![]() On your left, another guy has fired a pistol at you. Slice him in the face and watch him explode. Throw the gun at him, causing him to drop the katana. A guy behind you is running towards you with a katana. Snatch the gun out of the air and blast him in the face. Punch the guy in front of you in the head, and he drops his gun. This allows players like me (average or worse at shooters) to go full John Wick on rooms full of dudes, gun-fu-ing madly away until none are left standing. The hook is that time only moves forward when you move, allowing the player to stand still and carefully plan each move. In many ways, this newer version of Superhot feels much more like a banging arcade game than the puzzle game that the original could be.įor those that aren’t familiar, Superhot is a shooter, with players blazing through stark white environments, blasting away at red crystal foes and watching them explode in a spray of ruby glass. This time around, the cyber-weird moments are built right into the UI of the game, but little time is spent trying to set the scene. Superhot: Mind Control Delete forgoes a lot of the original’s plot and presentation, opting instead to get straight into the action with a little bit of buzzing about, but no real fanfare. ![]() It is table dressing mood stuff that-while not helping to flesh out the world per se-at least puts players in the right mind space for Superhot. It is a bunch of hoodoo nonsense, the connective tissue that strings together a series of puzzle-like missions. My point is, with Superhot, the story isn’t the point. Eventually, the nature of the system is revealed (kinda), and the player gives themselves over to the system (maybe) by uploading their consciousness (possibly) and assassinating their own body (almost certainly). The story is some weird sci-fi cyberpunk thing, with the player running missions for “the system” in the guise of playing a game. I’ve played through the original Superhot twice now, and I still have no idea what is happening in the game’s story.
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