![]() How do you take out four enemies, close quarters, starting with nothing? It was a conundrum. For example, the elevator level where three enemies are immediately attacking and another is waiting on the other side of the door to shatter you with a shotgun. Every scenario and well-placed item in SUPERHOT was a unique puzzle. With fresh levels and weapons to use, there’s truly only a handful that are new. The game is available on Steam, the Windows Store, the Epic Games Store, and GOG for 24.99 USD. New enemy types are a welcome addition, yet, a lot more could help make MCD stand out.įor a game that emphasises the “more”, it still doesn’t give that much more. Superhot: Mind Control Delete is a great title in and of itself, as our reviewer Steven Wong noted in his review. It encourages more thinking and strategy for each encounter about what weapons or objects to use. Others are immune to attacks, shaded white and only red where they are vulnerable. When killed, a flurry of bullets sprays all over the environment, quickly knocking-off a life. The iconic geometric foes now have a few tricks up their sleeves, some of them embedded with spikes. Thrown into the mix are some new types of enemies. A new and exciting layer to the SUPERHOT formula. It’s very rogue-like, mixing up the gameplay of each section as upgrades are reset after every node. As part of this new ability, the player now has multiple lives that refill at the end of each group of levels called nodes. No, Superhot is a slow and methodical game and so is Superhot: Mind Control. Running fast is only going to end in your defeat. Time only moves when the player moves, all while an onslaught of vicious enemies armed with katanas, guns, or just their fists rush to kill you. These are as basic as starting with a different gun or as wild as throwable objects exploding into shards on impact. Superhot: Mind Control Delete s gameplay is as simple as its predecessor. The player now believes they have control of this Matrix-like reality with unlockable hacks adding new mechanics to combat. SUPERHOT is about the gameplay and combat, not weak and abstract storytelling. While everything is subjective, this is plainly not fun and annoying. A point in the game is forcefully repeated seven or eight times on purpose as a tease. ![]() While this does serve the purpose of the story, it’s repetitive and not fun… at all. It’s a bit of a Groundhog Day scenario, where the player repeats a corridor many times to drive into your skull “ you really want MORE?” Under all the ciphers, the story isn’t too detailed which complements a game primarily about action set-pieces. There’s plenty of secrets, subliminal messaging, and cryptic codes for players to uncover, adding to the excitement of it all. As briefly as it begins, the adventure ends… then resets… and the true mind-bending nature of the SUPERHOT: MCD world unravels. The start of MCD eases back into the bread and butter katana slashing and bottle throwing. The sequel deep-dives players into the twisting-reality the story ended at.
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