Review: SUPERHYPERCUBE

There are certain titles that are considered videogame royalty. Pinnacles of design that have been copied, or inspired countless variations over the years. One of which is Tetris. This is a videogame most gamers should know about, an iconic puzzler that you could spend hours on without getting bored.  For virtual reality (VR) fans looking for some of that classic gameplay action but with a modern twist there’s SUPERHYPERCUBE from Kokoromi, and it certainly doesn’t disappoint.

SUPERHYPERCUBE is a head-on puzzler in all regards, not only in difficulty but also in gameplay. As the name insinuates, you have a cube which continuously travels straight forward towards a wall which has a shape notched out in it. To begin with this is just a singular cube with a square hole to pass through. As each wall passes additional cubes are then added to the first, changing its size and shape. Correspondingly the hole in the wall will change shape and it’s up to you to alter the cube so it can pass unhindered.

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To do this you have various controls located on each of the HTC Vive’s touchpads and triggers. One of the controllers – depending on your preferred hand – has the main functions for rotating and twisting the mass of cubes while the other touchpad activates special abilities. Of which there are three on offer; Boost, Time Warp and Smash. Boost speeds up the cube’s momentum when you know you’ve got it lined up perfectly but it also has a couple of other strategic functions. It gains you more points for each completed wall, and more importantly helps charge up the other two abilities. Time Warp is a bullet-time effect, slowing things down to give you more time to figure out the proper alignment. Smash does exactly what it says, smashing through a wall that you can’t figure out. As mentioned, these two latter abilities need time to charge so you can’t use them indiscriminately, also the Time-warp charges first before moving onto Smash, so using it means you’ll have to wait for it to recharge before Smash becomes available.

While it can be played sat down, due to the way SUPERHYPERCUBE works you’ll still need to move around somewhat. As the cube grows ever larger it begins to obscure your vision of the incoming wall and the shape you need to match. So you’ll need to look under, over and round it to make sure the mass of cubes are lined up. It’s a good use of VR roomscale and certainly adds further tension as the wall nears.

The entire dynamic of SUPERHYPERCUBE requires patience and thought. You can’t just go rushing into each level – especially the later stages – or you’ll find yourself crashing into walls continuously. And here’s the hook, just like arcade videogames of old there’s no hand holding, get a couple of walls wrong and it is game over – a rare sight nowadays. Then you’ll be back at square one. There are no check points that VRFocus noticed, just 10 levels and 100 walls to complete in one perfect run.

Naturally at some point SUPERHYPERCUBE will test those frustration levels as you near your previous best only to come undone at the last moment. But this is where this type of experience gets you, just like Tetris SUPERHYPERCUBE has an addictive quality all of its own, it’s simple to play and you always want one more go.

If there’s a downside then it’s to do with the controls. The trigger spins work fine but on occasion the touchpad rotations don’t always feel as quick and instantaneous as they should or need to be. Playing SUPERHYPERCUBE using a gamepad with actual buttons would probably feel smoother and more accurate, however Kokoromi only lists the motion controllers and keyboard/mouse as supported inputs devices.

All in all though, is this a worthy port from PlayStation VR? It certainly is. SUPERHYPERCUBE seems like the love child between Rez Infinite and Tetris, psychedelic, neon rich visuals with a puzzle mechanic that’s difficult to put down. If you’re after something that little bit different for your HTC Vive this holiday season, take a look at SUPERHYPERCUBE.

80%

Awesome

  • Verdict

Former PSVR-exclusive ‘SUPERHYPERCUBE’ Finally Coming to Vive and Rift(ish)

The undeniably stylish SUPERHYPERCUBE (2016)—which feels a bit like Tetris reimagined for virtual reality—initially launched as a PlayStation VR exclusive. Now, just over a year later, the game is coming to Steam for the HTC Vive this week. As with most SteamVR games, the title should technically support the Oculus Rift too, but, apparently related to developer KOKOROMI’s 2016 boycott of Oculus, the studio isn’t guaranteeing the game will work with headsets other than the Vive.

SuperHyperCube will launch on Steam this Tuesday, November 7th. It’s also getting a permanent price cut to $15, down from the $30 launch price (the price cut will also come to the PlayStation Store.

The game challenges players’ spatial reasoning by offering up an object made of cubes arranged into arbitrary shapes and a wall with a cut-out that the object must pass through. The object can fit through the cut-out but only in the correct orientation, which players can change by rotating among two axes using a controller. Each time you succeed in fitting the object through the wall, more cubes are added, creating an ever increasing level of difficulty as the shape becomes mo complex.

The PSVR version, which is played with a gamepad, holds a respectable 4 out of 5 star rating on the PlayStation store. It isn’t clear if the Steam version will work with the Vive’s controllers or if players will need to use a traditional gamepad (we’ve reached out for clarification). Even if it does work with the Vive controllers, the game’s gameplay doesn’t appear to be adapted for motion input.

SuperHyperCube isn’t built designed for motion input or room-scale play, and is in fact probably best played as a seated game. Since the Vive is a room-scale system out of the box, it isn’t clear how the title will fare on Steam where VR players are usually seeking experiences that make effective use of the Vive’s controllers and the available tracking space.

Image courtesy KOKOROMI

And what of Rift support? SteamVR and OpenVR effectively support the Rift by default, but KOKORMI says that “support is not guaranteed or provided for [non-Vive] PC headsets.” It isn’t clear if the studio has done anything to specifically block the Rift from working with the title but it seems unlikely that they’ve spent any time making sure controls work properly on the Rift (though if it’s playable with a gamepad there’s really not much that would need to be done).

KOKOROMI’s disinterest in supporting the Rift (or launching the game on the Oculus platform) likely stems from the studio’s public boycott of Oculus founder emeritus Palmer Luckey whose polarizing political choices sparked backlash from some VR developers back in 2016. The studio stated at the time:

In a political climate as fragile and horrifying as this one, we cannot tacitly endorse these actions by supporting Luckey or his platform.

In light of this, we will not be pursuing Oculus support for our upcoming VR release, SUPERHYPERCUBE.

And though Luckey was eventually ousted from Oculus, it would seem that KOKOROMI is sticking by their decision to boycott the company over his actions. We’ve reached out to the studio to confirm whether or not the boycott is the reason for the stated lack of support for headsets other than the Vive. We’ll have to wait for the game’s launch to see whether or not the Rift will work properly with SuperHyperCube.

The post Former PSVR-exclusive ‘SUPERHYPERCUBE’ Finally Coming to Vive and Rift(ish) appeared first on Road to VR.

SUPERHYPERCUBE Hits HTC Vive, New Discounted Price on Steam & PlayStation VR

Kokoromi’s SUPERHYPERCUBE was a launch title for PlayStation VR last year and today the studio has announced that the VR first person puzzler is available now through Steam for HTC Vive.

SUPERHYPERCUBE’s puzzles revolve around players guiding clusters of cubes through various changing walls. With each successive wall passed the cube can change size and shape, needing to be continually reoriented to succeed. There are 10 levels with 100 walls to complete alongside power-ups to make the most difficult walls that little bit easier. Head tracking is critical in the videogame – as the cluster of cubes gets bigger, players will need to lean around it to see the hole and quickly determine what rotations to make.

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The aim is to survive for as long as possible, accruing the largest score possible. There are various ways to do this. Boosting (accelerating your cluster towards the wall) charges your power-ups but it will increase the number of cubes added to your cluster once you’re clear of the wall. Well timed use of the power-ups are critical to success. Hyperfocus will slow down time for a short while, giving players a chance to relax and think, while a bomb will clear a wall.

Describing how the videogame’s design came about, Kokoromi said in a statement: “Aesthetically, SUPERHYPERCUBE VR is influenced by our love for all things glowing, epitomized by neon light, 80s motion graphics, early computer art and the minimalist art movement known as “light and space.” The visuals of the game also reference illustrations and films from the 60s, 70s, and 80s. We each have our favorite examples, especially from iconic films — from 2001: A Space Odyssey to Blade Runner to Xanadu.”

SUPERHYPERCUBE used to retail on PlayStation Store for $29.99 USD. With the launch today for HTC Vive both versions will be permanently priced at $14.99/£11.39 GBP.

As for Oculus support. Well that’s still a grey area as the title should work because of SteamVR but due to what happened back in 2016 with Palmer Luckey and Oculus, Kokoromi cancelled support and has made no mention of reversing its stance.

Check out the new HTC Vive launch trailer below, and for any further updates on Kokoromi’s VR projects and SUPERHYPERCUBE, keep reading VRFocus.

‘SUPERHYPERCUBE’ Teases Vive Support, But Developer Protest Could Keep it From Rift

SUPERHYPERCUBE, a spatial reasoning puzzle game for PSVR looks to be soon headed to the Vive through SteamVR. And while SteamVR normally supports the Rift, a developer protest could exclude the headset.

SuperHyperCube is most succinctly described as a ‘Tetris (1984) for VR’. But that alone would betray the game’s unique take on depth-based geometric gameplay—that works uniquely well in virtual reality—and its distinct and superbly directed art and sonic stylings.

In the game, players are tasked with reorienting a 3D shape to fit through a 2D hole. It sounds pretty easy—and it is, until the shapes become increasingly complex, ramping up the engagement of your spatial reasoning centers as your brain attempts to reconcile the rules of two dimensions simultaneously.

Developed by Kokoromi and published by Polytron, SuperHyperCube made its debut as a launch title alongside PlayStation VR back in October. And there it has remained, garnering a 4 out of 5 star rating with its $30 price.

But now it seems the game will be soon coming to the HTC Vive and SteamVR. A tweet from Polytron today portrayed the Vive’s controllers in the unmistakable style of SuperHyperCube.

Rift Support in Question

With support for the HTC Vive, that means the game will almost surely be landing on SteamVR. And while SteamVR technically supports the Rift too, Polytron had proclaimed back in September that they would not pursue support for Oculus’ platform, following revelations that Oculus’ founder, Palmer Luckey, was involved in politically polarizing dealings. A situation that might have been eventually swept under the rug, had the election not turned out as it did.

Interestingly, you can see that the Vive trackpads in the Twitter tease show a d-pad and buttons that are laid out just like those of the PS4’s controllers, except the button mappings use the same XYAB layout as you’d find on an Xbox One controller. An oversight, or a clue? We’re not quite sure. It could be as innocuous as showing that the game (which relies on a gamepad on PSVR) would support Vive players using an Xbox One controller connected to their computer. But, the fact that every Oculus Rift comes with an Xbox One controller included adds an additional wrinkle to the situation.

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It isn’t clear if Polytron’s original intent was to never see the game played on an Oculus Rift headset, or they simply didn’t want to put the game on Oculus’ distribution platform (which would thereby give the company a share of the game’s sales). In the latter, it’s possible that the company will allow Rift users to play the game via SteamVR (as the revenue share would go to Valve instead). We’ve reached out to the company for comment.

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One other major question is whether or not the game will make use of the Vive’s roomscale tracking capability or its motion controllers. On PSVR the game relies on a gamepad for seated play, which really only has the player leaning from side to size to look around the shapes.
superhypercube (1)One could certainly imagine a lot of fun, new gameplay which would employ the Vive’s motion controls and expanded tracking volume, but such an addition would probably mean a major reworking of the game. More likely, we’ll see a simple port to start, though we’d be happy to see SuperHyperCube take on a life of its own on the Vive.

The post ‘SUPERHYPERCUBE’ Teases Vive Support, But Developer Protest Could Keep it From Rift appeared first on Road to VR.

It’s Not as Easy as it Looks in the SuperHyperCube Launch Trailer

We’re now into the second weekend where PlayStation 4 owners have been able to immerse themselves in the virtual worlds of PlayStation VR if they’ve picked one up. By now players will likely have some firm favourites from the launch line-up, whether that’s multiplayer titles such as RIGS: Mechanized Combat League or EVE: Valkyrie, first-person shooters like Until Dawn: Rush of Blood or World War Toons, and horror experiences Weeping Doll or Here They Lie. The headset also has several puzzle titles one of them being SuperHyperCube, and if you’ve not checked it out yet take a look at the launch trailer below.

SuperHyperCube’s puzzles revolve around players guiding clusters of cubes through various changing walls. With each successive wall passed the cube can change size and shape, needing to be continually reoriented to succeed. There are 10 levels with 100 walls to complete alongside power-ups to make the most difficult walls that little bit easier.

SuperHyperCube takes its cues from classic videogames and re-imagines them for 21st century VR gameplay, and will likely have players furiously replaying levels to achieve perfection.

The videogame can be downloaded from the PlayStation Store for £24.99 GBP, and for all the latest PlayStation VR updates, keep reading VRFocus.

The Best of PlayStation VR Launch: Puzzle Games

Its PlayStation VR launch week with the headset arriving in just a couple of days time. Most gamers who’ve pre-ordered Sony Interactive Entertainment’s (SIE) head-mounted display (HMD) will likely have been doing their research on which titles they want to play on day one, as there’s quite a selection to choose from. VRFocus continues its round up of the best PlayStation VR videogames to consider, having already gone through genres such as Racing, Adventure, Sports and Shooting. For those that enjoy puzzle titles, we’ve got three worth a look.

These experiences aren’t just solely puzzle in nature, combining adventure, quick thinking, dexterity and other attributes to create an engaging virtual reality (VR) experience. There maybe more that players might think should make the list so take a look below at the three VRFocus recommends.

Psychonauts in the Rhombus of Ruin – DoubleFine Productions

For our first puzzle experience we’ve got Psychonauts in the Rhombus of Ruin created by DoubleFine Productions. This is the VR sister title to the developers original classic PC and console title, Psychonauts. Psychonauts in the Rhombus of Ruin is a continuation of the first instalment, in which players take the role of Raz, tasked with solving puzzles using telepathic and telekinetic abilities. Raz can’t solve these alone and during the course for the videogame different characters have to be controlled each with their own skill set. With its unique art style and mixture of gameplay mechanics Psychonauts in the Rhombus of Ruin offers an interesting alternative to some of the more standard videogames available at launch.

Psychonauts in the Rhombus of Ruin screenshot

Tumble VR – Supermassive Games

 

Tumble VR is a pure puzzle title at heart, from the same studio that’s created Until Dawn: Rush of Blood. The videogame is a first-person test of mental and physical dexterity as players complete a series of tasks to solve increasingly challenging puzzles. These challenges can range from building towers to creating bridges, working out mind melting puzzles, and blowing up enormous towers of blocks. Puzzle titles tend to be single-player affairs but Supermassive Games has incorporated PlayStation VR’s Social Screen feature, allowing a second player to use the connected TV, creating a much more social experience.

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SuperHyperCube – Kokoromi

 

Our final title on the list is Kokoromi’s SuperHyperCube. This is probably the most intense out of the three whilst mixing the simplest gameplay mechanics. Players control a cube which needs to fit through an incoming wall, with each successive wall passed the cube can change size and shape, needing to be continually reoriented to succeed. There will be 10 levels with 100 walls to complete alongside power-ups to make the most difficult walls that little bit easier. SuperHyperCube takes its cues from classic videogames and re-imagines them for 21st century VR gameplay, and will likely have players furiously replaying levels to achieve perfection.

superhypercube