Posted on: June 16, 2025

UrsusX
Games: 5 Reviews: 1
super game
so simple, so engaging. great atmosphere and no menus or options. just gameplay
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Game length provided by HowLongToBeat
Posted on: June 16, 2025
UrsusX
Games: 5 Reviews: 1
super game
so simple, so engaging. great atmosphere and no menus or options. just gameplay
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Posted on: January 3, 2025
Kataphrut94
Verified ownerGames: 76 Reviews: 1
Wears out it's welcome
I like the idea of a gameplay-focused Superhot without the original's terrible writing. But this game feels overlong and repetitive, and the only upgrade in terms of writing is that it's attempt at heavy-handed moralising is less intrusive. The gampleay is fun, but you'll quickly see all there is to see and be wondering how many more of the same levels you'll have to get through before you can finally see the end.
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Posted on: August 27, 2024
Woodclaw
Verified ownerGames: 393 Reviews: 4
Great but...
I love this game, I really do, but every time I start it I feel as if I'm missing something. I know that the intent is push you to explore, but when every wrong step might result in getting a bullet to the head, exploration feels like a distant second.
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Posted on: January 11, 2021
ewerte
Verified ownerGames: 396 Reviews: 1
More more but different / Mehr & anders
I was not sure how a sequel could be made. Superhot delivered with MCD more then just the usual "more weapons, more interactions, more levels, more enemies". There is a new interpretation of "next level" - can be challenging and frustrating the same time. Because I do not simply clear a map by memorizing the enemy spawning and getting better. I walk now some of the same basic maps in random order to finish a "level" node. And node by node, the maps and enemies have different features. And over time, I unlock core features and hacks. The core can be changed each time I play a "level" node, the hacks appear while playing a "level" node between the 15 maps and are random. Sometimes it feels too much randomness - and then again this is the joy when I finish with a luckshot. Because failing on a map requires to restart the node with 15 random maps and random hacks. As I did neither search nor found a solution against the randomly appearing "super enemies", I find them mostly annoying. ************************************** Ich konnte mir schwer vorstellen, wie eine Fortsetzung aussehen könnte. Superhot hat mit MCD mehr geliefert als nur das "übliche mehr Waffen, mehr Interaktionen, mehr Level, mehr Gegner". Es ist eine spannende Interpretation von "nächstes Level". Gleichermaßen herausfordernd und frustrierend. Denn ich gewinne den Raum keineswegs dadurch, dass ich mir Gegner merke und besser werde. Stattdessen erscheinen die gleichen Räume in zufälliger Reihenfolge und ergeben einen "Level"-Knoten. Und bei jedem Knoten haben die Räume und Gegner variierende Eigenschaften. Im Verlauf des Spiels gibt es Kerne und Hacks. Den Kern kann ich pro Knoten-Versuch wechseln, die Hacks erscheinen während der 15 Räume und sind zufällig. Manchmal fühlt sich das nach zuviel Zufall an - gleichzeitig die Freude über Glückstreffer. Denn einen Raum zu vergeigen heißt: 15 neue zufällige Räume und Hacks. Störend sind die "Super-Gegner", die selten und zufällig auftauchen.
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Posted on: July 16, 2020
ronwmabil
Verified ownerGames: 328 Reviews: 41
First impressions after 30 minutes
I can't speak to the length of the game, since I've only played for half an hour. So far it's more like a pomegranate than an apple: whitish lining folds between the little red things, and there's plenty of time to get the job done. At first I was afraid the game wouldn't start, because the initial load time was so long. The computer just sat there with a black screen (not frozen, since I could switch to other programs). Finally the game's bizarre opening sequence appeared. Simple options, just settings and start. So I did. Ok, pretty standard fare, a few new weapons, bigger areas, not bad. And hey, I just hit a guy with a fish! That's just silly, bringing a fish to a gunfight. Then something unexpected. No, I won't tell you, because that would spoil it. Think "The Stanley Parable" but more abstract and with no narrator. Oh, what's this? This is new. I wonder if-- nope, don't do that. Well, wait--Aha, that WAS right. Yes, this is definitely not what I was expecting. Pomegranate. I can't even venture a decent guess as to whether there's a sort of game-as-art interpretation to MCD. It's way too new, and I think you have to play it through before abstracting a meaning. The whole thing is even more self-conscious than its predecessors. Some reviewers called DOOM (2016) a "combat puzzle" game. If that's a valid claim, then MCD is more like combat origami.
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