Superhot VR will be an Oculus Rift exclusive

We guess this will only be the most innovative shooter Oculus Rift owners will play.

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Superhot Team previously revealed a VR version of its popular debut game, Superhot, was currently in development earlier this year. Today, the studio has announced the VR version of Superhot will be exclusive to the Oculus Rift.

In Superhot Team’s first dev blog since Superot’s release, the studio confirms the game wil be a Rift exclusive. As a result, the game has 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,” the update reads. “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.”

Oculus is the team’s focus “for now,” according to Superhot Team’s Szymon Krukowski. Krukowski also reveals some features of the VR version of Superhot, which includes the game moving when the player moves their head or hands in real time. This forces the player to really stand still if they want to survive the onslaught of enemies.

[Via RockPaperShotgun]

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From The Chatty
  • reply
    June 1, 2016 10:45 AM

    Daniel Perez posted a new article, Superhot VR will be an Oculus Rift exclusive

    • reply
      June 1, 2016 11:05 AM

      Ugh.

      What's the install base of Vives vs Oculus Rifts? it's got to be like 50/50, right? So what does the business deal look like that makes an exclusive the profitable move? Is it just a huge pile of advance money to develop it?

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        June 1, 2016 11:12 AM

        They're a small indepedent studio, I'm assuming a little bit of money goes a long way with them.

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          June 1, 2016 11:15 AM

          It's also sometimes unrealistic to expect that they even could come out for two platforms at the same time, even if there was no money being thrown their way, unless they delayed a shippable product just to release to both at the same time. How many mobile games that aren't AAA titles come out for both Android and iOS simultaneously?

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            June 1, 2016 11:20 AM

            I don't think that's the same thing. Android and iOS are very different platforms under the hood. Where VR is much more similar regardless of your VR headset, especially if you don't use the motion controllers.

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            June 1, 2016 12:31 PM

            Not even close to the same thing. In this case having it work on both the Vive and Rift is trivial.

      • reply
        June 1, 2016 1:45 PM

        it's a tiny pile of money since the install bases are so low. It's not hard to pay someone to skip a platform with 50-100k users.

      • reply
        June 1, 2016 1:50 PM

        Vive is estimated to have sold around 75,000 units, Rift has sold far more than that.

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          June 1, 2016 2:14 PM

          I have yet to find anywhere that shows sales numbers. Source?

          • reply
            June 1, 2016 2:17 PM

            There are only Steam spy numbers, looking at people owning free Vive games. There are no Oculus numbers of any kind.

            • reply
              June 1, 2016 2:23 PM

              141,520 people own the lab, and preorders are still backordered until late June, so 75k is most certainly wrong. Would be cool to see the actual numbers for both headsets.

              • reply
                June 1, 2016 2:30 PM

                the lab can be played by anyone, including DK2, Vive Pre, maybe even without VR. The best indicator is the game that's bundled with the Vive, and those are less the 50k.

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                  June 1, 2016 2:32 PM

                  Do you mean fantastic contraption? That's at 70k. And as I already pointed out, only a small portion of the vive orders have been fulfilled.

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                    June 1, 2016 2:38 PM

                    People are reporting that you can order now and have it shipped in a week on reddit.

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                  June 1, 2016 2:33 PM

                  Also, you are 100% incorrect, the lab can only be played by the pre or vive proper. You know, room scale and motion controllers required.

                  • reply
                    June 1, 2016 2:36 PM

                    people are using Oculus rift and leap motion:
                    https://www.youtube.com/watch?v=sMWmhNpRUE8

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                      June 1, 2016 2:38 PM

                      How many people do you think that accounts for? Do you really think 55,000 people bought a rift and leap motion?

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                        June 1, 2016 2:41 PM

                        Don't know, but there are over 140k DK2s, and a number of Rift CV1s out in the wilds so just a fraction of that can throw your stats out of wack.

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                      June 1, 2016 4:59 PM

                      Haha, that hand tracking is pretty janky... No way that's a good experience.

                  • reply
                    June 2, 2016 3:21 AM

                    A lot of people have downloaded the free VR stuff to then leave negative reviews saying 'not working . wat is a VR?'

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                June 1, 2016 3:05 PM

                So you're saying over $100 million in GMV for the Vive so far? That's a lot

    • reply
      June 1, 2016 11:36 AM

      boooo. PC accessory exclusivity is bad.

    • reply
      June 1, 2016 11:54 AM

      Suck it Vive!

      Honestly I'm not a fan of this. :/

    • reply
      June 1, 2016 11:57 AM

      Lol, this has to die soon. Imagine ATI exclusive games, or fucking logitech mouse exclusives.

      • reply
        June 1, 2016 12:12 PM

        "This game is exclusive to Crucial RAM"

      • reply
        June 1, 2016 12:17 PM

        Right now it makes some sense because Touch isn't out and people wanting games on Vive could be expecting full room mobility and motion controller support and all that.

        It's probably a lot easier for a small team like these guys to adapt a game that already exists to and support only the "dumb" headset as it were right now, and build on that later if there is demand.

        I agree hardware exclusives are dumb, but I can totally get why they're doing it this way with Superhot, beyond direct help from Oculus and exclusivity deals.

      • reply
        June 1, 2016 12:55 PM

        Reminds me of Glide a little bit in the early days

        • reply
          June 1, 2016 5:12 PM

          And it is just as frustrating as a consumer.

    • reply
      June 1, 2016 12:14 PM

      As a Rift owner I think this is stupid and dumb. I hope we get past this headset exclusive horseshit by hardware gen 2.

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        June 1, 2016 12:32 PM

        As a Rift owner I agree they need to knock it off.

        But also, people want to act like Oculus killed their dog. It is really simple, you can just avoid buying stuff from Oculus if you really have a problem. Personally I buy everything from Steam anyway so whatever.

        When I get a bigger place I will probably get a Vive, and the Rift will likely become a part of a permanent sim racing setup.

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        June 1, 2016 12:34 PM

        As a Rift owner, I'm hoping there are some awesome Vive exclusives to talk me into buying one.

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        June 1, 2016 12:47 PM

        As a Rift owner, I couldn't care less. There's nothing wrong with a company ensuring it's own survival in a totally new field. They contributed millions into games when no one else would. should they do that and let other companies walk in and take all the VR market share? What happens next year when companies like Asus, Xiaomi, Lenovo, etc come in with cheap knockoffs? I'm betting they won't even need to work with Valve to produce their own headsets.

        Oculus is 100% all in on VR. If Oculus fails, VR is set back years as it will difficult to get companies to put money into VR again. If Vive fails, HTC will go back to selling phones.

      • reply
        June 1, 2016 1:30 PM

        Revive is still trucking along, and he's a huge supporter of the EFF, which is great because they'll probably have to defend the developer in court.

    • reply
      June 1, 2016 12:14 PM

      Gross.

    • reply
      June 1, 2016 12:33 PM

      Aaaand here come the compatibility wars. This is the big reason (besides price) I haven't jumped on the VR bandwagon yet.

    • reply
      June 1, 2016 12:35 PM

      Boooooooooooooooooo this shit is meant to be roomscale

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        June 1, 2016 1:28 PM

        given the huge size of the arenas, the vertical jumpiness, and the teleportation between targets, uhhhh, yeah no it's not meant to be roomscale.

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          June 1, 2016 1:44 PM

          Yes it is. So it's not just exclusivity that's bad, this game is actually made worse by the ill fitting limitation it's developed under.

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            June 1, 2016 1:49 PM

            I love how everybody is somehow the developer and can comment on what this game is meant to be. Just let them do the talking instead of making up a bunch of shit.

            Only the developer can tell you how they intend the game to be played. You can choose to not like it and not buy it.

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              June 1, 2016 2:06 PM

              What the fuck does it matter what the developer intends? This excuse is only ever used to justify bad decisions. So I guess it is appropriate here, but it changes nothing.

    • reply
      June 1, 2016 12:58 PM

      SUPERHOT is the most innovative hardware exclusive I've said fuck that noise about in years!!

    • reply
      June 1, 2016 1:38 PM

      Funny that Oculus leader himself Palmer Lucky was saying a few months before release how stupid exclusivity is in the early days of a new ecosystem like VR.

      He was right. It is stupid. I wonder why he embraced stupid.

    • reply
      June 1, 2016 1:43 PM

      More like supernot!

    • reply
      June 1, 2016 1:48 PM

      This makes certain I'll never buy another product they make.

    • reply
      June 1, 2016 2:13 PM

      This game looks pretty boring to me. What's the deal?

      Reminds me of something a decade or so old were it not for the VR part. If it's running on gamer rigs then why not use modern gfx?

      • reply
        June 1, 2016 2:32 PM

        It is the most innovative shooter I've played in years.

        It is not about the graphics. The game is ruthless if you moved at "normal speed". What makes it interesting is the time mechanic. It is well executed, and the story almost gets in the way. I actually enjoy endless mode even more after you beat the game.

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          June 1, 2016 3:11 PM

          It's not the first to do the time lapse mechanic though is it? Seems like I could do that in Blood Rayne and a few others right?

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            June 1, 2016 4:44 PM

            it's not the first game to do slomo, but i *think* it's the first game to have time linked to player movement, and yes, it's pretty fucking awesome. The game would be nearly impossible to play in real-time.

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              June 1, 2016 5:15 PM

              Well, there's at least Braid, but... yeah.

              • reply
                June 1, 2016 5:53 PM

                very true, not the same type of game but definitely warrants mentioning.

      • reply
        June 1, 2016 4:45 PM

        "why not use modern gfx?"

        they did use modern graphics.

        what I guess you're really asking is "why did they use such a non-realistic art style?" and the answer is "because that's what was right for the game"

      • reply
        June 2, 2016 3:17 AM

        What is art direction?

        • reply
          June 2, 2016 4:01 AM

          An excuse to cap framerates and not support antialiasing in my experience.

    • reply
      June 1, 2016 5:12 PM

      Damn, seemed like the perfect game for roomscale.

    • reply
      June 1, 2016 5:36 PM

      Exclusive why!?!?!!? Fuck exclusives.

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