While gunplay is certainly your bread and butter in Superhot, there’s a maniacal glee that comes with taking out a guy wielding a katana by throwing a typewriter at him in Superhot that makes it truly special.
Even with a relatively limited moveset, the time mechanics at play turn what would be a breathless massacre at full speed into a sort of kinetic chess game, allowing you the ability to plot every maneuver down to the millisecond. If you don’t have a knife, grab a book, a pen, or a teacup. So, when you don’t have a gun, grab a sword. There are guns, but with very limited ammo. Your job is to John Wick your way out of whatever wild scenario you’ve been placed in, using objects in your environment to your advantage. It’s still a first-person shooter that places you in sparse, stark white, and self-contained little killzones, against a small group of keen-to-kill goons made out of, seemingly, fragile red glass.
Mind Control Delete is still fundamentally following the same mantra as the other two games: Time Moves When You Do. But it’s also a few other things that aren’t nearly as welcome. This is, definitely, a lot more Superhot. And to Superhot Team’s credit, they deliver on their promises. Just more senseless shooting, and then it’ll be over.
No long-winded explanation of what happened in the last two games. Within minutes of starting Superhot: Mind Control Delete, you’re told, in those now infamous subliminal text cards that pop up from time to time in the previous games, that yes, this game will give you more. You gotta respect a game that tells you exactly what it is upfront.