The procedural elements killed the game
As a fan of the first Superhot, I really tried to like MCD but man... it's not great.
IMO, the procedural bits (the main new thing) destroyed what made Superhot awesome.
The structure of the game consists in advancing in a path (imagine something like a Mario overworld map). You play the levels in "blocks", where the scenarios/enemy spawn positions/items are randomized, resetting every time you die without beating every level of the block.
There aren't a lot of scenarios and, because of the procedural nature, levels never feel planned like they felt in the original game. When you progress, the blocks increase in length and complexity and you are constantly encouraged to play safe, because of the random enemy spawns and punishment for losing.
There are some cool new things: The hacks introduce cool modifiers to the gameplay and the katana recovery skill is awesome, but they aren't able to keep the game from getting repetitive and overcomplicated in the later levels.
The story keeps telling you "HERE, MORE SUPERHOT!!! ISN'T THAT WHAT YOU WANT YOU PIECE OF ****?" but after 5 hours of doing basically the same thing over and over, without any of the great levels/setpieces of the first game, I've had enough.