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Superhot mind control delete endless1/7/2023 So if I stake up in a corner and wait for them to come to me, I’ll always have a predictable challenge. Doors on the sides of the map are always were enemies spawn, for example. Good in that it can generate essentially infinite content, and bad in that the content is always limited by said generation. Enemy spawns are random as well, meaning you’ll constantly be looking over your shoulder to see if anyone’s stalked behind you with a katana. I swear I saw the same poolside apartment exterior level like six times. Even making good progress, there were plenty of repeats. You’ve got to complete several in a row, but if you run out of health during a run you’ll find yourself with another assortment of stages to complete. Like I said before, the levels are somewhat random. Some more notable additions are a railgun, shuriken, and throwing knives. Fish, staplers, floppy discs, records, fish, bones, Erlenmeyer flasks, bottles, fish. There are tons of new weapons, although when I say “tons,” the weapons doing a lot of the work are a variety of items that exist only to be tossed into the general direction of enemies. Almost always it’s: beat a stage, pick an upgrade, beat two stages, pick an upgrade, beat three stages, end of level. Levels consist of one or more stages broken up by the ability to pick one of the aforementioned hacks, but they lack any real variety in structure. The progression system is interesting and serves the core loop well enough. ![]() Specializing in katanas, I ended up with a brief run that let me deflect every bullet being fired at once, recall my katana like Thor, and ricochet the recalls between enemies. Think of it as picking up items between levels in Super Mario Brothers 3. You’ll need to complete several stages in a row, so choosing the right hacks for each “node” is essential. Unlockable “hacks” are sprinkled throughout, and these give the player unique abilities and upgrades as they take on each level. Stages are broken up into trees that can be tackled in a semi-nonlinear fashion. ![]() After some faux credits and “are you sure you want to kill more of the red dudes?” pondering, I slammed the button that said “yes, please let me murderize the dudes, I’m a bad person” and continued to the game proper. I don’t care, I’m here to game: give me some more. Mind Control Delete opens with a brief tutorial segment that teaches the player the fundamentals of “just stand still, dummy.” In Superhot, time only moves when you do, so the four or five goons barreling down on you can be dispatched with pinpoint precision with a little of that magic word: patience.Īfter the tutorial, the player is bombarded with vague exposition and moralizing about how killing the red dudes made out of crystallized sugar is bad, actually. It mostly works (and it’s “free”), so let’s review this thing. It takes the buttery goodness of Superhot’s core gameplay and slaps it onto a proprietary stage generator, essentially. It boasts “five times the content” of its predecessor, with a slew of randomly cobbled together gauntlets complete with upgrades, progression, and tons of new weapons. Mind Control Delete is a standalone Superhot title released for free to owners of the original game. Scope the scene, then continue your rampage. ![]() Just chill for a second, and let everything slow to a crawl. In Superhot: Mind Control Delete, being patient means standing still.
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