Metascore
78

Generally favorable reviews - based on 34 Critic Reviews

Critic score distribution:
  1. Positive: 23 out of 34
  2. Negative: 0 out of 34
  1. Jul 21, 2020
    95
    It's a power fantasy that makes you work for the right to feel like a god and when your plans come together it's a joyous romp to play.
  2. Jul 9, 2020
    95
    Superhot: MIND CONTROL DELETE is a truly fantastic, challenging shooter that makes an already incredible premise even better.
  3. Jul 27, 2020
    90
    The original Superhot was a truly unique experience, masterful in its execution of a simple concept. Mind Control Delete loses some of the novelty of the original but succeeds in exploring new ways to make the game fun. It's a great example of “if it ain’t broke, don’t fix it,” and while some will lament the loss of hand-crafted levels, most should be happy with the endlessly-replayable collection of content now in their hands.
  4. Jul 9, 2020
    90
    SUPERHOT: MIND CONTROL DELETE is superb. The core of it is even better than its predecessor, in fact, by virtue of identifying how to expand on it in a way that truly makes sense. The new abilities not only slot in beautifully; there’s a sense that they bring out more of what is inherently part of the design.
  5. Jul 9, 2020
    90
    SUPERHOT: Mind Control Delete feels like the full-length vision of the concept that was the original game. With more abilities, enemy types, levels, and lore, this is one of the easiest games to recommend for fans of the original.
  6. 90
    SUPERHOT: MIND CONTROL DELETE takes the bullet time brilliance of its predecessor and adds many new toys to its violent chessboard to even more thrilling effect.
  7. Jul 9, 2020
    85
    It’s a game that will have you striving to get through the levels to unlock more hacks and cores, but the endless mode is where it really lets you go to town on everything you’ve unlocked. If you were a fan of the original, you’ll be right at home in Superhot: Mind Control Delete.
  8. Jul 9, 2020
    82
    A fantastic return to Superhot’s slick shootouts, at the expense of the original’s deft pacing.
  9. Aug 2, 2020
    80
    This is a tough but addictive installment for the third SUPERHOT follow-on. This game includes multi-level stages, a variety of new enemies, and a roguelike element that puts a fresh twist on the beloved original. Mind Control Delete is also free to those who already own SUPERHOT.
  10. Jul 27, 2020
    80
    This standalone expansion to SUPERHOT is a welcome addition to the formula. What it lacks in bespoke puzzle elements, it makes up for in a completely fresh and vastly expanded approach to the central concept.
  11. Jul 23, 2020
    80
    SUPERHOT: MIND CONTROL DELETE may not be the shooter that you expected, but can still entertain. Its less focus on story and more focus on Roguelike elements do hurt the overall experience though, preventing it from being as good as its predecessor.
  12. Jul 23, 2020
    80
    While you’ll become overly familiar with the limited number of levels, the arrangement of enemies and power-ups is always different. No two fights feel the same. Like the brilliant Tetris Effect, Superhot deftly sidesteps monotony and instead becomes hypnotic, inducing the zen-like trance state of the archetypal action hero when deep in the throes of violence. Ultimately it doesn’t matter who you’re fighting or why. What matters is the fight itself, the spectacle and the flow. Superhot’s self-directed choreography emerges triumphant; stylish, dynamic and gripping.
  13. Jul 20, 2020
    80
    The only thing more difficult than making a revolution is to re-make a revolution. SUPERHOT: MIND CONTROL DELETE is still a fun shooter, based on innovative and intriguing ideas, but no longer as effective as they had been in 2016. The roguelite approach certainly gives the game a more conspicuous length, but on the other hand ends up watering down at least part of the mechanics, making the overall experience less incisive than that of the original chapter. After all, as SUPERHOT has always taught, reality is all about perception.
  14. 80
    Superhot’s standalone expansion Mind Control Delete is a great example of how to achieve growth, drive your franchise forward and prevent an admittedly pretty basic concept from going stale. Before I knew I was ready for a change, Superhot Team thrust age-old video game tropes into gaming’s most unique shooter in ways only they could and, in a crazy twist, it works.
  15. Jul 14, 2020
    80
    Superhot: Mind Control Delete feels like the fulfillment of the promise so many saw in the game when it was just a browser-based demo. With expanded mechanics, this takes an already smart concept and turns it into a powerhouse of design work. Part puzzler and part shooter - whatever it is, it's a truly unique experience worth checking it out.
  16. Jul 10, 2020
    80
    Mind Control Delete feels like the brainchild of students who were into debate club as much as programming.
  17. Jul 10, 2020
    80
    Superhot Mind Control Delete is a sublime action game like its predecessor. A continuous flow of fun that will make you dance through its levels for a long, long time.
  18. Jul 9, 2020
    80
    Superhot: Mind Control Delete somehow manages to give a lot more of the same slow-mo action without becoming tiresome or boring. However, things do get bogged down towards the end when the game has a little too much fun at the player's expense.
  19. Jul 9, 2020
    80
    Superhot: Mind Control Delete is the extreme consequence of the original cult game, but also its limit.
  20. Jul 9, 2020
    80
    These slight changes improve upon an already unbelievable base, stylised and polished.
  21. Jul 9, 2020
    80
    More than four years on, SUPERHOT remains as instantly recognizable and immensely appealing a gameplay concept as it ever was on day one. MIND CONTROL DELETE may feel more like a continuation of a good run, rather than a full expanding upon the foundation, but that doesn’t mean that what new features it does offer up fail in helping to bolster what still remains a fun and ingenious interpretation of first-person shooting and puzzle-solving fused together. While it’s easy to pick out the over-reliance on repeated environments, as much the disappointing lack of committing to the subversive elements of previous, there are just as many — if not more — new additions brought into the fold, that ultimately, rightfully, claim most of the attention. A familiar reflection of what the base game managed it may be, a slew of new threats, devious twists and further reinforcing of smart tactics to compensate for such unpredictability result in MIND CONTROL DELETE ending up a great addition to the SUPERHOT experience.
  22. Jul 9, 2020
    80
    Superhot: Mind Control Delete’s focus on improvisation and rogue-lite elements excellently complement its “time moves only when you move” core gameplay loop and distinctive aesthetic, making it a first-person shooter that fans of the genre shouldn’t miss.
  23. Aug 2, 2020
    75
    Mind Control Delete expands on the Superhot universe in every conceivable way. While there’s a lot of fun within its bigger time-manipulating shooter playground, the lofty ambitions result in a unique concept extended beyond its limits.
  24. Aug 2, 2020
    70
    The joyous carnage of Superhot remains solid throughout Mind Control Delete, despite the fact that the road you take intentionally tries to delay and derail you. If you’ve been waiting for more of this distinct gunplay, there are at least eight hours of it here, including infinite and endless modes. VR felt like the perfect evolution of the series when it launched, but this new entry lacks an identity beyond just bringing more Superhot to the fans that crave it.
  25. Jul 20, 2020
    70
    The basic principle as well as the presentation are still cool, but the newfound focus on action, special abilities and the randomized “runs” harms the motivation.
  26. Jul 19, 2020
    70
    While Mind Control Delete is a good expansion with a few clever ideas, it does fall short in some ways, mainly it's rougelike parts.
  27. Jul 16, 2020
    70
    More complete and longer than the original Superhot, certainly, but suddenly less intense.
  28. Jul 14, 2020
    70
    Its status as a level pack is Mind Control Delete's true strength, but also its main weakness. This game is really mind-numbingly fun, but you can grow tired of it really quickly.
  29. Jul 9, 2020
    70
    Mind Control Delete reforms Superhot’s signature slow motion power fantasy into the shape of a procedurally generated roguelike. It retains the shiny spartan aesthetic, the bellicose narrative, and the most satisfying first-person shooter gimmick of the last decade, but the twists and tweaks behind its operation don’t alter its basic complexion. Superhot felt euphoric when it was new. Mind Control Delete can only reheat that sensation of extravagance.
  30. 70
    The biggest downfall of Mind Control Delete is also its slogan: MORE. The gameplay is still great, but the focus on quantity over quality makes the experience feel shallow.
  31. 70
    If you wanted more of the same then Superhot: Mind Control Delete's idiosyncrasies will probably frustrate you more than entertain, but if you look beyond them you'll find a wickedly addicting game beneath. Mind Control Delete may rely too heavily on rolling the dice to extend its playtime, but fans willing to put their qualms aside will discover yet another fine entry in the series.
  32. Jul 23, 2020
    66
    So to be clear… there is a lot of fun to be had here. The actual action of the game is great fun, but for me it’s not worth the bother of dealing with the menus and the “glitch” style. If you are desperate to get back into the Superhot world then you may well enjoy the fact that you can play over and over again, otherwise it’s a pretty steep price tag for something that for some people feels like a fight just to get to the fighting in game.
  33. Jul 9, 2020
    65
    SUPERHOT: MIND CONTROL DELETE is an engaging, albeit shallow experience. The combat is outstanding and still one of the best you can experience, only enhanced by the new abilities featured in this standalone. However, where the combat has improved, the taut and well-thought-out nature of the levels is lost due to the roguelike nature of the game, with the thought and surprise of the originals story lost in what is mostly meandering waffle here. Is it a good game? Yes, it's well worth playing if you just want the combat. If you want more, you'll likely be disappointed.
  34. Jul 23, 2020
    60
    Mind Control Delete ultimately feels like an arcade-mode add-on that should’ve been included with the original release. Although it’s novel, I value the original’s audacity in presenting a brilliant idea without wasting any of my time. Mind Control Delete feels like the antithesis of that – it’s a bloated diversion that exists to provide more hours of gameplay without any larger purpose. It’s just more for the sake of more, and after my time with it, I’d say it’s actually too much, too late.
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  1. Jul 17, 2020
    I’m not sure what comes next, or if the Superhot team has squeezed the last drop of blood from the franchise, but Mind Control Delete is a fascinating remix of the concepts that made the first two games so influential.
User Score
6.6

Mixed or average reviews- based on 148 Ratings

User score distribution:
  1. Positive: 60 out of 148
  2. Negative: 21 out of 148
  1. Dec 20, 2020
    4
    Superhot: Mind Control Delete builds upon its predecessor by adding new, creative enemy types along with a host of interesting gameplaySuperhot: Mind Control Delete builds upon its predecessor by adding new, creative enemy types along with a host of interesting gameplay features. However, the larger picture direction in which MCD chooses to go leads to a disappointing and overall boring experience.

    Much of what made Superhot so enjoyable was that every level was carefully, individually crafted. Because of this, playing a level of Superhot in 2016 felt like solving a puzzle, as opposed to mindlessly gunning down enemies. In MCD, levels are procedurally generated, so you will inevitably play the same maps over and over again. There is now an unknown kill quota required to complete each level, along with the player having multiple lives.

    The entire game design of Superhot was built on the foundation of a one-hit kill system. As a result, MCD feels like an interesting game built on the incorrect foundation—the game falls apart once the novelty of the new features is lost. MCD feels less like puzzle solving and more like slow-motion survival. It only takes one or two hours for MCD to feel boring and repetitive.

    Additionally, without spoiling anything, the ending was, to me, completely unacceptable.
    Full Review »
  2. Aug 29, 2020
    5
    Overall - 5.5/10

    It's the same **** repeated over and over again, i bought this for 1$ and that is its real worth tbh. It's just the old
    Overall - 5.5/10

    It's the same **** repeated over and over again, i bought this for 1$ and that is its real worth tbh. It's just the old main game with added some new maps, weapons and 'hacks'. It gets really boring real fast.

    Enjoyment - 4/10
    Full Review »
  3. Jul 28, 2020
    0
    [eurogamer]"The arbitrary amount [of locked-in time for the end credits] we shipped with was eight hours, a perfect time to sleep on the game[eurogamer]"The arbitrary amount [of locked-in time for the end credits] we shipped with was eight hours, a perfect time to sleep on the game you just finished we thought," co-director Marcin Surma said.

    "You can leave it running overnight and have a fresh mind to see the results in the morning. We actually considered the eight hours quite lenient - we started with 24 hours but that felt a bit too restrictive: you'd end the same time of day you ended the game yesterday. And that's no fun!" [/eurogamer]

    The idea that I'll finish the game then go to bed for 8 hours to "sleep on it" - while it's still running on my PC or console - is ridiculous. I can "sleep on it" without it being on. That shows the Developers' attitude: they want to force you to reflect on their game.

    Whether you're environmentally aware or not (and we all kinda should be), I don't want my PC on for 8 hours or 2.5 hours running this game while I sleep. During the day, I have work to do.

    Is it too clever for its own good? No. It's a poorly thought-out ending to an otherwise disappointingly repetitive game.

    It's interesting (in a way) for attempting to encourage the sort of critique you'd expect to see in the Arts and turn it into a critique of computer games - but it does it in the most infuriating way. This is the Tracy Emin Bed equivalent of computer game art. If you're going to do something different, try to bring people along with you.

    If the story was clearer, perhaps the ending would make more sense, setting some context to allow gamers to consider and/or understand it. But the core game lacks so much story - it's just wave after wave of enemies - that you can only guess as to why the ending is the way it is.

    Those waves of enemies take place in one of 32 randomly generated spaces. You'll play through the same maps time and time again - and the number of maps you need to complete in each 'node' increases as you play. You'll play the same map several times in later nodes. Complete the maps without getting hit twice and you can advance to the next node.

    Repeat.

    [eurogamer]"After all, we don't want to punish the players, we want players to feel both the significance of what they themselves achieved during the ending, and to have a moment to be part of this experience more as performing along than just playing," Surma continued.

    "One of my favourite things is seeing people chime in on Discord saying, 'hey guys I'm doing it let's go!' and posting updates on how much time they have left, using that time to talk about their experience of the game and to just have a breather and have it all sink in." [/eurogamer]

    Gamers are capable of feeling the significance of game experiences without being forced into it.

    I'd argue that you're not taking "a breather" from the game while you're watching an in-game clock ticking down second by second through 2.5 hours of flickering CRT graphics.

    [eurogamer]"It's much more powerful for someone to filter the game through the lenses of their own experiences," Skorupka said. [/eurogamer]

    This is the sort of Arts garbage language that appears to mean a lot but means absolutely nothing. Obviously our individual experiences change how we look at things. Children know this. And again: I can appreciate how different games make me see the world without being forced to look at a ticking timer for 2.5 hours.

    The fact that co-director Marcin Surma said the 8 hour figure was "arbitrary" and that they originally considered 24 hours shows how poorly thought out this idea was. There was no rationale for 24 hours, or any rationale for reducing that by two thirds to 8 hours. No rationale for dropping it again to 2.5 hours.

    Pointless.
    Full Review »