![]() To this already volatile mix, there are now more levels, more abilities, more enemy types, more story. And not just more of those first-person fights where you step between slow-motion bullets to punch a shooter, grab his weapon and use it to pick off a sniper, hurl it at another foe, and then jump-punch your way to another enemy. ![]() “MORE,” it reads, and that’s what the game delivers. The blinking red box that greets you each time you boot up the game promises as much. Mind Control Delete at first appears to exist for one reason: to deliver more Superhot. Whereas Superhot subversively riffed on the tenebrous nature of control, Mind Control Delete slyly questions the purpose of extra content and how long a game should or shouldn’t be. Superhot: Mind Control Delete, initially planned as DLC but now releasing as a standalone game that’s bigger than the original, is a brilliant rebuttal to that criticism. At the same time, it can become hell on earth if the RNG gods decide to have a laugh at your expense, even with the extra health at your disposal.When Superhot was released in 2016, much praise was heaped on its novel “time moves when you move” gimmick, though some criticized the game for its brevity. Even after being introduced to harder enemies, the game might not even turn out to be that hard if you end up having a forgiving run. This results in a very uneven difficulty curve, if you can even call it that. You may spawn with three foes with katanas right in front of you, or you may spawn right next to a railgun with nobody bothering you at first. Everything in MIND CONTROL DELETE is randomly generated, with the exception of the rough map design. This may sound like a fair trade-off, but that’s not exactly the case. These usually come in the shape of new types of enemies, such as foes that only have one randomly designated weak spot in their body, be it their head, torso or a limb, or even spiky foes that explode in a dangerous barrage of bullets whenever they get shot. Whenever you decide to acquire these new power-ups, the game automatically increases its overall difficulty level, as a means to punish you for your greed. Throughout the game, you can acquire some new “hacks” (what the game calls the mid-level buffs) by accessing some specific terminals. ![]() So what did the MIND CONTROL DELETE developers add in order to balance things out?įoes with specific weak spots. You can eventually change your life perk to other equally overpowered perks that last for the entire series of levels, such as a strong dash attack that basically glues you in front of a faraway foe without giving them time to react. That’s something I really didn’t appreciate, as it removed a big chunk of what made the game so challenging in the first place: a sense of urgency, a sense of ruining your run if you don’t pay proper attention to your surroundings. Ladies and gentlemen, MIND CONTROL DELETE gives a freaking health meter to your character. At every two rounds or so, you can get a perk to improve your chances in said gauntlet, be it more ammo in your weapons, faster movement, a faster weapon cooldown, and… healing? These levels are comprised of a series of small challenges set in a handful of different locales, with randomly placed enemies and items scattered throughout the place. You can freely select the level you want to tackle from a minimalist hub world of sorts. ![]() The game isn’t as linear as its predecessor either. In MIND CONTROL DELETE, you have a wide array of power-ups and perks at your disposal. The original SUPERHOT couldn’t have cared less about your well-being, telling you to sort stuff out with no health, weaponry, or power-ups besides the admittedly overpowered possession mechanic. This is when MIND CONTROL DELETE truly begins. It will finally give up on convincing you to stop playing it, and it will just give you a ton of new perks, throw you into a huge gauntlet of new levels, and tell you to figure out how to bear it. The game will constantly tease you throughout these levels, however, asking you if you still want more, even after some fake end credits scenes. A linear section of straightforward levels that test your awareness and time management skills, just like in 2016. The game begins just as if you haven’t stopped playing the original SUPERHOT after all these years. This is more of a standalone expansion that uses the same gameplay loop from before, stretching it to a near neverending extent. It’s not exactly a sequel, although it assumes you have played the original right from the get-go. “Oh, you want more SUPERHOT? Here’s more SUPERHOT! Choke on it!”. MIND CONTROL DELETE can be summarised as the SUPERHOT developers venting at everyone who has complained about the original game’s short duration.
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