Maybe this time it will actually mean something. You uncover snippets of precious knowledge - of the meaning that you crave so much. The closer you get to the core, the more powerful you become. You are in complete control as you shoot, slice, and explode your way through dozens and dozens of increasingly challenging combat encounters. You amass an arsenal of new skills and new weapons. Keep dancing the slow-motion ballet of destruction for so much longer than ever before. The long-awaited third game in the groundbreaking SUPERHOT franchise - MIND CONTROL DELETE gives you more insight into the world of SUPERHOT, more story, more signature gameplay. No conv▒nie▄tly pla▒ed am▄o dr▄p█▒■ YOU SHOULDN’T BE HERE.
The emphasis on repetition also means Mind Control Delete skirts closely around tedium.MIND CONTROL DELETE is █ first person shooter where time m░ves only w▒en you move. The fragments of text that you pick up as you explore tease a greater mystery, but in this respect the game is more interested in seeming clever than being coherent. Repetition is a central theme, one the game embraces in a way that feels smugly arch and without substance. If you die, the levels are reshuffled and you begin again. Each node contains several randomly chosen combat arenas that you must complete in sequence, tooth-and-nail fights that take place in bars, discos, prisons. Instead of offering a linear story, Mind Control Delete is structured like a virtual maze explored via connected computer “nodes”. You can swap bodies with an enemy and “recall” your katana to your hand (it will slice through anything it comes into contact with on the return journey). Mind Control Delete maximises the 2016 original’s thrilling yet meditative action, greatly expanding the number of weapons available with everything from katana swords and assault rifles to pencils and hypodermic syringes. Superhot is designed to help one action flow seamlessly into the next, to make your responses to its shifting combat puzzles seem deliberate and sleek. Objects such as bottles and bricks can be picked up and tossed at opponents when an antagonist staggers and drop their weapons, you can catch them before they hit the ground and turn them on their previous owner.
Superhot’s combat plays up to this notion of planned improvisation. You’re able to spot and sidestep bullets with ease, and to plan your attacks with the precision and thought normally reserved for strategy games. Everything is abstracted apart from the targets you need to eliminate and the projectiles coming to kill you. Look around or press a button and the game will begin to speed up, projectiles and adversaries flying towards you in a flash. Enemies stand like statues while bullets linger in the air, moving as if through treacle. Remain still in one of its wickedly stylish combat arenas, and the world will hang in an almost-frozen state. T aking place in a computer simulation where the world is carved from alabaster and your opponents made of orange glass, Superhot hinges on the gimmick that time only moves when you do.