It’s a game that will have you striving to get through the levels to unlock more hacks and cores, but the endless mode is where it really lets you go to town on everything you’ve unlocked. If you were a fan of the original, you’ll be right at home in Superhot: Mind Control Delete.
While you’ll become overly familiar with the limited number of levels, the arrangement of enemies and power-ups is always different. No two fights feel the same. Like the brilliant Tetris Effect, Superhot deftly sidesteps monotony and instead becomes hypnotic, inducing the zen-like trance state of the archetypal action hero when deep in the throes of violence. Ultimately it doesn’t matter who you’re fighting or why. What matters is the fight itself, the spectacle and the flow. Superhot’s self-directed choreography emerges triumphant; stylish, dynamic and gripping.
Superhot: Mind Control Delete somehow manages to give a lot more of the same slow-mo action without becoming tiresome or boring. However, things do get bogged down towards the end when the game has a little too much fun at the player's expense.
Mind Control Delete expands on the Superhot universe in every conceivable way. While there’s a lot of fun within its bigger time-manipulating shooter playground, the lofty ambitions result in a unique concept extended beyond its limits.
Mind Control Delete reforms Superhot’s signature slow motion power fantasy into the shape of a procedurally generated roguelike. It retains the shiny spartan aesthetic, the bellicose narrative, and the most satisfying first-person shooter gimmick of the last decade, but the twists and tweaks behind its operation don’t alter its basic complexion. Superhot felt euphoric when it was new. Mind Control Delete can only reheat that sensation of extravagance.
Mind Control Delete ultimately feels like an arcade-mode add-on that should’ve been included with the original release. Although it’s novel, I value the original’s audacity in presenting a brilliant idea without wasting any of my time. Mind Control Delete feels like the antithesis of that – it’s a bloated diversion that exists to provide more hours of gameplay without any larger purpose. It’s just more for the sake of more, and after my time with it, I’d say it’s actually too much, too late.
Superhot: Mind Control Delete builds upon its predecessor by adding new, creative enemy types along with a host of interesting gameplay features. However, the larger picture direction in which MCD chooses to go leads to a disappointing and overall boring experience.
Much of what made Superhot so enjoyable was that every level was carefully, individually crafted. Because of this, playing a level of Superhot in 2016 felt like solving a puzzle, as opposed to mindlessly gunning down enemies. In MCD, levels are procedurally generated, so you will inevitably play the same maps over and over again. There is now an unknown kill quota required to complete each level, along with the player having multiple lives.
The entire game design of Superhot was built on the foundation of a one-hit kill system. As a result, MCD feels like an interesting game built on the incorrect foundation—the game falls apart once the novelty of the new features is lost. MCD feels less like puzzle solving and more like slow-motion survival. It only takes one or two hours for MCD to feel boring and repetitive.
Additionally, without spoiling anything, the ending was, to me, completely unacceptable.
SummaryONE OF US. ONE OF US. Still outnumbered, still outgunned. Enemies swirl around you in a storm of slow motion violence. Battle after battle, each fallen foe pushes you closer to the secrets hiding in the game and each secret gives you more powers to fight the System’s unending opposition.