The sequel to SUPERHOT was really simple to pick up: node level selection, wave based combat, and cryptic, unobtrusive story. It really fit into the modern schedule: short bursts of entertainment that doesn't try to overstay its welcome. I was happy to play it, being given access for free as a I already had SUPERHOT in my library.
This ease of jumping into and out of the game let me play through in about 7, one-hour-long sessions over the last few weeks. And I certainly enjoyed it.
SUPERHOT: Mind Control Delete had very appropriate and creative theming (MORE, MORE, MORE). It continued the fourth-wall-breaking computer simulation veil, with a bit of self-aware critique. The narrative suggested that I was yearning for more, and feeding an addiction to the game. While partially true (I did want to overcome its challenges to see what it had to offer next, I thought that it was better viewed as a commentary on media consumption in general. The messaged goaded me on and kept my curiosity up: "Why would the game prod me about playing too much?".
It was a sensory stimulating experience, very well integrated with its marketing strategy and ability to stand out as a unique game. I think it was a great idea to distribute free copies to generate interest and dialogue about it. If not for that I would not have picked the new game up, as the original superhot was a wholly complete experience that did not ask for MORE.
Check out the replay system!
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