Reviews from

in the past


Aesthetically and mechanically sharp but thematically grating.

SUPERHOT is fun. SUPERHOT VR is extraordinary. SUPERHOT: MCD... is pretty bland. Sure, the core gameplay of "time only moving when you move" is fun but there's not enough substance to this game to keep me interested, which is why I'm giving up at just under two hours of playtime. Thankfully, I got this game for basically ~$5 since that's what I paid for the Steam version of the first SUPERHOT. The first game had actual crafted levels, VR is unlike anything because you actually are IN the world, but MCD throws you into "randomly" generated levels (you see repeated locations often) and the game's "story" makes you feel bad for even playing it. Not a big fan.

Totally fine game that I do not have the patience for.

Me ha gustado pero menos que el juego original. Se hace muuuucho más repetitivo, que como la jugabilidad mola no es tan malo, pero se queda a medio camino entre roguelite y no.

You know that meme that uncharitably reduces Spec Ops The Line to Turn off the game. This is someone being unironic about it.


Still great core gameplay but the content is stretched super thin with the new rogue like elements and contradicting the more precise puzzle design nature of the original, leading to unfair encounters at times which can end a good run.

Me: "I'm going to play Superhot to look cool in slow-mo"

Reality: Playing Superhot to look dumb in slow-mo

como el primero pero más aburrido

Listen, I've got the gist of MIND CONTROL DELETE; it's essentially more SUPERHOT, but with a more forward-facing, yet still cryptic narrative baked into its core.

More SUPERHOT is never a bad thing, but what's new here is rather lacking. MCD will have you playing the same levels over and over again, but with randomized perks placed within a string of levels; a cool concept on paper, but it gets old rather fast. It's worth noting, though, that the moment-to-moment gameplay that SUPERHOT achieved so well the first time around is still in-tact and is fleshed out with a new enemy type and a few creative ideas for new levels.

I believe this was free for previous owners of SUPERHOT (at least on PC), and for that price, I can't argue against it, but for a normal asking price of $25, I feel it's a bit steep considering the little new content on offer.

This one is... weird.

Pretty much an expansion of everything Superhot was, including that cocky self-conscious plot, but it has some weird design decisions that break everything entertaining the original had.

Yeah, swinging your flying katana around the arena is really cool, but the nodes system isn't. It gets to the ridiculous point where you have to beat +20 fights in the same levels to complete 1 node. It ends up being annoying and boring as hell.

But... you still go on, because the powers are so awesome.

I don't know if this thing is really clever or a piece of trash.

"Pior que esse nem é tão moralista, mas vc se sente como um masoquista procurando o sofrimento igual um viciado em crack."

This review contains spoilers

While it's pretty safe to say that this game is an improvement on nearly every aspect of the first game, there are some serious issues that lends the game to not be as great as it could have been.

First off, the good. The updated mechanics and introduction of 'hacks' and 'powers' make playing this game way more interesting and fun then in the last game. While there was a pretty fun simplicity to the base mechanic in the first game, 'Mind Control Delete' basically takes that base gameplay and boosts it up, making for a way more fun playthrough. Not only that, but the game also has a better visual pallet, looking a lot cleaner and meaner then the first, adding to the games dystopian aestetic.

As well as the game itself being a lot better, the writing also has improved. The idea that 'SUPERHOT' is this malevolent and monstrous entity taking over peoples lives and forcing them into this game of Man Vs Man is extremely captivating and engaging meta narrative that could only work as a video game. It almost mocks itself within the writing, feeling like the fourth wall just doesn't exist, and that you really are being sucked into some sort of addiction.

But...it is not perfect. Not at all. For starters, the maps used in this game because extremely redundant and extremely boring and tedious after a couple of hours. Playing the same 5 maps for 20 hours when I know they could have included more variation annoys the ever living piss out of me, and makes for a runthrough that I preyed would end sooner then it did. And that is the biggest compaint I have with the game: While the first game was way too short, this game stretches itself out way too much for how little maps there are. Sure, the mechanics make the game way more fun to play, but if I'm playing the same levels over and over again, it doesn't feel like I'm playing a fun shooter: it feels like work that I don't want to be doing.

Overall, I think that the perfect SUPERHOT game can exist, but I think that more variation in maps would have boosted this game from being 'eh' to 'great'.

4 years after the introduction of the franchise's unique time freeze premise, Mind Control Delete strives to deliver on the fanbase's general request for more Superhot content, to the point of making that request its ultimate statement. Considering the lack of levels presented in Superhot and the redundancy of its challenge mode, it's fitting that MCD decides to iterate on the endless mode of that game instead.

Turning Superhot into a roguelike, MCD shrugs off right from the start any complaints about the story campaign being too short. Now with an onslaught of randomly selected levels to complete and an infinite number of enemies to finish off before watching the credits roll, we have more than enough to chew on without feeling our investment wasn't compensated enough.

Playing into the genre's strengths, MCD answers the fans pleas for more of everything, providing enough enemy variety and a new selection of power-ups that immensely expand the versatility of the player's arsenal and the opportunity for unique and challenging engagement with his foes. Being able to do stuff like summon back your thrown sword, achieve invulnerability while engaging in melee combat, or ricocheting bullets from one headshot into another enemy, adds a new layer of creativity and expression that wasn't present in the original game.

Unfortunately, this impressive set of new features doesn't seem to be enough to takes us all the way through the end of the game. Like its predecessor, MCD carries itself with the same cynical meta tone, this time calling out the player's penchant for demanding more for their buck. And not unlike Superhot, MCD doesn't really do much with that premise besides calling attention to it. Its a game that is self aware about its shortcomings and diminishing returns, and as you start to notice how redundant the game gets towards the end, with a disappointing number of new weapons, useful power ups to play with, or interesting enemies and levels to deal with, you might feel inclined to oblige to the game's incenssant and obnoxious condescension and shut off the game for good.




To be clear, I'm a big fan of the original game, but this one has
-repetitive gameplay
-a weaker story
-random enemy spawns
so essentially take superhot and remove all of the strong points. The roguelike structure is interesting at first but 2 or so hours in you've experienced what the next 10+ have to offer

I've decided "You are a bad person for continuing to play this video game, that you bought, which you are still progressing in" is my least favorite kind of video game narrative.

I enjoyed the first Superhot but couldn't shake the feeling there was something fundamentally unsatisfying about it. I think I figured it out, because it's just as bad here if not worse. The implication of "Time only moves when you do" and the marketing around it is that this lets the player do freaky, split-second, John-Wick-esque maneuvers to exterminate a room. But in practice the gameplay comes down to (1) figuring out how to remove enemies before they have a chance to act and (2) constantly checking your back because spawn points surround the whole area and enemies don't make noise until the damage is done. The most optimal way to play is to find a corner and wiggle your eyes until a red leg comes into view. Part of the issue is the devs are married to this wave-based survival-arena style of level design. I would love to see them try to merge these mechanics with a more traditional FPS setup.

Usually I hold off on rating/reviewing a game until I've beaten it but I just can't find the motivation to finish this now and I wanted to get my thoughts down. On a related note: did you know if you use the hotswap power on an enemy who hasn't completely emerged from their spawn point yet, you instantly die and have to start the whole stage over? Even if you were on the second to last room? It's true!

Not as strong as the original. The roguelike elements are nice and the gameplay is still solid, but the game has too many stages, to the point where it gets stale and very tiring by the end of it. Forcing the player to wait for the ending (be it 24 hours, 8 hours or 2.5 hours) was also a really dumb decision.

ERASE YOURSELF IT IS BETTER THIS WAY ERASE YOURSELF ERASE YOURSELF ERASE YOURSELF SUPER HOT SUPER HOT SUPER HOT SUPER HOT SUPER HOT ERASE YOURSELF IT IS BETTER THIS WAY ERASE YOURSELF ERASE YOURSELF ERASE YOURSELF SUPER HOT SUPER HOT SUPER HOT SUPER HOT SUPER HOT ERASE YOURSELF IT IS BETTER THIS WAY ERASE YOURSELF ERASE YOURSELF ERASE YOURSELF SUPER HOT ERASE YOURSELF IT IS BETTER THIS WAY ERASE YOURSELF ERASE YOURSELF ERASE YOURSELF SUPER HOT SUPER HOT SUPER HOT SUPER HOT SUPER HOT SUPER HOT SUPER ERASE YOURSELF IT IS BETTER THIS WAY ERASE YOURSELF ERASE YOURSELF ERASE YOURSELF SUPER HOT SUPER HOT SUPER HOT SUPER HOT SUPER HOT SUPER HOT SUPER HOT

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El primo tonto de superhot, más repetitivo que su puta madre.

Fun gameplay mixed too thinly between tedium that just turns it into a slog. It's generally a good evolution of the first, the additions are very fun but you just hit a point where you're doing nothing new for a long time and then forced through more bullshit. Really sticks out like a sore thumb in the era of the revival of no-frills high-action shooters. DRASTICALLY overstays its welcome.

boring as hell, especially looking back at the first game

they made a few really exciting design choices and a lot of really bad ones. I love the lethal throwables, especially the knives, but there are so many in the level that I never use the regular ones.

That’s just one example of how overstuffed this game is, and completely to its detriment. The levels are so packed with guns, weapons and throwables that the strategy and resource management inherent to the original have been largely supplanted by reaction time and luck. And because your reaction time is near-infinite, that means luck more often than not will be the deciding factor in determining your success or failure.

SUPERHOT was a strategy/puzzle game that satirized mindless action FPSes. The sequel... is a mindless action FPS.

way too hard in the last 1 or 2 stages

Superhot but over and over and over again. Just doing the same six or so levels tons of times.

Ugh. Lo he terminado porque soy un cabezón y no quería quedarme a medias con él cuando veia el final tan cerca, pero nope.

El SUPERHOT original me encantó, esas pequeñas fases que al final eran puzzles y podias resolver en unos cuantos trys siendo un pelín imaginativo, pero es que esto es otro juego totalmente.

Basarlo todo en las reacciones y plantearlo en unas diez fases que se repiten constantemente como si de un roguelike se tratara es un error tremendo.

Y si me pongo a hablar de las fases finales ya... Madre de dios los picos de dificultad absurdos, ridículo.

En resumen, jugadlo solo si os gusta muchisimo el concepto, si no, ni con un palo.


What did they do to superhot? I have never been more truly offended by a game. The same 6 levels again and again and again and that fucking ending. I despise this game.

more superhot, they gave everyone who had 1 this for free because it's literally just more superhot

What a joke. The gameplay is extremely repetitive, story is a huge joke, ending is just... dumb, and new content is non-existent. Loved the first game, but this... stay away from me.

Am I the only one who feel like this one is a great sequel for a little demo-like first game?