The summer drought is easing up somewhat and there have been some new games dropping – one of which was Superhot Mind Control Delete, a sequel of sorts to Superhot back in 2016. Which while not exactly had the depth, it made up with its gameplay and its USP was being an FPS of sorts, and time moved when you moved which added a puzzle element to proceedings. It was a fuckin’ blast, so how does this sequel of sorts handle proceedings?
Now, the core gameplay for all intent and purposes is pretty much the same as it is in SuperHot. So, if it ain’t broke don’t go trying to fix it, eh? However, there are some changes to note. Firstly instead of a singular mission in let’s say a bar or a casino. Instead, it’s a series of missions that are randomly generated. In terms of the locales, it works great but after revisiting the same areas over and over again does wear thin.
Where in the first game it was the case of killing everything that moves. For some reason, it’s just a certain amount of people which is a bit jarring. When I finished a level in Superhot by killing everything felt satisfying when it’s replayed in full speed. Watching back on your antics in Mind Control Delete and you just see guys who you haven’t killed just fall over makes it feel like a hollow victory.
As the missions are longer, you can take more hits in the form of lives. You’ve got to make it through the stack of missions on that alone, but also gain abilities through the stack of missions, like moving faster or starting with a random weapon. You can also collect more as you progress like throwing items much harder or that bullets will go through people. It is reset if you die or finish the stack of missions, but also you can choose what class you start with. Starting with more health or other abilities like teleporting closer to enemies to smack them around.
The bad guys in red have also changed somewhat. It will start with your usual guys who come at you with weapons who can be hit anywhere, but the antie will increase so you will have guys who’re weapons you can’t take, or ones who can’t be killed unless you hit them at their weak spot. To sum up the gameplay side of things: It’s still the Superhot that I know and love and Mind Control Delete is just more of it. The roguelike elements are fair and add a spin on proceedings and the perks and classes are enjoyable to use and it’s more of a challenge with the tweaks of the variety of bad guys – it’s a fun little game.
Now plotwise, and while the original followed what would be summed up as if the devil invaded your DOS prompt and video game and hiveminds. With this, however, I would say the plot takes more of a “behind the scenes” with this one. Cryptic is another word for it. I think we are the main character from the first game who’s stuck within the game and trying to get out and break the loop. Admittedly I haven’t played to the end, and have clocked around 3-4 hours of it so haven’t got to the end game, but as the gameplay is very lovely I will definitely soldier on.
Summing up the rest of it, the art style is the same as it was in SuperHot. Very minimalist and swashes of red and dark blue crystal. It runs very smoothly, the sound is good and no real bugs and or glitches to report.
Superhot: Mind Control Delete
Superhot: Mind Control Delete is more Superhot. Which for fans of the first game back In 2016 it's highly recommended. The gameplay is still a blast and the roguelike elements and perks/classes complement it very well. The story is more cryptic and situated more behind the scenes than the first one, which can turn out to be hard to follow when you're transfixed by the gameplay.
- The gameplay is still mad, mad fun like before
- Great variety of enemies to kill
- Fun perks and classes to mix your styles up
- Levels can get a bit bland with revisiting
- Winning fights can feel hollow when you don’t have to kill everyone
- The plot is a bit more cryptic and harder to follow
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