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Superhot: Mind Control Delete Review: A Sequel That Dismantles Its Own Predecessor

Superhot: Mind Control Delete review: a roguelike sequel that strips away your powers level by level until only the title screen is left. 8.4/10.

By mitch·5 min read
A player character freezes mid-dodge as shadowy mind-controlled enemies loom around him.

Superhot: Mind Control Delete asks you to give up everything, then keeps asking. The 2020 first-person shooter from Superhot Team starts as a roguelike expansion of the 2016 original and ends as something closer to an argument about why you play games at all. It is available on Google Stadia, Xbox Series X|S, PlayStation 4, Linux, PC, Mac and Xbox One.

Trailer, via SUPERHOT.

A Text Mode Graph Instead of a Level Select

The structure is the first break from 2016’s Superhot. Players move through a level shown as a text mode graph, clearing each node to open the ones connected to it. A node is not a single fight. It is a sequence of consecutive maps, and each map spawns enemies endlessly until you kill a set number.

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The original game killed you in one hit. Mind Control Delete gives you hearts, and you lose them one at a time. Run out and the whole sequence regenerates. You start over from the top.

There are four levels, and the goal on each is finding the node that leads up. Difficulty climbs as you go: longer sequences, enemies who carry guns that break when they die, enemies who are only partly vulnerable, enemies who explode into projectiles, environmental hazards, glitching scenery.

More, Charge, Recall, Hotswitch

Before each sequence you pick one of four core power-ups.

  1. More, which adds a third heart to your health.
  2. Charge, which teleports you to an enemy and punches it.
  3. Recall, which sends a thrown katana back through everything in its path.
  4. Hotswitch, the body-switching ability carried over from the first game.

Hacks work differently. At set points inside a sequence you may be offered a choice between two random hacks. They can cut reload time, raise your speed, expand ammo capacity or hand you some other benefit. Both cores and hacks last only as long as the sequence you took them for. Finding a power-up node unlocks it.

Four Characters Inside the Superhot Entity

Mind Control Delete tells less story than its predecessor, and most of it arrives as text fragments inside nodes. Four figures live inside the Superhot entity: the player and three bosses.

Avarice is the protagonist, obsessed with getting more. The game’s interface carries the theme: the word more is the button you press to start. A recurring sequence drops you in an abandoned building to kill a lone enemy seated in front of Superhot.

Dog reads as a mentally disabled person crippled by anxiety. Nindża reads as a school student using Superhot to learn katana skills and take revenge on a bully. Addict reads as someone hooked on the game, with the suggestion that Addict is the protagonist of the original Superhot.

The Fifth Level Takes Your Abilities Away

After the fourth level comes a fifth, glitched level. The game demands you give up your core power-ups, one boss sequence at a time. Each core you surrender is removed from the game permanently.

Then it takes the hacks. Then it drops you into a long map sequence with no special abilities left. Then it wants more.

In the next stretch, basic functions go one by one: shooting, then looking around. The final thing the game asks you to give up is control. It closes on the same Avarice sequence it has shown you all along, then returns to the title screen. All you can do there is press the two halves of the game’s name while it talks at you.

Core Power-Ups and Hacks Compared

Core power-ups Hack power-ups
How many Four: More, Charge, Recall, Hotswitch Two random options offered at once
When chosen Before each map sequence At points during a sequence
What they do Extra heart, teleport punch, returning katana, body switch Faster reload, more speed, more ammo, other benefits
How long they last The sequence The sequence
Can you keep them No — the fifth level removes them for good No — removed after the cores

What the Roguelike Layer Actually Changes

The hearts are the real design decision here, not the graph. Superhot’s tension came from fragility: one mistake, one restart, the whole room reloading in a blink. Mind Control Delete trades that for endurance. You can eat a bullet and keep moving. Sequences stretch. Maps keep spawning.

That trade costs something. The original’s clean loop, die and reset and try again, made every room a small puzzle you could hold in your head. Here the puzzle is longer than your memory of it, and the power-ups paper over mistakes instead of punishing them. More is a cushion. Charge is an escape hatch. Recall turns a thrown weapon into a room-clearing tool you did not have to aim.

The hacks are the weaker half. A random pair offered mid-sequence is a decision made in a hurry, and most of the time the answer is obvious: take the one that keeps you alive. Reload time and ammo capacity are numbers, not ideas.

Why the Ending Is the Best Thing in the Game

The fifth level is where Mind Control Delete stops being a shooter with a gimmick and becomes the most interesting thing Superhot Team has made.

Taking away your cores is a fine joke at the player’s expense. Taking away the hacks is the same joke again. Taking away shooting, then looking around, then control itself is not a joke. It is the game explaining what it has been about since 2016: the pleasure of the loop, and the way the loop holds you.

Avarice wants more. The interface says more. The player pressing it is Avarice. The ending makes that literal, and it does it by deleting the verbs you have been using for hours. Most games threaten to take your powers away and then hand them back for a final fight. This one takes them and does not give them back, and the title screen it leaves you on is the point.

The storytelling is thin in the middle. Text fragments in nodes are easy to miss and hard to assemble, and the four characters never get enough room to become people rather than labels. But the thinness is deliberate, and the last hour pays it off.

Superhot: Mind Control Delete is a sequel that understands its own predecessor well enough to dismantle it. The roguelike scaffolding is uneven, and the hacks never earn their place. The fifth level earns everything else.

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