It not only does something different but goes completely renegade on the genre due to the way it breaks ALL the rules in the way it is designed. This is a kind of highly satisfying smooth-flowing and natural elegance that fits in perfectly with the games stark and minimal nature which also manages to bring about the feel of a legit, retro game due to this simplicity (which is really rare in the genre as well) The temporal slow down is enough to let you think, and as you get better or more fluid (or simply more daring) you can move faster and rely a bit less on the time mechanic. Get Gud.Įventually as you master this game it becomes very formulaic and mechanical in how to tactically engage. Yes, the game gets repetitive but that's the point. For a game that is a 'spin-off' or inspiration of a VR game i'm very impressed that another unique and original idea was able to be developed, put into another platform and actually bring something new to the table. MCD: is about the idea and execution of the idea and it does it pretty much perfectly. It also has a non-ending kind of ending (which really upset some people.) It's not really exploratory focused or so strictly-narrative focused like many FPS are. It plays slow and calculated (as it is inspired from rogue-likes) and feels/paces like a smart-pause type game. A lot of people don't like SH:MCD for a variety of reasons (which i understand) for one, the gameplay is very different. Let's be honest, it's hard to find a FPS that offers something new, and when it does it's usually a twist or some well made or clever execution of several elements. Underneath it all, though, this is still Superhot. Add to it the fact that maps are tiny and all very same-y, and the 10-15hours of gameplay feel like an eternity. The upshot of this arrangement is that you end up playing the same maps over and over again, and if you are in one of the last maps of the "node" with only one life left, you're nudged to a more conservative play-style instead of the flashy dance of death that is Superhot's trademark. It's not the worst way to structure this game, but is also not the best. The upshot of this arrangement is that you end up playing the same maps over and over again, … More You have a limited number of lives and if you get killed in any of those maps, the node resets and you start over with a different list of maps. The linear level progression from Shuperhot is replaced by a maze-like series of interconnected "nodes" that house a randomised assortment of half a dozen maps you need to clear in order to proceed. Invulnerable enemies break the flow of the level and are one of the main sources of cheap kills.Ī huge change is the pacing. Empty shotguns can be used as clubs to beat enemies in the head or even deflect bullets. Enemies that are only vulnerable in some parts, as well as the modifier that makes headshot bullets ricochet towards other enemies force you to improve your aim and rely less on loosie-goosie shotting. The result is that while Mind Control Delete promises "more" Superhot, is actually delivers less. Mind Control Delete takes the Superhot formula and adds stuff It adds modifiers, it adds non-linear levels, it adds roguelike elements, it adds more enemies, it adds lives. The problem with building from such a pure base is that the only way is up. No textures, almost no story, no missions, no experience points, abilities, exploration. It was the most stripped-down version of the that game you could ever imagine with not a single extraneous element to overshadow the main mechanic. The original Superhot was a masterclass in design by substraction.
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