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In perfect Matrix style, in Superhot: Mind Control Delete you will dodge bullets in a reality where time flows in a very particular way. In addition to this, there are new weapons and items, and the enemies have skills that will make the puzzles much more intricate than in the original game. The story unfolds along a “system” of levels (that’s what it’s called) that is built randomly and along which there are improvements (divided into Abilities and Hack) that will dramatically help your performance. What changes in this version is, first of all, the structure of the progression. You can also use melee weapons and throw whatever you have in your hand, all while dodging any bullets and melee attacks. You will have to quickly arm yourself with objects that you find scattered around you, stun the armed enemies, recover their weapons, take out them and their cronies until you have ammo. The levels are presented in a similar way, at least in terms of the actions required of the player. This means that you can’t stand still and ponder an action indefinitely, because enemies will still proceed with their plans, at bullet-time-style speed but even slower. More precisely, time passes very, very slowly when you stand still. The core gameplay remains the same, with its time mechanic only passing when the player moves. The idea is to give your players more content, an ‘infinite’ mode, a new story and, in general, some important improvements from the point of view of the actual gameplay. Now it’s the turn of Superhot: Mind Control Delete, a standalone expansion that the development team promised its fans some time ago and that now, finally, sees the light.
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The levels were entirely scripted, and this resulted in a sort of dance to be repeated endlessly until our moves, filed and corrected in continuous attempts, did not lead to the elimination of all enemies on the screen.
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The concept was simple enough, featuring short levels in which furious gunfire only developed when the player moved and / or fired. In 2016 SuperHot Team released Superhot, a game halfway between the FPS and the puzzle game that reinvented the classic mechanics of the first person shooter by subjugating the entire game system to the passage of time. From here come the most courageous ideas that innovate and then, tempered by the inexorable filter of success, make the various genres progress. The counterpoint to this worrying trend has always been the indie world. And so we find ourselves offered, every year, a flood of sequels from which we know exactly what to expect and from which, even publishers, know what to expect in terms of sales and audience reception, unless there are sensational failures. The use of IPs with high-sounding names and almost guaranteed sales is in fact too tempting for most publishers looking for positive results. If there is one thing that is known in the video game industry, it is that the entire ecosystem would need a greater propensity to risk in terms of creativity.