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Not only dodging bullets, they also have this: http://forgifs.com/gallery/d/198537-1/One-bullet-left.gif

I think, this game could make sense if player's arms (and preferably the whole body), were simulated biomechanically correct (at least to some extent) so you had to move your guns and your body efficiently saving milliseconds for doing stuff like in [2] (This is a screenshot from the movie Equilibrium. I'm not a fan if the movie, but the "novelty" of Superhot could be justified only in a combat like that). But such game would probably require very strange controls, making it completely unplayable for most of its target audience.

[2] http://4.bp.blogspot.com/-dDg50vH76yU/TjSbzw9G-TI/AAAAAAAABP...

QWOP as an FPS?

Don't know. I tried to play QWOP and did not like the controls at all. I tought about something more streamlined, but it's hard to say exactly what would be good controls. Maybe, you can select the target by clicking, and the player's ragdoll finds the most efficient way to target that enemy.. As simple as that but, you still have to think about the mechanics of the body, and use your momentum efficiently.

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