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SUPERHOT: MIND CONTROL DELETE Free Download Unfitgirl As I continue to get older and somewhat jaded with video gaming, I’m finding myself getting bored with run-of-the-mill games that don’t use the medium to its full advantage. Conversely, I find myself lavishing praise on the ones that do. Return of the Obra Dinn and Titanfall 2′s “Effect and Cause” level comes to mind when thinking about games that use the medium to its full advantage. Without a doubt, I can now rank Superhot: Mind Control Delete among that pantheon along with possibly one of the most fun games I’ve ever played. Despite being relatively short and what some would call scant in content, the original Superhot was a game-changer in the shooter genre. The concept was so simple but making time only move when you did was a welcome breath of fresh air. On top of that, there was a cynical science fiction story that while Ben Davis didn’t enjoy in his review, appealed to the Phillip K. Dick fan in me. The basic concept in the standalone follow-up Mind Control Delete remains the same. Kill the glowing red enemies by any means possible using guns, melee weapons, or your own fists. Time only moves when you do, so that allows you to dodge bullets and plan your success in what would ordinarily be an overwhelming situation. New to Mind Control Delete (henceforth MCD) are some roguelite elements. Unfitgirl.COM SEXY GAMES


Unlike the original where you just loaded up a level and killed everyone in it, MCD has nodes where you play through a series of randomized levels in a row. The benefit of this to the player is that they can acquire powerups through the node, the downside is that you can only take so many hits before you have to start the node over again. I can already hear people turning this game away because of the randomized levels but it’s handled with care. Each level’s layout will remain the same throughout the game, there may be some small tweaks like a hole covered up but all items and cover will mostly remain in the same areas throughout. The randomization comes from where enemies will spawn from and the levels that you will get in each node. Another big difference between MCD and the original is that you don’t have to kill everyone in a level. Because the spawns are randomized, you only have to kill a certain number of enemies per level before all the other enemy heads will explode in tandem. The number starts low and eventually climbs into the double digits as you progress through the game. One small problem is that they never tell you how many enemies you have left and if you are making a risky final play you can be left at the wrong end of a bullet because you lost count or the number increased without your knowledge.

Hacking the system apart

On the other side of that though is the feeling of seeing all your enemies exploding as you kill the final enemy in quota. Too many times I didn’t realize I was holding my breath working through the final few kills, only to see the level come to an end, a blurred screen pulse almost telling me it’s OK to breathe again. The powerups that you gather through the nodes are an excellent addition to the original concept. When you start a node, you pick a basic archetype which comes with a perk to how you play. There’s one that gives you an extra heart to start, one that allows you to charge across the level at an enemy, and my personal favorite, recall your katana after throwing it. Then as you progress through the nodes, you get more powerups that either enhance your basic archetype or more generic stats. As is the case with every game with roguelike progression, you have to be on your toes about how you approach a problem depending on which perks you’ve amassed. The variation makes it so that every node is fresh enough to keep you engaged through the roughly 10-15 hour campaign. Also keeping things fresh are new enemies that begin to spawn in the second half of the game. Similar to the approaching fleet in FTL or the increasing difficulty to time played element in Risk of Rain, these enemies are put in to make sure you aren’t lollygagging around the level and moving along your way. Hellsplit: Arena 


There are three of these types of enemies and each of them has their own abilities, similar to the base archetypes you can choose from. The kicker is that you cannot kill them. They are simply there to make your life harder. There is a very specific feeling of dread when you hear their spawn stinger that is reminiscent of Left 4 Dead’s announcing an approaching tank or special. Immediately your focus shifts to finding them on the map and then avoiding their attacks while working through the other enemies as quickly as possible. The new enemies are tied into the story and how the system from the old game is adapting to your newfound powers. If you didn’t like the original game’s story then you probably won’t be changed with this entry, because MCD takes the themes it focused on and then turns them up to 11. It’s cynical and doesn’t hesitate to stab the knife in deep when it’s telling you how futile coming back is. It kicks repeatedly and doesn’t ask if you’re OK, and for that I love it. Which leads us to the ending, and what an ending it is. I will not go into what happens at the end in specifics but the developers pulled off something so ballsy that I can’t do anything but applaud them. There’s been some anger bubbling up around it and while I can see where it is coming from, it’s refreshing to see a developer stick to their guns in the name of theme and story.

Stuck in time

Throughout the entire game, I couldn’t push the elation I was feeling out of my mind. Even when the game got hard or I died on the last level of a node, there is an undeniable amount of megalomaniacal fun to be had when time bends to your will. Mind Control Delete is an improvement on everything that made the original Superhot great. It’s a power fantasy that makes you work for the right to feel like a god and when your plans come together it’s a joyous romp to play. Skip forward four years and SUPERHOT: Mind Control Delete has come to give fans the ‘MORE’ that they wanted. More levels. More lore. More weapons. More enemy types. More of just about everything you could conceivably want from the time-warping slow-mo shooter. For those not familiar with SUPERHOT, let me give you a quick rundown. In SUPERHOT, time moves only when you do. You have to use this mechanic to your advantage, shooting not where your enemies are, but where they’re going to be. You need to constantly be keeping an eye out for enemy fire making its way towards you with striking red lines trailing the bullet, all against the minimalist white canvas of each level. Defeat enough enemies without dying and you’ll advance to the next level. In SUPERHOT: Mind Control Delete, a few twists have been added in. Hero’s Hour 


A roguelike element has been implemented, giving players a number of lives to complete a ‘node’ which is comprised of five or more separate slow-mo combat scenarios. Lose your lives and you’ll have to return to the beginning of the node and grind those levels out all over again. One of the drawbacks with the original title was how easy it was to breeze through the few levels that were there. Thanks to the adoption of this roguelike approach to level progression, Mind Control Delete ramps up the challenge. So much so it can almost feel too much. Towards the end of the game, you’ll need to complete 12 different levels with three lives, and few opportunities to recover these lives between them. The more you fail, the easier it is to try and rush through each level, but in doing so you’ll only fail more. It’s all about embracing the slow-mo. Going against it will only result in you performing worse. Continue to experiment and adopt different approaches and you’ll eventually emerge victorious, and the sense of satisfaction is compelling in itself. To help balance the playing field, Mind Control Delete does introduce Cores and Hacks. Cores are major game-changing abilities, such as having more hearts, being able to charge your enemy from a distance and hit them, recalling your samurai sword after you’ve thrown it, and switching bodies with a targeted enemy.

Dying for more

Hacks are temporary buffs you can earn as you progress through a node and can simply restore your health or further enhance your core’s ability. For example, one hack plays into your ‘core’ ability to recall your samurai sword, bouncing between (and eliminating in the process) enemies on its way back to your hand. You’ll gravitate towards some cores and hacks more than others depending on your playstyle, but more often than not, switching to a different core or utilizing different hacks on a node you’ve been struggling on can be the key to beating it. It’s a good thing, then, that all of these cores and hacks are darn good fun to use and only further improve the core SUPERHOT experience. The slow-mo carnage is scintillatingly satisfying and watching your insane combos unfold in a real-time replay at the end only helps to make you feel like John Wick in… well just about any scene across the three films. ‘MORE’ is the word of the day in Mind Control Delete, with even its achievements poking fun at fan requests for ‘more’ SUPERHOT. That’s what it delivers, with enough content to keep me occupied for nearly four times as long as the original game. It adds more lore into the game, too, though some may find this to be too vague for their tastes. If you enjoyed the eerie, uncomfortable feeling of the original title, though, you’ll enjoy what’s on offer here. Hindsight Switch NSP 


That being said, upon completing the game and the credits running in a typically SUPERHOT fashion, I did hit an eight-hour loading screen. Yes, you read that right. Eight hours. There’s no way to skip through this eight hours either. Just leave the game running and come back eight hours later to be able to dive back into the game. Even exiting out and opening the game brings you back to that depressing timer. I appreciate that it’s a joke, but eight hours is a bit too far when there’s no way to skip through it. Anyway, after patiently sitting through the eights hours — or doing something else in the meantime like a normal person — you’ll be free to replay all of Mind Control Delete to your heart’s content.At specific points in between a run’s levels, you’ll be given a choice between two random hacks that help further define your build. They offer bonuses like greatly reducing the delay between shots with ranged weapons, instantly reloading them when you score a kill or making bullets ricochet towards enemies when they hit a wall. Others, ensure you can’t take damage from up close or start each level with a weapon in your hands, rather than just your slightly less lethal fists. You can’t rely on the “right” hacks appearing when you need them and, while this pushes you towards relying on deflecting or ricocheting bullets to survive, it can also bring a swift end to your runs, in true rogue-lite fashion.You’ll constantly face endless streams of opponents and, to complete a level, you’ll need to kill a fixed number of them.

Superhot: Mind Control Delete’s core gameplay loop not only allows for chaining together multiple stylish kills but also rewards paying attention and learning its many subtleties. For example, you can use enemies with spikes protruding from their bodies to get rid of their peers, as bullets fly out of them in random directions when killed. You can skillfully avoid incoming bullets by performing very small movements around them or by hitting them with the katana at the right time, which deflects them right back at attackers. Bullets can shatter other bullets in mid-air and, if you’re in a real bind, a thrown weapon can be used as a makeshift shield at the cost of it also being shattered. The more you play, the more you turn certain behaviors into habits. Throwing empty weapons towards foes to have them drop their loaded guns, only for you to grab them in mid-air and put them to good use against another opponents that sneaks up from behind is just one of a myriad of possibilities. You also quickly learn how many bullets each gun can hold or how many hits a weapon can take before you need to look for different ways of dealing damage and intuitively plan your way through levels around these needs. Superhot: Mind Control Delete makes use of procedural generation on multiple layers. While the structure of each area in the overworld is set in stone, each combat node loads a different sequence of levels you must get through every time you die or start anew.


Requires a 64-bit processor and operating system
OS: Windows 10
Processor: Intel Core i3-4130
Memory: 8 GB RAM
Graphics: GeForce GTX 650 (1024 MB Ram)

Requires a 64-bit processor and operating system
OS: Windows 10
Processor: Intel Core i5-4690
Memory: 8 GB RAM
Graphics: GeForce GTX 660 (2048 MB Ram)


  1. Open the Start menu (Windows ‘flag’ button) in the bottom left corner of the screen.
  2. At the bottom of the Start menu, type Folder Options into the Search box, then press the Enter key.
  3. Click on the View tab at the top of the Folder Options window and check the option to Show hidden files and folders (in Windows 11, this option is called Show hidden files, folders, and drives).
  4. Click Apply then OK.
  5. Return to the Start menu and select Computer, then double click Local Disk (C:), and then open the Program Files folder. On some systems, this folder is called ‘Program Files(x86)’.
  6. In the Program Files folder, find and open the folder for your game.
  7. In the game’s folder, locate the executable (.exe) file for the game–this is a faded icon with the game’s title.
  8. Right-click on this file, select Properties, and then click the Compatibility tab at the top of the Properties window.
  9. Check the Run this program as an administrator box in the Privilege Level section. Click Apply then OK.
  10. Once complete, try opening the game again


  1. First you will need YUZU Emulator. Download it from either Unfitgirl, .. Open it in WinRar, 7ZIP idk and then move the contents in a folder and open the yuzu.exe.
  2. There click Emulation -> Configure -> System -> Profile Then press on Add and make a new profile, then close yuzu
    Inside of yuzu click File -> Open yuzu folder. This will open the yuzu configuration folder inside of explorer.
  3. Create a folder called “keys” and copy the key you got from here and paste it in the folder.
  4. For settings open yuzu up Emulation -> Configure -> Graphics, Select OpenGL and set it to Vulkan or OpenGL. (Vulkan seems to be a bit bad atm) Then go to Controls and press Single Player and set it to custom
  5. Then Press Configure and set Player 1 to Pro Controller if you have a controller/keyboard and to Joycons if Joycons. Press Configure and press the exact buttons on your controller After you’re done press Okay and continue to the next step.
  6. Download any ROM you want from Unfitgirl, .. After you got your File (can be .xci or .nsp) create a folder somewhere on your PC and in that folder create another folder for your game.
  7. After that double-click into yuzu and select the folder you put your game folder in.
  8. Lastly double click on the game and enjoy it.

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