SuperHyperCube, the first-person virtual reality puzzler from Kokoromi and Polytron, was one of the standout experiences at last week's PlayStation VR event in San Francisco. The concept is relatively simple — squeeze a three-dimensional shape through a hole in a wall — but gets more challenging and complex as time goes on. The game uses the head-tracking features of PlayStation VR to aid in play; players can duck and lean around around the ever-expanding shape to learn how to rotate and flip it so it slips cleanly through the opening.
Make sense? If not, there's a newly released trailer for SuperHyperCube that can be viewed in 360 degrees on YouTube. It helps illustrate how SuperHyperCube operates, and why the game greatly benefits from virtual reality.
You'll also get a good sense at SuperHyperCube's stylish look. If you can, crank the video quality up to 4K resolution.
Here's a bit of info from Kokoromi on the visual style of the game.
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." Artists in this genre work with material surfaces, and use neon, LEDs, and sunlight to create abstract work which might change over time or when viewed from different angles. The game's universe is equally inspired by the neon art of Dan Flavin, the early computer graphics of pioneer John Whitney Sr, and light and space artist James Turrell. We want to give players an experience something like flying or floating through one of these works. 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 — with their analog special effects, retro-futuristic user interfaces and delicious lens flares.
SuperHyperCube is expected to be out later this year, near the launch of PlayStation VR.