6.8 hours played
Written 11 days ago
[h1]GRIND, REWARD, REPEAT[/h1]
[i]tl;dr - Roguelite SUPERHOT, highly replayable, story takes backseat to gameplay[/i]
As someone who has been stuck on [i]SUPERHOT[/i] since the ground-breaking browser demo in 2013, I can say that [i]MIND CONTROL DELETE[/i] is the most realized version of [i]SUPERHOT[/i] to date. The first-person time-bending strategy from its predecessor feels just as familiar as it ever has, while [i]MIND CONTROL DELETE[/i] adds rogue-lite elements that set it apart from the classic [i]SUPERHOT[/i].
[h2]What's New[/h2]
The original game was focused on set pieces of action that asked players to be fast AND tactical, and thankfully the moment-to-moment gameplay that made [i]SUPERHOT[/i] a classic has remained faithful. What HAS changed between the original and [i]MIND CONTROL DELETE[/i] is the design of levels. Instead of action puzzle set-pieces that place you in tricky situations you have to tactically maneuver, [i]MIND CONTROL DELETE[/i] opts for arena levels completed by killing a certain amount of enemies with randomized spawn points and weapons. This design shift is accompanied by the introduction of new game mechanics in the form of [b]nodes, hacks, and cores.[/b]
[h3]NODES[/h3]
[b]A grouping of roughly seven levels that have to be completed in one sitting.[/b] The player has a persistent health throughout. If all hearts are gone before the node has been finished, it reshuffles levels and begins again. Completing a node unlocks new hacks, cores, and furthers progression.
[h3]HACKS[/h3]
These act as [b]gameplay modifiers for each node.[/b] Occasionally, as you complete levels, you will be given the option to select one of two hacks, which include health bonuses, speed boosts, starting weapons, and more. They keep every node unique and let the player customize their experience. Progression unlocks new hacks to be added to the random pool of options.
[h3]CORES[/h3]
Rarer to acquire than hacks, [b]these modifiers change the core gameplay mechanic being used[/b] for each node. The default options, 3HP & CHARGE, are the best examples to illustrate its changes. 3HP boosts your health bar to 3 for that specific node, enabling riskier albeit slower-paced action. Certain hacks only work with this core, like ones that boost your health even further. CHARGE on the other hand enables the ability to click [E] over enemies in range to rush them with a punch. The player's health is lower, but their mobility is greatly increased. The effect cores have is one that allows players the freedom to pre-determine their playstyle before they begin a node.
[h2]The Verdict[/h2]
Where the original game limited its variability and freedom to its levels, [i]MIND CONTROL DELETE[/i] boldly offers a similar balance of these elements within the structure of the game itself. It may be somewhat disappointing for those seeking narrative fulfillment, as the number of moments designed to serve story have been cut drastically. For those who played and enjoyed [i]SUPERHOT[/i], but found its design unfit for replayability, this game will most assuredly speak to you.
tl;dr - Roguelite SUPERHOT, highly replayable, story takes backseat to gameplay