The first-person shooter category is well-worn area, however 2016’s Superhot successfully innovated by developing a unique circumstance where the action just unfolds when you move. The result was a more tactical, nearly puzzle-like shooter, offering you time to outline your next relocation as you serve as a one-person damaging team. Superhot: Mind Control Delete utilizes a variation on this formula; you’re still clearing spaces of greatly armed opponents, now you have access to myriad gameplay modifiers and brand-new capabilities within a roguelike format, raising this follow up beyond the initial.
Much like the very first video game, you’re charged with erasing opponents that can just move when you do – otherwise, the action stays frozen in time. You’re constantly surpassed, so this assists you even the chances, as you can take some time to recognize the very best method to each fight scenario, then work to perform your strategy. Dodging bullets, getting weapons out of the air, and nailing a consistent stream of headshots is tremendously pleasing. A completely carried out series makes you seem like John Wick at the top of his video game, and viewing it back at typical speed reveals simply how breathtaking your relocations are.
Mind Control Delete is expanded over various floorings that are built in a simple node system. Each node strings together numerous phases you need to clear throughout one life; if you pass away, you lose all your collected modifiers and need to begin the node over. These roguelike components include additional enjoyment to each phase, raising the stakes and highlighting excellence as you attempt to provide yourself the very best possibility to finish the later phases of the node. You select one core capability prior to entering, then every couple of phases you select one of 2 random modifiers you’ve opened to contribute to your loadout for that run.
Cores provide you effective capabilities like having the ability to switch bodies with opponents or remember your katana after you toss it, triggering it to slice opponents down on its method back to you. However, my preferred core is “charge,” which lets you jump at a close-by opponent to provide an effective melee attack while leaving impending threat. Your development likewise opens brand-new modifiers (aka hacks), which provide you extra capabilities. These consist of bouncing your bullets off walls towards opponents, refilling your weapon immediately after a kill, and decreasing close by bullets for much easier dodging.
I enjoyed in each upgrade and anguished at every tough choice as I weighed the advantages of having an additional effective punch versus having my bullets pierce opponents for stringed-together eliminates. Unfortunately, this presents the component of enter upon your playthrough, as particular capabilities (like one where you can eliminate opponents by getting on them) are outright losers. On the other end, I constantly did a little fist pump when the hack that lets me move much faster appeared as an option.
As you open more cores and hacks to utilize to your benefit, the difficulties you deal with grow more enormous in turn. Standard opponents start generating with weapons that liquify when they pass away, or bodies that are just susceptible in particular areas. Foes that can just be eliminated if you struck them in the leg or arm are especially infuriating to deal with. The corrupted enemy types don’t stop there, as a spiky variant explodes in a barrage of bullets upon death, begin spawning, and eventually, unkillable enemies with special abilities begin randomly spawning in stages. The three characters are not just invulnerable, but can use your core abilities like charge and the katana recall. These characters announce their presence with a frightening sound and can disrupt even the best plans. The mobility of these juggernauts adds a new layer of difficulty and stress, but I loved the adrenaline rush and subsequent relief I felt every time I finished a stage with one of these supercharged opponents present.
Even with the various powers and hacks, Mind Control Delete is tough. Near the end, I sometimes wondered if I would ever be able to get through the increasingly difficult nodes, but through persistence and luck with the hacks on offer, I was able to push through to the end. Unfortunately, that finale presents you with an eight-hour timer that you have to sit on before you can dive back into the post-game experience, which includes additional nodes with no capabilities. I love many of the fourth-wall-breaking elements of Mind Control Delete’s peripheral story, however having to keep my system on (the timer won’t tick down if it’s off) for eight hours before I can keep playing is just baffling.
While the difficulty spikes near the end of the campaign were frustrating, I never felt like it was an unfair or insurmountable challenge. With procedural generation keeping the experience fresh, and exciting capabilities to make you even more capable in combat, Superhot: Mind Control Delete is an amazing follow up that had me stating “another shot” well past when I prepared to stop playing.