>> Hello, my friends.
And welcome back to PlayStation
live from E3.
To my left, starting off with
Malik Forte.
Good to have you back, sir.
>> The fist pound.
That's enough.
>> Keep it simple.
Two special guests on the couch.
We are Marchin and Shimon from
the superhot team.
Can you hear me?
>> Yes.
>> It's still madness.
Superhot VR, coming to PSVR.
I think it's clear what kind of
game Superhot VV.
But for those who don't know,
tell us about the game.
>> The Superhot VR, time only
moves when you move.
It's actually pretty amazing, I
would say.
If you don't move, time stops.
And the bullets that comes right
at you stops as well.
So you can have all the time you
want to maneuver yourself to
dodge the bullet.
You have all the time you want
to grab a gun, throw this guy,
do everything you want to do any
time you want.
>> You make it sound so easy.
>> It's not an easy game,
though.
There's a challenge there to it.
And to clarify, Superhot made
big waves in the PC space.
That was the original version.
It was a little bit more mouse
and keyboard.
And Superhot VR, it's a unique
spinoff.
Complements the original
experience, but it's also very,
very different, right?
>> Yes.
The base Superhot is all about
the player movement.
So you can go everywhere, jump.
Do crazy stuff.
And that's one of the biggest --
biggest things that influence
the time change.
In a VR game with motion
controls it's all in your hands,
in your head.
So it's a -- it's a thing
that -- well, we have -- we
don't have any movement in game.
All the movement you do, you do
with your own --
>> Is your own body.
Exactly.
>> Left, right, straight and
back.
And it's pretty cool.
And because of this we had to
make a wholey different game,
wholey different experience.
Made everything from scratch,
keeping the visuals.
Keeping the mechanics and the
story there, but the game itself
is a wholey different thing.
Different story and everything.
>> Yeah.
You can't overstate that.
Because like some people might
see Superheart VR -- I said
Superheart.
Might be a great game.
>> That's the second title.
>> Yeah.
They might see Superhot V R and
think it's a quick mode.
But this is the whole thing that
you built from scratch.
>> Exactly.
>> What's it like developing in
the VR space?
Because, I mean, it's emergent
technology.
It's not easy from what I gather
talking to developers.
You're a small team.
It's not like you're a huge
studio.
>> When we started, nobody knew
how to make a good game in
virtual reality.
Everything was crazy.
It was a frontier.
So all the different things we
thought, hey, this is going to
be a good way to, for example,
orient the player.
To make a player go a specific
way.
To, you know, start the game by
having an object in front of you
that you grab and your action
starts the game play.
This is something that we didn't
know was going to work.
We thought, we believed in it.
And now we're seeing that hey,
it works.
It's actually the way that it
was supposed to be.
And it's pretty great.
The thing is, well, developing
games for VR requires a little
more space than --
>> Yeah.
>> Than in the studio.
So we have a lot of broken
monitors.
>> Are you serious?
>> I'm serious.
>> Yes!
>> At one point he broke the
monitor by kicking it.
And it was not on the floor.
It was a regular monitor on the
desk.
And he got so into it, had
kicked the monitor.
>> I didn't think kicking was
part of the mechanics.
Is this a visceral response?
>> If you get too immersed in
the game, you get lost.
VR is exciting.
>> Overwhelmed by enemies.
>> Everyone dodges the bullets
like this.
You don't have, you know,
positioning for this, you have
only this and this.
>> People raise their legs.
>> In the game you feel like
you're there.
You feel like you're really
immersed in this virtual
reality.
>> Okay.
So who goes about creating the
levels and designing the levels
and kind of like balancing and
structuring them so they're not
too hard?
play in a lot of different ways.
Don't have to do this, this and
this.
You can grab this, do this, do
this.
And we have seen people play the
game for two days right now.
And every single player is
different.
Everyone plays it differently.
And one goes through the things.
Plays differently.
First, okay, I will grab this
gun, do this, do this, do this.
After five minutes, hey, grab
this gun, take this gun, do
this, do this, do this.
And it's really hard to develop
and to make a level for this.
We have a great team.
Right now it's three people.
It's the most people responsible
for a thing in the office.
>> Oh, wow.
>> The designers.
Three people is the biggest
department.
>> It's the biggest department.
>> Three people is the big East
Coast department.
>> The biggest department.
>> The second biggest department
is art, it's two people.
>> There it is.
This is a massive, sprawling
studio.
>> Yeah, right.
Have you seen anything
impressive from the players over
here?
Anybody astounded you?
>> My favorite was today.
A mom and her son.
>> She came with her son.
The little guy started playing.
He was great.
Did everything very fast and we
said to the lady, hey, do you
want to try it?
You might like it.
She tried and she loved it.
>> So great!
>> I'm curious to know what
inspired that core time control
mechanic?
The when you move, time moves?
Because that was really the crux
of not only the original
experience, but obviously the VR
version as well.
>> The -- Peter had it in the
original pitch.
He got it from a flash game
where you control a cat that
goes between people's legs.
And every second you move a
little bit, your feet go through
and you don't to want get
stepped on.
You're a cat.
It's going to hurt.
>> Right, right.
>> And you had this idea of
doing this but the action movie
simulator.
You can do this, you can dodge
bullets.
You can throw guns.
Usually don't have an
opportunity to grab guns in a
first person shooter game
because it goes so fast.
In Superhot, you can do this.
It's not a quick time event, not
anything.
Just you thinking, hey, I will
grab this.
And you grab this.
>> It's like you're living in
bullet time, pretty much.
>> It's like the coolest part
and you just get to play it all
the time.
>> Yeah.
>> I want to say, I'm pretty
sure coffee mugs are a totally
valid weapons in this game.
>> Yeah.
What are some of the other
things you can destroy people
with in this game?
>> The visual ID in Superhot,
it's concrete and bathed in this
white surgical light.
Every black object is the thing
you can grab.
So at the end of every red
silhouette is the enemy.
So you play your game.
With your lizard brain, black
thing, can I take this?
It's black.
You grab it.
Don't think about what it is.
You can see it and say, wait.
This is a coffee mug.
But you don't have to.
You can grab it and throw it,
don't think about it.
>> Yeah.
>> Yeah.
This is the idea of the, you
know, things that are active and
things that are enactive and
that are important and not.
And you don't even think about
the things that are not
important.
It's only the action.
Only the set piece.
>> You know, I think that's one
of the coolest things too, the
minimalistic style you guys took
with it.
And you have these color cues so
you know how to interact with
the environment.
>> Before we let you guys go, I
have to ask, was anyone at the
studio expecting the level of
success and critical reception
that you guys got?
>> Well, first -- we didn't know
if the VR is going to work,
obviously.
When we started.
>> Right.
>> We barely had a few
development kits.
And, you know, they were hardly
working because we -- at first
we had an tracking.
You are a guy with the
controller.
This is not going to work.
But the second we got emotional
control, positional tracking in
the game.
Hey, we are going to get a
pretty cool experience out of
it.
You're going to get a pretty
cool thing.
We just tried our best.
Hey, what's the coolest thing we
can deliver?
We tried to do this, and, well,
people say it delivers.
And I'm very happy when they do
that.
>> It really delivers.
>> It's great.
When can people play on
PlayStation VR?
>> It's on regulation -- well,
two games.
Superhot and Superhot VR in a
bundle in 2017.
It's close.
>> Thank you for joining us.
It's a pleasure having you on
and a pleasure having you
watching from home.
Don't go anywhere.
We have a lot coming up from
PlayStation live from E3.
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