

Despite my complaints with the structure of the title, the base gameplay remains fantastic. Here’s the rub: I still enjoyed my time with the game. Instead of feeling like a sequence of ever escalating hurdles, Superhot: Mind Control Delete can be an exercise in banal repetition. The few points where a genuinely new wrinkle is introduced to the fold are welcome at first, but even these quickly wear out their welcome. The randomization means most nodes bleed together, and it frequently seems like your playing an extended “Endless” mode with checkpoints (that, and there is an actual “Endless” mode you can unlock in the game). This is all repeated ad nauseam as you work through Mind Control Delete’s grid. This means you can just as easily end up with a powerful build as a terrible one. hacks checkpoints you’re given two random ones to choose from. hacks are unlocked between completed levels, though their placement is also randomized. hack that allowed me to hold onto an enemy’s weapon after using the HOTSWAP ability on them). hacks you’ve earned and those exclusive to explicit. These are not permanent unlocks however, because like any good roguelike they have to be earned in the middle of a run. When combined they create deliciously deadly builds that alter how you tackle levels, and the game is objectively better for their inclusion. hack would instantly reload my held weapon when I killed an enemy, and another would gift me a katana at the start of every level.

hacks are simple: abilities that augment or alter how you interact with the game. For fans of roguelikes this randomization will likely not bother them, but coming off the original game and Superhot VR I found it could be more frustrating than entertaining.įurther exacerbating this issue are the new.

Lose all your hearts/lives and you’ll have to start the gauntlet over, and the levels will be reshuffled. These are indicated by hearts in the top left of the screen, and whenever you take a hit you’ll lose one. core you start with is the “tank” class, so to speak, and comes with three lives out of the gate. core grants you access to a “Pure” class with a single life. There are multiple “classes” (.cores in Superhot parlance) to unlock, but you’ll never have fewer than two lives until a late game. Unlike the first Superhot, Mind Control Delete gives you more than one “life”, largely because you are clearing five to fifteen levels in a single run. It’s one of Superhot: Mind Control Deletes strengths, though it unfortunately enhances the fatigue caused by the heavy repetition and randomization found throughout the game.Įach of these levels are well designed in isolation – from the your typical bar with a pool table in the center, to a wide open disco featuring deadly vinyls to toss – but the selection you’ll overcome per node is shuffled each time you die. That, and it frankly wouldn’t be Superhot is it looked any different. The minimalist art style ensures players are able to focus on the action without being bogged down by too much visual noise.
#SUPERHOT MIND CONTROL DELETE DEVELOPERS DISAPPEARED SERIES#
The series has always been a bit of a cerebral shooter, as you slowly piece together a plan of action to tackle the opposition, with time trickling by until you make your move. This isn’t a complaint: the simple, easy to parse art is part and parcel why Superhot works as well as it does. The visuals are sharper and performance is better in Mind Control Delete than they were in the first Superhot, but the visual language hasn’t changed an iota. Levels are white playing fields filled with black interactable objects that you’ll use to stun and kill an onslaught of red enemies eager to end your life. In Superhot: Mind Control Delete you’ve become one with the system, and the fundamentals remain largely unchanged.
