The original Superhot was a masterclass in design by substraction. It was the most stripped-down version of the that game you could ever imagine with not a single extraneous element to overshadow the main mechanic. No textures, almost no story, no missions, no experience points, abilities, exploration. Time moves when you move; period.
The problem with building from such a …
Read more
The original Superhot was a masterclass in design by substraction. It was the most stripped-down version of the that game you could ever imagine with not a single extraneous element to overshadow the main mechanic. No textures, almost no story, no missions, no experience points, abilities, exploration. Time moves when you move; period.
The problem with building from such a pure base is that the only way is up. Mind Control Delete takes the Superhot formula and adds stuff It adds modifiers, it adds non-linear levels, it adds roguelike elements, it adds more enemies, it adds lives. The result is that while Mind Control Delete promises "more" Superhot, is actually delivers less.
Some of the elements are neat. Enemies that are only vulnerable in some parts, as well as the modifier that makes headshot bullets ricochet towards other enemies force you to improve your aim and rely less on loosie-goosie shotting. Empty shotguns can be used as clubs to beat enemies in the head or even deflect bullets. Other are just annoying. Invulnerable enemies break the flow of the level and are one of the main sources of cheap kills.
A huge change is the pacing. The linear level progression from Shuperhot is replaced by a maze-like series of interconnected "nodes" that house a randomised assortment of half a dozen maps you need to clear in order to proceed. You have a limited number of lives and if you get killed in any of those maps, the node resets and you start over with a different list of maps.
It's not the worst way to structure this game, but is also not the best. The upshot of this arrangement is that you end up playing the same maps over and over again, and if you are in one of the last maps of the "node" with only one life left, you're nudged to a more conservative play-style instead of the flashy dance of death that is Superhot's trademark. Add to it the fact that maps are tiny and all very same-y, and the 10-15hours of gameplay feel like an eternity.
Underneath it all, though, this is still Superhot. The gameplay is tight and enjoyable.
Read less