I can put my feelings about the social side of such portrayals aside. It makes people feel like seeking help is equal to self-harm actually.īut in normal circumstances I can just, you know, appreciate the art. You know, I won't get into gritty details, but I personally really dislike how mental health institutions are portrayed in media. That there's just too much sadness to allow our game (something that should let you disassociate from the reality at least for a bit) drive people a little bit too far. We felt that people became a bit too lonely in general, to allow our game to incite this heavy depressive feeling. This really was a decision driven by a feeling that the way the world looks now, the world in which we are and were to a large extent forced to separate from all other people and spend all of our time mostly alone, has changed the way this part of the game works. In all reality - there was no real outside force on us. However, I can personally ensure you that this wasn't really due to, how people on Steam like to put it, "snowflakes" forcing us. Yes, we did cut out a portion of the game, one of those that stirred some discussions. "SynthJackalope the transcendent: This is a valid point to which I have no answer. In Discord Avar1ce and SynthJackalope (Superhot PR guy) were moderating the chat.Īt 22:51 SynthJackalope gave the next messages on Superhot discord general channel: 21st of July 17:00 GMT to 21nd of July 22:43 GMTīoth steam discussions and Superhot Discord get a flood of messages about the update most of them not liking it. We’re commited to shipping this update to all vr platforms. These scenes have no place in superhot virtual reality. All scenes alluding to self harm are now completely removed from the game. Considering sensitive time we’re living in, we can do better than that. "“Skip disturbing scenes” toggle was added in a previous update. Superhot VR gets update labeled "Important update (1.0.22.1)" which removes the jumping off a building scene and the two shooting self in the head scenes from the game with the following statement: This is undoubtedly a result of new Oculus Quest 2 owners buying the game en masse for their first VR experience.I have summarized most of what the developers have commented and what has been done to the game since the big update below.įor my own sanity I only have my own messages to which Piotr responded here, the full conversation is up at the Superhot Discord shvr_general channel with a pinned message at the beginning. That even larger spike in sales in late 2020 was on Christmas Day, which the studio notes was the day when more copies of Superhot VR were sold than ever before. In the purple you can see Superhot VR, which saw a significant bump in sales with the release of Quest in May 2019-nearly twice as much than the flatscreen game its its viral heyday in 2016. The graph below (provided by Superhot Team) represents all Superhot franchise games sold to date. There’s no word on exactly how much of this is owed to sales on Quest 2, Facebook’s recently launched follow-up to the standalone headset, but we have a rough idea. Superhot Team announced the news in blogpost, celebrating the PC game’s fifth year birthday. Taking the same mechanics from the studio’s viral hit Superhot (2016), its VR counterpart offers up an addictive mix of cinematic slow-motion action scenes as you physically bust up the hordes of oncoming red crystalline enemies. Superhot VR is a virtual reality success story if we’ve ever heard one. Now the studio announced it’s just tipped the one million mark for units sold on the Oculus Quest platform. Superhot VR (2016) has long been held up as one of the ‘must-have’ VR games.
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