guy is build for being slow and shooting a powerful weapon. Smaller four legged creatures with a horn are probably going to charge. Once their dead and you've actually inspected them, it seems like every inch of the character was thought about. Everything ties back into the personality of the enemy, from the necklace they have or chips in an enemies horn.



The environments are highly detailed and stayed true to the theme. There are two settings, hell and a facility on Mars. This allowed for a great focus to be put on two environments that have a deep variety. Different spaces in hell created an immersive experience and really makes you envision what hell would be like, and even the politics of what go on there. It truly was like being put in another mythical world and getting some perspective on how it would be.



Summary

If you're looking for a very polished game, this is one definitely worth picking up. Be weary that it's a shooter, and if you're not into shooters and gore this might not be for you. Anyone that loves the genre must pick up this game as it sets a new standard of what a next gen shooter should be. 

Friday, July 29, 2016

Rebel Galaxy



Rating: 8.5
Happy Price: 19.99

Gameplay

Rebel Galaxy has many things going on, and many things are done well. You start the game as a guy with a spaceship, and from that point on build yourself as a pirate, mercenary, merchant, miner or space do gooder. Adopting many professions usually suits the player best.

Combat

Combat is done with a naval style setup where the player has to position themselves parallel to the opponent to use the main broadside turrets. Players can use the smaller turrets if they want, but it proves to be difficult to maneuver when doing so, so that method is seldom used. Essentially you outfit your spaceship with a bunch of turrets that automatically target enemies, while you the player control the broadside guns or cannons. This way you can aim and control the ship at the same time. There is good mix of enemies during most battles, usually consisting of many small fighters and a couple of large destroyer ships. It makes for fun battles as you strategically place yourself in position to take out the smaller ships and gradually working toward taking out the bigger ships.



There are many weapons to pick from, each excelling in different attributes. Some weapons excel at distance but have limited fire rate. Some have better shield penetration or hull penetration. Combining these weapons together to create balance is key to success at outfitting a great ship. Some of the more powerful weapons to pick from have an ammo count, so it requires the player to replenish their ordinance at outposts which cost resources. This effects players on long missions where they can possibly run out of ammo with one of their most reliable and go to weapons. Balancing these things is key, especially early on in the game.



Economy

The economy fluctuates allowing the player to buy low and sell high. Early on in the game, this can make quite the difference. Making 10,000 on a deal can be the difference when buying a weapon that costs 45,000. However, later in the game this goes away as weapons and ships cost millions of dollars, while margins on products remain the same. That aside, there are news boards that tell you if there is a surplus or deficit somewhere so you can capitalize on what items you have in your hull. The annoying part about that is, it becomes difficult to search for planets to actually execute your trades. By the time you travel across the galaxy or star system, you may get there and the economic status has changed. It can be a time waster, so most of the time I would stop at outposts when it was convenient and hope the odds were in my favor. I found this to be pretty efficient, but it's nice to have the option and information at your fingertips to take advantage of certain economies on different space stations.



I found a great way to make money was mining early to mid game, as you find valuables without having to pay anything. Mining lasers also serve as weapons against enemy craft, so using this saves money in more than one way. Late game, I found the best way was to take on large bounties and hope that the enemy was carrying a turret or defense modification that could be worth millions. Bounties would earn about 60k, while the weapon they dropped could be added to my ship or sold for a ton of money.



Story and Dialogue 

The story is straight forward but has some missing gaps in between, and some things remain unresolved. It doesn't detract much from the gameplay though, since you're focused on so many other things. I used my imagination to fill in the gaps of the story, and it made for a good one. With a fleshed out script the story has great potential and even though it wasn't realized, I don't think it mattered much. For every ship you hail, you do have the choices to either give up your goods or take the goods of an enemy. If you approach another pirate, your only option is to drop your cargo for a peaceful exit. For a trader, you have the option to buy/sell from them, or have them give up all their stuff. There is a penalty for this however, as you will lose faction points from citizens and the military. It is not wise to do this, since most side missions are given by citizens or the military, and siding with pirates yields high rewards but it's difficult to come across missions from them. Having the choice to be a crime seeking pirate or an up class space citizen is fun and encourages replayability.



Soundtrack 

The soundtrack fits the game very well. It's a country rock theme that bodes well with rebellious nature of the game. The songs loop over and over again, but they are not overpowering and are nice to listen to when on long hauls. I would imagine a mercenary from the 1700's on a horse hunting someone down would listen to this type of music, it's edgy but southern. I honestly could not tell you what the lyrics are saying, but the tone of them seems to serenade you with the struggles you face over and over again as you trek through space. It helps combat the loneliness of being on a ship traveling from star system to star system all by yourself in a delightful way. 

Summary

This game is a hidden gem. There are some technical issues with missions that require escorts, and the final mission which is very frustrating. Had those technical issues not been present, this game is an easy 9. I can't let those things slide though, as they took away from the experience and cost me a few hours of my life (or at least it felt that way). If you're looking for a fleshed out and ambitious indie game that was completed, you have to play this game.

Tuesday, July 12, 2016

Azure Striker Gunvolt




Rating: 6.0
Happy Price: 9.99


Gameplay

Azure Striker Gunvolt is a 2d side scrolling action platformer that resembles the Mega Man series. The game was developed by ex Capcom employees that worked on Mega Man, so similar gameplay mechanics is expected. Generally the platforming is not interesting however the boss battles are incredibly dynamic.

Combat

Fighting your way through the different levels and environments is mildly interesting and at times can be mundane. There are less than ten enemy types that you must adapt to. Generally human soldiers with different types of guns, robotic mines, strange undead creatures in one level, and large robots that behave in predictable patterns. One of the core powers of your character is activating a force field that also deals damage. This is an incredibly powerful attack that can take out multiple enemies at once, however for most of the game you deal with enemies one on one. When the situation occurs where three enemies have to be taken out at once, it is incredibly fun and rewarding.



Character Progression

The progression system is the most broken piece to the game and it's a non existent element to the gameplay. There is a shop that has items that upgrade the character which require both in game currency and items called "synths". Synths are hidden in boxes that the player can choose from when a level is completed. When the box is open, the synth is revealed. There is no way a player can target what they are getting, therefore can't have a meaningful experience when trying to upgrade their character. It's a random affair as to what you will be able to purchase. Currency is generated when defeating enemies and is very easy to obtain. The amount gained is amplified by combos, however you never get to spend your currency if you don't have the items to construct the upgrade. I think this is suppose to encourage replaying a level, however levels aren't fun enough to replay.

Guns are obtained as you progress through the levels. I'm not quite sure what I did to obtain them, but as the game went on I had a full inventory of six guns. Four out of those six were useless, and I couldn't upgrade the two guns that were of any use because the game does not have an upgrade system for the weapons. This is incredibly annoying when there is a level in the game that requires you to defeat every single boss at one time.



Boss Battles

Each boss was unique and had to be defeated in a different fashion. This was the most fun part of the game, learning the patterns of the boss and getting better each round. Not dying on the first attempt would be world class, dying on the second attempt would be poor skill. Once the pattern was found, they are pretty easy to defeat, especially later in the game where one of your special attacks deals 33% total damage. Each boss has a different theme and personality that compliments their abilities. Unlike Mega Man, the player does not gain the abilities of the boss. Having this would be great and much more fun. The only reward you get for defeating a boss, is to have them come back later in the game all together, so you can defeat them sequentially in order. This task is nearly impossible since it's so difficult to upgrade the character.



Conclusion

Despite the fantastic artwork, there are elements to this game that are just broken. This isn't realized until the second to last level where you face all the game bosses and are severely under powered. There is also an annoying bug that doesn't remember your assigned gun, and no way to assign your secondary weapon. The game feels unfinished and has a lot of potential. 

Wednesday, June 15, 2016

Top 10 E3 Games of 2016

E3 2016 has been a great year, but there is a lot to live up to with the recent titles that have been released between 2015-2016 from the last E3. The past year has been one of the best in gaming history. Here are the Top 10 titles that were demoed with gameplay during E3 this year and will likely have the best reviews.
10. Tom Clancy's Wildlands

Projected Metascore: 8.5
The cinematic blew me away, It was something I hoped was going to translate to gameplay. The story and variety of missions appear to be diverse and deep, ranging from stealing cars full of drugs to extractions. When comparing similar gameplay to MGV: The Phantom Pain, the game has a lot to live up to. The gameplay demo seemed very scripted and there was not enough detail in the artwork to feel immersive. We will see if that gets refined from Alpha, the core gameplay I think is there, but it's the little nuances that will take this game to the next level.

9. Zelda: Breath of the Wild

Projected Metascore: 8.7
The gameplay demo had long stretches of inactivity in a sparse but beautiful landscape. There are long stretches of traveling by foot which seem to cause the player to lose immersion. When faced with enemies, there are different ways to approach using stealth, sword, or bow. The camera angles and pacing of the combat was superb and looked very fun. The more of that in the game, the better. We'll see how it turns out, but a giant leap for the Zelda franchise, and the Zelda fans will come out in full support. The game looks beautiful.


8. Sea of Thieves

Projected Metascore: 8.8
Rare staged a group of three groups of three to participate in an online game where they captured everyone's initial reactions to the game. Judging from their experiences, it will take a lot of teamwork to be successful in these games. Depending on how the community plays with each other will determine the success of the game. Rare has put all the pieces in place for a great multiplayer experience that will require "all hands on deck" to be successful. I see a lot of potential for bugs in this game, but that is just from an eye test.
7. Forza Horizon 3
Projected Metascore: 8.9
Forza impressed with new racing modes while adding on top of it's core which is top of the line already. They've added an off-road race mode that consists of pickup trucks and dune buggies with terrain that consisted of jumps and natural roadblocks. The new game is in Australia and it features many landscapes ranging from Rain forest to the Desert. BMW's and Lamborghini's will still make up the majority of racing which will keep racing fans happy while acquiring new players that are attracted by the new game modes. 
6. For Honor

Projected Metascore: 8.6

A brand new IP with a new combat system "The Art of Battle" there is a lot of "new" in this game. The engagements with enemies that instantiate the system looked innovative and engaging. However the encounters with the minion type enemies seemed rather mindless. Just swinging a weapon without having to use the system. The meaningfulness of each moment seems to be lost when engaging with the minion type enemies, which had me asking what the point of having them there was. The cinematic said one thing, but gameplay said another. Hopefully the gameplay translates to moment to moment action with players on their toes at all times. If not, there is major dud potential in this title. 
5. South Park: The Fractured But Whole

Projected Metascore: 9.0
Building on top of "The Stick of Truth" there are some high expectations for this game. With an engine already existing and the ability for the studio and writers to focus on content, this should be a great sequel that is better than the original. The comedy in the demo was better than the first game in the short sample size provided, taking shots at the superhero culture we live in today. Also, you get to design a superhero yourself which is always fun. The amount of creativity poured into this game is immense and it starts with the title itself.

4. Days Gone

Projected Metascore: 9.1
Days Gone is a new IP that sets you into a post apocalyptic setting with a bunch of zombies that maintain their normal human speed and strength. They can also climb and seem to fill any void possible. Charging steel doors, breaking windows, they'll do anything to get at you. There appears to be a strong narrative along with the protagonist. In this world, you're a bounty hunter with a motorcycle and that's all you really have. It seems to make for a powerful game being created by a developer with 23 years of console experience.
3. Spiderman

Projected Metascore: 9.0
The pairing of Spiderman with Insomniac has the potential to make this one of the best games of the year. It will legitimize a licensed title taking a character everyone loves and applying the right amount of time to bring it to life. The trailer and gameplay footage was simply amazing, and really made me fall in love with Spiderman all over again. As a toddler Spiderman was my favorite superhero, but as I got older started to identify with more mature and jaded characters. I think this game has the opportunity to redefine what Spiderman is and bring back that he's actually a badass and one of the top players in the Marvel Universe. Check out the footage below to be blown away.
2. Horizon Zero Dawn

Projected Metascore: 9.3
When Zero Dawn was first announced I didn't really get it. Robotic dinosaurs? But after seeing the gameplay much more developed, it looks so much fun. You seem to be severely underpowered wielding this cyber bow and have to take down huge robots, with the vicious and familiar anatomy of a dinosaur. You have to be stealthy, set traps, and be very reactive in order to be successful. There are certain points where aiming has to be perfect or there is a huge penalty. Each enemy has a strength and weakness, and there are different weapons in the arsenal to deal with them. You can also ride them around which is always fun. It also helps that the protagonist is a strong woman, and we can have another franchise with someone other than Lara Croft. The story behind it all has every possibility, but if it's something corny, will degrade the value of this experience by a lot. This is not a game I was excited about until the most recent demo, and it's something I'm heavily anticipating. 

1. God of War 4

Projected Metascore: 9.5
God of War 4 has ended the Greek mythology story and has shifted to Norse Mythology introducing gamers to new gods and lore that have been underutilized for as long as I can remember. The only thing linking mainstream media to this old religion is the Thor franchise by Marvel. God of War has consistently been one of the top games on Playstation since the first one was released. I anticipate that will continue. Based on the gameplay footage you're an aging version of Kratos and have to train your son to be just as powerful. There is a sense of urgency to get your son up to speed on combat and training, as if Kratos is worried about something. However he doesn't push the issue, and this is all scripted and animated so well. I think weapons will shift from fire based to ice based which will change the mood and style of the game for a refreshing experience.
   

Friday, June 3, 2016

Hyper Light Drifter



Rating: 7.5
Happy Price: 9.99

Gameplay

Hyper Light Drifter 16 bit top down hack and slash that emphasizes on your ability to teleport around as your main offense and defense. It's rare for teleportation to be a core mechanic of a melee combat based game, and it's refreshing since its one of the most fun things to do in any medium. Yes, you can teleport around at will, and backstab enemies without any drain to stamina or mana, it's just apart of your character and it's awesome.

Combat

You will be taken back to the 90's where games did not forgive, did not adjust, and relied on player reactions to succeed. It's a very simple formula, the user can attack with a sword or shoot projectiles. There is a three hit melee combo along with upgrades that allow for new attacks. New guns can be acquired or purchased with a strange currency that takes forever to accrue for upgrades. There are tons of variety among enemies which forces you to learn and adjust to them as the game goes on. While playing, you will notice yourself getting better with reactions and timing which is one of the coolest things a game can do. You don't gain EXP in this game and upgrades are few and far between, so you have to rely on yourself to be better. Teleporting around and having full control of my success is incredibly rewarding and fun, the combat design is the best part of the game.





Level Design

Levels are hand crafted, and they are done very well. Lots of natural barriers for the player to use when in tricky situations, and even choke points that can be created. It's extremely fun to create choke points when flooded by enemies to even the odds. Health and currency are cleverly hidden in areas that force the player to look around and explore the world. It's almost necessary to do so, not being able to upgrade would be quite the death sentence as the game progresses. When in combat it was great, one issue I had was navigating the levels along with the provided map. It was extremely confusing and things weren't laid out very clearly. In a game that punishes for mistakes, things need to be labeled well. There were several times I would have to backtrack in areas because I knew that I had to have missed something along the way. While doing this, the horde of enemies would re appear and I'd have to recreate the magic I did the first time in order to "maybe" do something correctly. I found this incredibly frustrating because the game felt like a complicated labyrinth while having hard combat. Had this been done better, I think I'd rate this game much higher since it had tons going for it. I struggled getting through this game, especially knowing I had other games on deck like Overwatch.



Art

I can't say enough about the artwork. The color palette is consistent and the quality never lets up throughout the whole experience. Bosses, enemies, and the environment look great. Cut scenes are fantastic, and since there isn't any dialogue the story is communicated solely through pictures. This is incredibly ambitions, and at times I don't think I had a full grasp of what was going on. But for the most part I think I had a general idea. It kind of felt like when someone is speaking another language to you, but have really good body language and you can confidently assume what they are talking about. I would argue that the pixel art can be framed and put up in a gallery it's that good.



Summary

Using the GameMaker Studio engine, this is by far the best game I've ever seen created with that tool. The combat is phenomenal with a great balance of difficulty since you as a character are overpowered with the ability to have an unlimited use of teleportation. However the labyrinth of a map is confusing, and since there isn't any real reward of redoing tasks like killing enemies that spawn in an area, it makes things frustrating since in some cases you have to do repetitive difficult tasks. If there was some way to mitigate that, it would be a much better experience.

Thursday, June 2, 2016

SUPERHOT



Rating: 8.5
Happy Price: 9.99


Gameplay

When you move, time moves. When you don't move, time moves very slowly. Bullets move very fast, so not moving for long periods of time is not a smart thing to do, but the game provides enough time to evaluate each situation. However, it's up to you on executing your plan which is harder than it sounds when you think time stops and you have a gun in your hand. 

Time

When time is moving at a normal pace, your brain can predict where or how something is going to move based on trajectory and direction. However in SUPERHOT this perception we take for granted goes away. When time stops, bad guys stop as well even while in a full sprint. Shooting where a bad guy stands is a sure miss, since they are running. Instead you must look at their feet or hips to determine what direction they are running in, and somehow have to determine how fast they are going so you can aim properly. This is balanced by having one bullet shatter bad guys, because two shots would be far too difficult.



Art

Only red, white, and black are the colors used along with some nice lighting. The models themselves appear to just be test models that are used for sample animations or test projects in UDK. However, the simple approach works and I feel stupid they beat me to it. Had I known I could incorporate laziness into my story and create a fantastic art style out of it, I'd be all over it. Kudos to the team for focusing on design and mechanics over artwork. Instead of looking at suspect character models, I look at neutral enemies so I can focus on the task at hand. It's not something I would have though in a million years would work, but it does. 



Story

Because the entire game is destroying red bad guys, there is some importance on the narrative, and the way it's incorporated into gameplay is quite innovative. It starts as you are a normal guy that just downloaded a game from a file sharing community, which escalates into this singularity that eventually leads you into doing things in the game that effect reality. How it all unfolds combined with the gameplay creates a steady flow and great pacing. The only thing that made me put my controller down was frustration. However the story is extremely short, hence my low price point on the game.



Summary

SUPERHOT is a must play, must buy game. You will play something you've never experienced before and for that reason alone it's worth it. I paid $25 for it and don't regret it, however if I could, I would wait for a sale. I will let this montage speak for itself.