![]() ![]() AND to run with it and base the format of a game THAT THEY ARE TRYING TO FRANCHISE around it. They took the idea of creating a game where the gameplay becomes dull and tedious and unsatisfying and made that the central theme of their game. It will make you groan when a new core with more levels is introduced rather than plow forward with excitement at the new challenge awaiting you. You cannot marathon the game because it becomes sigh inducing and tedious. As solid as the gameplay is, it's just too long and drawn out with too little variety to sustain interest for an extended period. You're facing the same enemies at least 50 times assuming you lost 0 lives. Assume a new enemy type gets introduced on each level, and assume 10 maps and 5 nodes for each level. You will always find the same weapons in the same locations on each map. Even if you've used 0 lives, odds are you've played every map by the end of the first level, and the maps are always the same, except in the later levels where certain parts of it will be blocked off by glitches. Now assume you have five nodes on one level, each with 10 maps. You have to complete a node without losing all of these lives, or you start back at the beginning, losing all of your hacks. You are given two hearts (three or more if you take hacks that give you extra lives). ![]() There are 32 maps, 4 primary enemy types, three unkillable enemies that randomly spawn, four different weapon types tossed around each map, and exploding landmines and glitches introduced in the later levels. The problem with the roguelike format is that the gameplay, though solid, is not interesting enough to sustain the sheer number of levels the game presents. In this game, they decided to employ these mechanics in a roguelike format, giving you randomized hacks in nodes of 4 - 20 maps (estimating the average number of maps faced in a node). Examples being: "How do I dodge a van coming at me from behind with people shooting at me from the front?" "How do I take on these armed guys unarmed?" or "How can I use the objects in this environment to their fullest advantage?" Very fun and well executed with some endgame challenge modes that took what you learned and added little twists to it. Now the first game employed these mechanics as a puzzle shooter, which introduced a little at a time and placed you in situations where you needed to think out how to survive in different scenarios. All of the gameplay occurs in a highly stylized environment. This allows you to perform badass action hero feats you would almost certainly never be able to do in real time. Time slows to a crawl and only speeds up when you move. ![]() The whole gimmick of the SUPERHOT franchise is that you play as a hacker playing as an action hero in "bullet time" from The Matrix. In fact, I give a stronger recommendation to the original SUPERHOT than I do to this game because you get essentially the same gimmick/gameplay in a format that doesn't overstay its welcome. If the core gimmick/gameplay wasn't genuinely good, I would not bother recommending it. Let me make one thing perfectly clear: I am recommending this game in spite of its flaws because the core gimmick/gameplay is solid, even if it is repeated ad nauseam. I get that it was kind of the point, but at the same time, why take that idea and run with it in a game that you are clearly trying to franchise? Such is the mystery of SUPERHOT: MIND CONTROL DELETE. Never before have I seen developers take a fun and engaging gimmick and run it so thoroughly into the ground to the point where you will never ever want to play a game with these mechanics again. Do not marathon this and definitely wait for a sale.Īnd now the expanded review where I attempt to speak at length about this game without using the word "more." Recommended if you really liked the gameplay of the first one or if you want to screw around with something casually for a half hour to an hour every once in a while. 7/10 - Solid core gameplay, but the developers had their heads entirely too far up their own asses with meta commentary and it gets very repetitive and boring after a while. ![]()
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