Super Hexagon Pc
This is a hexagon. In gaming, there are few experiences more pure than a well-executed score attack mode. It’s just you against the game, looking for as many points as possible before reaching critical failure. The best of these are usually quick to pick up and play, simple in its mechanics, addictive in the best way, and always fair in defeat.
The iOS game by of VVVVVV fame, is all of these things, and it’s available on Mac and PC over Steam starting Tuesday next week. Super Hexagon took the mobile world by storm six weeks ago, capturing the hearts of players and critics alike. It was lauded for its apparent simplicity of concept and slick execution, working wonderfully for the mobile format. Its gameplay suited the short bursts typical of mobile gaming, while its difficulty kept players wanting more.
But we all know that sometimes a game can lose something in translation between formats. Possible stumbling blocks include adaptation of controls and even the code itself, so it’s well worth examining a port on its own merits. I go hands on with the PC version of Super Hexagon, and shall tell you all what I think of it. 2.2 seconds in and it’s already hard. I have been playing Super Hexagon for a few hours now, and I have only “beaten” one level. The first indication of the difficulty is apparent almost immediately – the lowest difficulty level you can choose is “hard”, and it really isn’t kidding.
The number of times I’ve crashed, died, and restarted is countless. Super Hexagon is a torture device capable of so much mental distress. Needless to say, I can’t stop playing it. How to open .psd files without photoshop. The single gameplay mechanic is a basic one – don’t crash. You play as a hexagon situated in the centre of the screen, facing a maze of walls crushing inward which you must avoid by rotating around either left or right.
Super Hexagon Free Download PC Game Cracked in Direct Link and Torrent. Super Hexagon is a minimal action game by Terry Cavanagh, with music by Chipzel.
The task is simple – twist your hexagon to navigate through at least 60 seconds worth of randomly generated maze. The walls move quickly, meaning your decisions are purely reactionary. The FOV is also quite tight, further decreasing the amount of time you have to avoid those damned, blasted walls. This incredibly simple premise is outstandingly difficult to master, however. My first play, I lasted less than four seconds. It took me quite a while to improve that time. Hexagons come in all sorts of colours.
The difficulty curve is unforgiving, and often aggravating, but it is rarely unfair. Every death hones your senses, teaching you which visual and audio clues to pay attention to. Eventually, I learned the first level’s cues and found that the best way for me to play this game was to completely unfocus my eyes and pay attention to blurs and motions in my peripheral vision. Skill is a difficult word to invoke for this process – instead, it’s more familiarity and intimacy with the motions and suggestions made by all of the wonderfully subtle, but instructive, cues built into the game. For example, the screen is divided into six along three axes, conveniently corresponding to the shape of your hexagon.
The segments alternate between light and dark, providing an immediate indicator of both spin direction and wall location. The level background pulses to the beat of the music, which also indicates the speed of the incoming walls. Complicating factors include changes in spin direction, speed, and shape. A change to any of these cues introduces a difficulty spike, forcing you to relearn your movement techniques. Colour, pulsating brightness, and pattern telegraph motion, but the effect of suddenly changing spin direction requires your entire pattern of play to adjust in a split-second. For example, the ever-spinning world programs the brain to think of movement in a certain direction as preferable to travel in, even though that is a fallacy. When the spinning switches from clockwise to anti-clockwise, the inbuilt preference for one specific direction is, all of a sudden, detrimental to survival, and over several deaths, you must re-train your muscle memory.
Which is why this game is so good. It never lets you get completely comfortable before slightly changing the simple mechanics just enough to make things difficult.
What Super Hexagon ultimately teaches is flexibility in thinking and adaptability. The beauty and complexity of the game is hard to show in screenshots. The music, composed by Chipzel, is a pulsating electronic arcade theme that is necessary to internalising the rhythm of the game. Techno power blends into the background of colour and motion, never detracting from the experience. But anyone who has played the iOS game already knows how good it is – the big question is how does it hold up on the PC platform? Instead of a straight port, the code has instead been entirely re-written from Flash into C.
So far, I haven’t noticed any problems with the code. I’ve had no bugs and no glitches yet.
Everything plays solidly enough. The framerate is butter-smooth, and all the lines are sharp and clear at higher resolutions. The only complaint I would have revolves around controls. The game relies on the arrow keys, space bar, and escape key exclusively, the simplicity of which comes from its touchscreen progenitor. I found that using the arrow keys to rotate wasn’t quite as precise as I wanted it to be, although – like with everything in the game – I adjusted quickly.
I also think the game could have benefitted from mouse movement support for rotation or menu selection, however I feel that may have been omitted due to taking some challenge out of the game ( Edit – according to Terry Cavanagh, rotation can be controlled by both the “A” and “L” keys, as well as left and right mouse clicks, with both clicks as confirm and middle mouse as back – however none of this is mentioned in-game). The game, perfectly suited for the mobile platform of iOS, and soon Android devices, does not lose much in its translation to PC. While I would probably recommend the mobile version over PC – both versions are the same price – it’s only because the game is a little better suited to quick bouts of portable play, rather than a desktop experience. Having said that, if you don’t have a smart phone, or you have a netbook or other highly portable laptop, this is definitely worth the time if you love challenging, well considered score-attack games. Super Hexagon is the glacial stream of game design. Amazing, clean, crisp, pure design.
If you’re looking for a well-thought-out score-attack game, you can’t go past Super Hexagon. (Review code provided by Terry Cavanagh/Distractionware. Thank you.) ONLY SINGLE PLAYER SCORE Story – N/A Gameplay/Design – 10/10 Visuals – 8.5/10 Sound – 8/10 Lasting Appeal – 10/10 Overall – 9.0/10 (Not an average) Platforms: iOS, iPad now, Mac/PC 27th November, Android “soon” Developer: Terry Cavanagh Publisher: Indie.
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