![]() There is no story, the game doesn't find new ways to toy with its premise and is just a bunch of sort of bland superhot levels that have to repeated long past the point of monotony. The game features about 15 different levels that you cycle through over and over again but none of them are as interesting as the ones in the original. The satisfying slow motion gun play is here and feel satisfying as ever but when you look past that there is no way the game improves on the first one and instead feels like a step back in all the ways that mattered. Cannot be killed either.When a followup to a game like Superhot comes out especially one that comes out 4 years after the first one my one expectation is that it will When a followup to a game like Superhot comes out especially one that comes out 4 years after the first one my one expectation is that it will have everything the original game had and more but Superhot: Mind Control Delete feels like everything the original game and less. Every so often, it will HOTSWITCH with you, taking your weapon and using it against you. Also invulnerable.Īddict.mind: The last late-game enemy, this foe will behave like a generic red guy. One can dodge the spinning blade by sidestepping. Nindza.mind: Only seen late game, this angry warrior will either toss its katana at you, or call it back to its hand. Punching them will knock them down before they explode, but you should still use a gun.ĭog.mind: Only seen late-game, this canine-headed foe will charge you down with an almost guaranteed hit unless you are airborne, behind cover, or far away. Red Gun: These enemies have guns stuck to their body that cannot be dropped, making stuns less effective and preventing you from getting their weapon outside of unusual circumstances.Ĭoncrete: All but one part of their body is made of the same concrete as the ground, making it impossible to kill them outside of their “weak spot” without abilities or hacks.Įxploding: Killing this foe will make them burst with projectiles, the direction of which is indicated by their spikes. Kill them however you want, it shouldn’t make much of a difference. Typical: The most common enemy in the game, no special attributes. ![]() Melee weapons: Basically the katana, but more common, having a varying durability (about 3 swings), and a higher cooldown. Throwing these, a broken melee, or an empty gun will stun an enemy, allowing time to grab their weapon or finish them off with your fists. Useful for camping or against close targets. Can slice foes in half, or reflect projectiles. Useful for long range targets, or ones lined up.Ĭontained 3 bullets by default. Useful against multiple targets.Ĭontains 11 bullets (3 bursts) by default. Fires a burst of 3-4 bullets with no cooldown. Can be used as a club when out of ammo.īurst Rifle: A rapid-fire rifle. Useful against moving targets.Ĭontains 2 shells by default. Fires a spread of wildly inaccurate shots. Unique hacks: piercethrow.hack (tossing blade pierces) and flwrecall.hack (recall bounces at foes) Weaponry and How to Wield It re (the ninja) Can call a katana to your hand, dealing damage as it flies. Unique hacks: perfswitch.hack (doesnt lose guns on switch) and chainswitch.hack (its just chainchrg) re (our last protagonist) Can hotswitch with foes, gaining their body but losing weapons. Unique hacks: recharge.hack (killing reduces cooldown) and chainchrg.hack (can charge repeatedly) Unique hacks: 4hp.hack (gain 1 extra health) and 5hp.hack (gain another 1 health)Ĭre (the dog mind) Can charge at foes unless carrying a loaded gun. re (Formerly re) Starts with 3 health instead of 2. ![]()
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