![]() This keeps the game interesting, and it gets pretty challenging at times, although the semi-random nature of it means that occasionally you'll be stuck in a nearly unwinnable situation where you can't avoid being damaged. As you get further in the game, you also unlock a greater variety of changes, with new enemy types (more like modifications on the basic red guys), mine-like traps, level layout changes, visual field of view distortion, and so on. You unlock more possible hacks as you progress through the game as well, along with a few different "core" abilities to pick from when you start a node. These include stronger punches or throws, starting with a katana or a random gun, ricochet bullets, faster reloads, exploding thrown items, etc. Throughout each set of levels (node), you gain temporary upgrades called hacks that enhance your abilities, or give you new ones. Level layout is largely the same each time, but you can spawn in a few different places, and enemy spawns are random. It's a roguelite of sorts, with each stage (called a node) using a set of random levels from a pool of 30 or so. It's not as novel as the first of course, but it expands on the original in a variety of ways. Mind Control Delete is a solid followup to the original Superhot. ![]() I won't spoil it, but thank god that I didn't have to sit through that. I haven't completed all the levels, but have seen the ending and I don't have words for how much I disliked that. The game also massively overstays its welcome by making you play the same maps over, and over, and over again and sure, you get some extra challenges, but these, again, are more frustrating than fun or challenging (think mines on every corner, or enemies that explode into a hail of bullets on death or when they get close to you, or my favorite the unkillable teleporting dog-man). All this randomness just doesn't gel with the gameplay and it made the game frustrating and not necessarily difficult. The levels are randomized (although from a fairly small pool of options), the spawns are randomized, which means that you'll be spinning around like a madman trying to prevent being shot in the back by an enemy that has just spawned. The issue is that if you've lost health you sometimes get the option to heal, this is usually a no-brainer as getting killed means you have to complete all levels again. You have power-ups to aid you, one core power-up (teleport, bodyswap, extra hp) and a larger set of smaller ones and every few levels you get to pick one of those out of 2 randomly selected options. I liked the puzzly aspect of the original, this one gives you 2 (or more) lives and instead ramps up the difficulty by making you complete multiple (up to 15) levels with those lives. ![]() I sincerely hope that if there's a SuperHot VR sequel in production it won't be made like this.Ĩh 23m PlayedI thought the original was pretty good, but this one was a slog to get through. Weapons and new enemies are fine, but they broke the gameplay loop and made it feel like a tiring experience. It's a boring shooter with waves, and only the graphics and time mechanic are reminiscent of SuperHot. For me this isn't SuperHot 2 or an extension. ![]() The hacks were a fun and good addition, but why not just add these hacks and you lose them when you retry the level? That would make way more sense instead of taking a bullet, because the game allows you to do so. It feels more like you're fighting mindless waves of enemies in a room. SuperHot made each try so much more worth when it comes to learning these levels, but now you can be hit and be like "whatever". The game also added lives and you have to use these lives to finish a string of levels. There are a few selected bigger maps on which you will spend your 6-9 hours on, these levels started boring me within the first 50 minutes of the game, since they sometimes felt like variations of already existing SuperHot levels. It was really intriguing to play these levels as some sort of puzzle, but this game? It doesn't even have an ounce of that. What I loved about SuperHot 1 were the individual levels and the aspect of problem-solving. 9h 30m PlayedJust by far a worse experience. ![]()
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