![]() ![]() ![]() There are several to unlock over the course of the campaign, and they have game-changing consequences. For the most part, however, MCD works a treat because of clever spawn point positioning and smart procedural generation.īack to the hacks. It works here and I happily played into the wee small hours, attempting run after run, yet at the same time, just like pretty much every roguelite ever made, something almost intangible gets lost in the procedural generation, and an AI-made level still can't beat a carefully designed and professionally balanced one. Procedurally-generated levels, random elements, perma-death, soft progression across multiple plays - these are all well-known tricks deployed on smaller projects to bring additional value to the player. It's not really a traditional roguelite, but rogueish blood still pumps through its veins. Run out of hearts and your progress in that self-contained run is lost and you have to start again. ![]() Rather than the one-hit-kill missions of old, over the course of each run, you have hearts that carry over between stages and deplete as you take damage. These then stay with you until the end of that run, and the longer the run, the more missions it has, but also the more hacks you can layer on top of each other. Accessing a new area (or 'node') gives the player a string of missions, and at certain points during that string, you get a seemingly random choice between one of two hacks. These are unlocked as you play, with new areas opening up in the retro-computer system you seem to be navigating. My favourite addition is the new 'hacks'. That's not necessarily a problem for most people, and if all you're after is a clever shooter, I daresay you'll hardly notice the difference. For the most part, I like the new approach, but the carefully authored campaign of the original, which felt equal parts puzzler and shooter, has not carried over here in the same way and MCD feels less particular and bit more scrappy as a result. This has considerable benefits, which I'll get to shortly, but it also has a downside. Mind Control Delete, on the other hand, has been built in a way that you'll get plenty more bang for your buck with an extended campaign experience that leads into an infinite mode. The original stands as a complete experience that you can finish in a handful of hours. The core difference between Superhot and MCD is replayability. The first game left you wanting more time-stopping gunplay, more crystalline enemies to shatter into pieces, and more jaw-dropping playbacks where your best moves are shown in a satisfying real-time encore. A nice touch.įor everyone else who isn't already aboard the good ship Superhot, I heartily recommend the original (I booted it up last night to see just how different MCD is in comparison - it's still a blast), however, it's a finite experience that's over all too quickly. In fact, Mind Control Delete was originally intended to be a free update, and correct me if I'm wrong but anyone who buys the original Superhot while MCD is in Early Access will get this standalone as part of that initial purchase. It's a simple setup that Superhot Team managed to spin into a great debut game, a VR spin-off, and now this standalone expansion. When you move, so does time, and the faster you go, the more quickly time passes. Superhot is a visually-striking shooter with a stunning red on white art-style where time stands still when you don't move. If you've not come across Superhot before, please allow me to tell you a bit about the original, as it nicely explains the core aspects of Mind Control Delete too. Superhot Team has returned with a new standalone expansion called Mind Control Delete, and after slicing and dicing my way through its heart-stopping procedurally-generated campaign as if I was John Wick incarnate, it's time to unpack all the unique strangeness that has been added to this eye-catching shooter. ![]()
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