Reviews from

in the past


SEWPER HOTT SEWPER HOTT SEWPER HOTT SEWPER HOTT SEWPER HOTT SEWPER HOTT SEWPER HOTT SEWPER HOTT

I mean... it's just the first game, again.

doesn't change enough to warrant its existence, also too hard imo

é o mesmo jogo, mas com mais raiva


Who is in control when we play a video game? Do you think it's you, the player? "I don't have to do anything I don't want", you say. "I can stand still forever. Of course I have control. Of course free will and agency are mine." A logical course of action.
But if you don't move, you don't get more video game. You're staring at a screen. It's all pixels for the game, it doesn't care if you play or not. It's not offended, it doesn't LOSE anything. But you lose time. You lose happiness.
You are rewarded for moving forward.
You, the player, are rewarded for playing the game, with new things to do, more to see, more to hear. You want more. You NEED more.
That's why you keep playing.
And do you really think that means you're in control? Desperately flicking joysticks, hoping to god that a game divvies out the kind of reward you want?
You're desperate for it. You want more.
MORE.
You want to be SUPER.
You want to be HOT.

the longest most tedious bullshit ive had to go through

This review contains spoilers

Took me a little while to finish because the last few levels were frustratingly difficult to me. That said it's more of the same great gimmick with a few additions that all seem to be improvements. Runs a little long, gets a little tough at points, and honestly the whole ending and then 2.5 hour wait time is very silly, but whatever. Still a lot of fun even though it lost a little of the charm of the original by running over and perhaps lost a little goodwill by the end.

O que fazia esse jogo ser incrível era ele ser de VR, isso deixava sua experiência imersiva e totalmente única, afinal é um jogo em realidade virtual, ele sempre vai trazer uma experiência única. Mas superhot era dependente disso, sem isto ele se torna só um jogo de tiro genérico, com algumas novas mecânicas q podem segurar o jogador por um tempo, mas não por longas 6 horas.

Mas oq faz ele se manter é a história, ela é realmente interessante e faz vc querer entrar mais afundo para entendê-la. Mesmo assim não é nada q faz vc querer dar um 9 ou 10 para o jogo, isto só torna ele "jogável" e faz vc querer ver o final.

Não me entenda mal, não é um jogo ruim, mas não chega a ser nada extraordinário, se quiser jogar, jogue.

I hate you. I hate you. I hate you. I love the throwables. I hate you. I hate you. I hate you.

SuperHot's "Arcade Mode" that gets old fast, but was still enjoyable enough to 100% complete. It's one of those games that you play while watching a movie. (Also, the 2 1/2 hour loading screen to get the last achievement is criminal behavior and I chipped half a star off because of it)

Esse aqui parece até droga de tão viciante, frustrante e gostoso que é, ele pega tudo do primeiro jogo e melhora MUITO com varias mecânicas roguelite, q aumentam o fator replay, o game tem uma duração boa até, 10hrs, mas as msc são bem genericas

Funny enough, switching to the roguelike formula makes it much more bland and really takes away a lot of the magic the original had. If you own the original, just play the survival mode. The new weapons you have are kinda neat but i wouldn't recommend this over the original any day.

I can be autistic about a game without being weird AND IT'S PART OF THE PLOT!

Really innovative and interesting game. A very simple concept brought to life beautifully results in a funny arcadey action game that is essentially a puzzle game in disguise.
Although Superhot has no real story, it works to its advantage. In superhot, you have rooms with enemies who want to cut you up and shoot you down and you go down in one hit because everyone is basically made of glass.
Luckily you have the underrated and elegant superpower to control time. Time moves when you move.
And that really is it, you solve each room , watch the cool cut scene of your run in normal speed and you move on to a newer different puzzle room.
The gameplay is smooth and crispy and the loop is very addicting.
Its a simple game. Its a fun game . Its worth a try!

I don't think Mind Control Delete is a bad game, but I do think that it lacks a lot of what made SUPERHOT a great game. The core gameplay of SUPERHOT was more puzzle based than anything else. It had quick resets for each level, so it was mostly about learning your sequence of actions and then being a badass. It was simple, but allowed for plenty of opportunity for experimentation and optimization. I think that Mind Control Delete brings a lot to the table, but its change in gameplay design is where it misses the mark.

The original SUPERHOT had a fairly curated base game, with each level having a set number of enemies. One level played out the same way every time in terms of enemy spawn points, spawn times, and weapons. Mind Control Delete is procedurally generated, and thus weapons and throwables are placed everywhere over the map, and enemies can spawn through random doors at any moment. I think that the constant variety is great early on, as it lets the player learn the layouts of many maps in rapid succession. But as time goes on, I find myself feeling more frustrated with this approach, as it only amplifies some of the problems with the original game.

The original SUPERHOT had some issues with field of view. Because the game emphasized using your movement precisely, it was really easy to get tunnel vision on what was in front of you and forget about enemies spawning in behind you. The remedy for this was that the level played out the same each time, so getting better at the game was all about memorizing the level, and when and where each enemy would spawn.

Mind Control Delete encounters this same issue, but it lacks an easy solution. Because the game is a roguelike, you constantly are thrust into levels at random locations and an assortment of enemies are spawned in at random. Because you can never truly know where an enemy might spawn, it is safer for you as a player to stay away from the center of the map and have all enemy entries in sight. This forces you to play in corridors or with your back against the wall, which takes away from the fun of out maneuvering your enemies. You still can play in the middle if you're willing to be constantly turning around, however this causes time to pass in-game meaning that you put yourself at higher risk just by turning your head. They have a prompt for if a melee enemy is behind you, but it's pretty inconsistent with when it triggers and it doesn't help when you're being shot at by someone behind you. It's not the end of the world, and as you get better at the game you learn how to be more equipped with enemies spawning behind you, but it's still frustrating when you die to an enemy that you weren't aware of or isn't telegraphed to you in anyway.

My other major issue with the game is the hacks, which serve as stackable abilities. I love a lot of the ideas that they bring to the table, and they definitely expand a lot on SUPERHOT's gameplay. Ricocheting bullets, exploding throwables, boomerang shurikens. It's all super dope. But I feel like they never really stack in a meaningful way. One of the greatest feelings when playing a game like Binding of Isaac, Risk of Rain 2, or Hades is when your abilities start to stack and feel godly. It doesn't happen all the time, and it takes a lucky run, but it provides an insane level of satisfaction. Mind Control Delete doesn't ever really give you the opportunity to let loose with your abilities.

There's absolutely pairs of abilities that would mesh well together, and it's nice when you get them to line up in one run, but most nodes are so short-lived and only have 3-4 hacks, so you never actually feel like you get to take a fun build far before its reset.

I also think that the game starts to lose its steam as you continue playing. They continue to up the challenge with longer nodes and harder enemies, but things just don't feel as purposeful as they do in the first game. I liked a lot of the optimization of levels in the first game, so it's definitely disappointing that the second game detracts from optimization and focuses more on quick action.

I can see what they were going for here, and it's not a bad game, but I think that the gameplay of SUPERHOT doesn't totally align with the randomness of rogue-likes. It's still fun for a little bit, but it gets repetitive, and the payoff for completing each node isn't really great overall. I think that if they were to take these levels, hack ideas, and new enemy types and put them into a more curated experience like the first SUPERHOT it would be a really great sequel. I can't fault them for wanting to take SUPERHOT somewhere new, I just wish that they had found a way to minimize some of the original games problems.

more replay value than the first one

The levels aren't handmade and it's randomly generated and it just feels like I can run through it full speed without using the mechanics. Like it's fun but not fun enough to warrant more of my time

avoid bullets by violently shaking your head it works irl try it out

MAIS SUPER. HOT. SUPER. HOT. SUPER. HOT. SUPER. HOT. SUPER. HOT. SUPER. HOT. SUPER. HOT. SUPER. HOT. SUPER. HOT. SUPER. HOT. SUPER. HOT. SUPER. HOT. SUPER. HOT. SUPER. HOT. SUPER. HOT. SUPER. HOT. SUPER. HOT. SUPER. HOT. SUPER. HOT. SUPER. HOT. SUPER. HOT. SUPER. HOT. SUPER. HOT. SUPER. HOT. SUPER. HOT. SUPER. HOT. SUPER. HOT. SUPER. HOT. SUPER. HOT. SUPER. HOT. SUPER. HOT. SUPER. HOT. SUPER. HOT. SUPER. HOT. SUPER. HOT.

More of the same but done better

More of the same... and I love this game for it! It's original, challenging, fast paced, creepy and addicting.

Only three reasons why it didn't score higher: lenght and lack of innovation.

It's too similar to the original and it just seems endless, which might seem cool at first, but it bored me a little. The last thing is the ending. You have to wait a bit over 2 hours with the game on to actually watch it. And it used to be 8 HOURS!

Nonsense...

Despite that, this game is great! I still prefer the first one, but I had a good time anyway.

I remember liking it slightly less, but still having a great time. Both the first and second game kind of meld into this array of red, white, and black, and I don't remember too much difference between the mechanics.

zerei o jogo, achei muito boas todas as mecânicas que ele tinha, não entendi mt bem a história, se é que tem uma...
Continua um jogo ótimo com uma idéia melhor ainda, nota 10/10


I prefer this to the original, because it showcases Superhot's gameplay design. The narrative does a much better job being unintrusive, at least until the game asks you to watch a progress bar for two hours.

This review contains spoilers

Would have been a 3.5 had I played before the patched ending.

still fine but a huge step down from the original

the nodes are nowhere near as good as the levels in the first game as the spawns are random so there is not much strategizing and a lot more bullshit

The unkillable enemies are horrible and really make the levels worse

new enemy types are a mixed bag and could be great if the spawns werent random but sometimes an exploding enemy will be right in front of you when you spawn and you just have to take the chance

The hacks and cores are interesting in concept but are not utilized as well due to the randomness. Especially the hacks would be much better if you could select them ahead of time and could choose ones that synergize with eachother instead of just getting shitty luck

I like the new weapons they are cool

the ending was very interesting in concept but was executed horribly and drags on way too long. My favorite parts of the first game were the side modes but they dont seem to exist in this one and if they do i wont know cuz im not waiting two and a half fucking hours to play the game again.