Hacks, on the other hand, are less permanent upgrades - anything from increasing your movement speed, to putting more bullets in your firearms, to turning any thrown object into a bullet-spewing explosive - that you can choose from at the beginning of each level within a Node. You can only equip one Core at a time at the beginning of a Node, and that core will stay with you throughout. Unlocked by completing specific levels, Cores are permanent upgrades that do anything from giving you an extra heart of health, to giving you the ability to HOTSwitch into an enemy’s body like in SUPERHOT. That will all sound pretty familiar if you’ve played SUPERHOT before the major difference between MIND CONTROL DELETE and its predecessors is in the inclusion of Cores and Hacks. Weapons fall into four different categories: you’ll find throwable weapons that’ll stun enemies, throwable weapons that’ll kill your enemies, mêlée weapons that’ll kill your enemies and your standard firearms. Alongside your ability to control time, you’ve also got a small number of weapons to choose from - anything from a lone turd found in a disco bathroom (I’m dead serious), to a wet fish found in a restaurant kitchen, all the way up to a fearsome katana and a rifle that fires railway spikes. It’s a step away from the original game’s meticulously crafted and curated levels, which played out like self-contained action movies - unfortunately, the limited pool of maps, enemies and weapons it draws from means that it’s ultimately a step backwards.Īs a combat puzzler, SUPERHOT does very well to put all the power and tools in the hands of the player, pat them on the back and say “figure it out”. The game is separated into a series of floors, each made up of a series of Nodes that you’ll have to complete sequentially in order to progress each Node consists of anywhere between four and ten levels, which the game randomly generates by drawing from a woefully small number of maps, randomly allocating weapons, enemy types and spawns, and then throwing you right into the thick of it (which would be much, much more frustrating if you couldn’t just… stop time and get your bearings). It’s a combat puzzler with a time control gimmick, and MIND CONTROL DELETE doesn’t reinvent the wheel in that regard. ![]() Given that time only moves when you do, you’ve got plenty of time to calmly analyse the battlefield as you go, taking in each bullet’s trajectory and calculating the optimum path to take to avoid damage, dispatch your foes and watch as stray shots narrowly miss your head. ![]() SUPERHOT is about fighting through wave after wave of faceless red goons in a series of different maps using your time-manipulating abilities to stay one step ahead. Using your time manipulation powers carefully is the key to getting through these levels unscathed. Although the developer presents MIND CONTROL DELETE as the definitive way to experience SUPERHOT ’s core mechanic, whereby time only moves when you move, there’s something about the way the game delivers that experience that unfortunately leaves much to be desired. SUPERHOT: MIND CONTROL DELETE released last month to considerable fanfare, with a library of glowing reviews on Steam to go along with the sizeable peak active player count that was to be expected given that the SUPERHOT Team gave it out for free to anyone who owned the original game.
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