In the postmodern transition, Superhot games are famous for mocking the compelling nature of their gameplay. In “Superhot”, there is a chat room where characters express their addiction to the game in the game, while players in other places are faced with this message: “There is no plot, no reason, just kill the celebrities.” VR The version requires players to shoot themselves with the head at the beginning of the battle, thereby increasing the level of darkness. The latest entry in the “Superhot Mind Control Delete” series is to tease players early by rewarding them with a credit sequence after completing a few levels. At other times, mocking messages in capital letters will appear on the screen: “There is no meaning, just an empty sense of progress” and “No climax. No resolution. There are more in common.”
Although I love the first two games of the series, I am not satisfied with the beginning of Mind Control Delete. Compared with similar games in 2016, the meta reference in the early game does not seem to be so nuanced. And perform the same types of operations as in the earlier game-for example, throw objects closest to you (such as bottles or go astray) at the raid gunner, make them drop guns, and then you will snatch them from the air and blow them up And-feel too familiar. That said, since I first paid attention to them, I have appreciated the many levels of layout. Throwing books at the enemies of the library, throwing paints at the palette in the artist’s studio, and painting the paintbrush in the artist’s studio, undoubtedly made me interested in this absurd idea.
As I played “Mind Control Delete” longer and longer, I began to notice how it cleverly became obsessed with gameplay in game culture. If the narrative aspect of “mental control deletion” is reduced to one question, it is: “Why do you continue to play the same level to unlock new features?”
This is a game that directly summons the player ID. The deeper you go into its various “nodes” or levels, the more privileges you can unlock, which greatly changes the flow of the game. There are two types of privileges: “core” and “hacker”. The core allows more health conditions or the ability to recall events. Samurai sword Press a button and they are the privileges you chose before starting a set of levels (if you die before completing the level, readjust the level of the group and loop back to the starting point.) Step-by-step a set of actions gives you a chance Activate different hacks, these hacks will be different between different groups. These hacks allow things like starting each level with a katana or causing all thrown objects to explode after impact. In the end, you unlocked a series of powerful perks that allow you to control the enemy’s body or eject bullets from one enemy to another through a headshot.
All in all, I was stuck in trying to obtain new privileges to understand other novel abilities that I might release. The creator well understands how addictive the new game mechanics are by repeating the levels repeatedly. So, I can’t say that when the game mentions Ivan Pavlov I began to see the dog bowl appear at the end of the long corridor. When I sank into the depths of the rabbit hole, I encountered something like “I don’t care about your warning. I won’t listen to you. I want to play. I will,” I feel the ancient super hot magic is starting to work on me .
“Superhot Mind Control Delete” can satisfy players’ desires and deliberately make toys produce something similar but different from what they already know and like. At least from the time I spent about twelve hours so far, it is not as disruptive as previous games, but…I need to discover more.
Christopher Byrd is a Brooklyn writer. His work has been published in The New York Times Book Review, The New Yorker and other places. Follow him on twitter @Chris_Bird.
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