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Per TRS, Feelies is now Trivia.


* {{Feelies}}: An unusual digital-only example. The game's menu interface is a [=DOS=]-inspired OS, and the entire file structure works, allowing you to dig around in your (character's) computer. Culminates in a rather creepy [[https://www.youtube.com/watch?v=SIf-8-I2kJI video]] labeled "rsm.avi" promoting another of the developers' games.
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* ChooseAHandicap: The DEATH node in MIND CONTROL DELETE. Instead of giving you hacks to choose from between levels, the game instead [[spoiler: makes you choose a basic gameplay function to give up instead. At first they're relatively minor functions such as GIVE UP JUMPING or GIVE UP THROWING. However, you'll eventually be asked whether to give up things like shooting or punching. By the time you've given up moving and looking, you're totally helpless. The only option left... is to simply GIVE UP.]]

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* ChooseAHandicap: The DEATH node in MIND ''MIND CONTROL DELETE. DELETE''. Instead of giving you hacks to choose from between levels, the game instead [[spoiler: makes you choose a basic gameplay function to give up instead.up. At first they're relatively minor functions such as GIVE UP JUMPING or GIVE UP THROWING. However, you'll eventually be asked whether to give up things like shooting or punching. By the time you've given up moving and looking, you're totally helpless. The only option left... is to simply GIVE UP.]]
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* DeathDealer: ''MIND CONTROL DELETE'' has credit cards as a throwable weapon. They're classed as one of the sharp object types and will stick in enemies or kill with a headshot.

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TRS wick cleanupSurprise Creepy has been split and disambiguated


* DisguisedHorrorStory: Both the prototype and the full version appear at first glance to be just a HighConcept action game with NoPlotNoProblem - and both become increasingly clear that they're actually a CyberPunk horror story.



* SurpriseCreepy: Both the prototype and the full version appear at first glance to be just a HighConcept action game with NoPlotNoProblem - and both become increasingly clear that they're actually a CyberPunk horror story.
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See also the [[ForeignRemake Chinese-made remake]], ''VideoGame/GunFuFighter''.
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* LeadTheTarget: A non-intuitive part of gameplay. It's not just that BulletTime kicks in whenever you're not pressing buttons; it's also that ''all bullets move slower than normal'', because if not then you still wouldn't be able to dodge them. But ''all'' bullets move slower than normal; if you can dodge them, {{mook}}s can too. And do! Unless you... lead the target. Even the railgun in ''MIND CONTROL DELETE'' has a very small delay, despite its near-hitscan attack.

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* LeadTheTarget: A non-intuitive part of gameplay. It's not just that BulletTime kicks in whenever you're not pressing buttons; it's also that ''all bullets bullets'' move slower than normal'', normal, because if not then you still wouldn't be able to dodge them. But ''all'' bullets move slower than normal; if you can dodge them, {{mook}}s can too. And do! Unless you... lead you aim for where the target.enemies ''will be'', shots that would connect in other shooters will become costly misses here. Even the railgun in ''MIND CONTROL DELETE'' has a very small delay, despite its near-hitscan attack.
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* HackerCave: Effectively the main menu in the VR version.

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* HackerCave: Effectively the main menu in the VR version.version, and the original game shows this as the player's home as well. [[OminousMultipleScreens With your POV shown on every screen.]]
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* CentralTheme:
** For the whole series, the various ways authority figures induce obedience through [[MindScrew deception]], [[ManipulativeBastard manipulation]] and force.
** For ''SUPERHOT'', the dangers of addiction and how it can destroy your life and relationships.
** For ''Mind Control Delete'', the dangers of {{Greed}} and how it hurts you while never leaving you satisfied.
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** ''MIND CONTROL DELETE'' also taunts the player for continually diving into the System to find... absolutely nothing, save their own need for "closure".

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** ''MIND CONTROL DELETE'' also taunts the player for continually diving into the System to find... absolutely nothing, save their own need for "closure".a real ending.
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* YouBastard:
** The further you progress in the base game, the more the System taunts you as it tells you to stop playing for what you know will be a bad fate, even going so far as to send other players to knock your player character unconscious. Even though your PC's obsession with the game spirals into ending your friendship and isolating yourself from society, you continue. [[spoiler:And in the end, you ultimately help the System continue to expand and take on more victims.]]
** ''MIND CONTROL DELETE'' also taunts the player for continually diving into the System to find... absolutely nothing, save their own need for "closure".
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* EleventhHourSuperpower: The final level ends with you getting a new power: [[spoiler:hotswitching to take control of and kill enemies without any cooldown.]]


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* ArrangeMode: The retail game comes with a whole bunch of unlockable challenge modes that modify how you run through the non-story levels. Most force you to kill enemies with only one method (fists, katanas, throwables), some mess with the difficulty, and others are purely cosmetic, like the season pumpkin spice challenge.


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* HallwayFight: The level "Oldboy" is set in a hallway just like the one from the film of the same name.
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* ControllableHelplessness: "DANCE DOG" sees you placed in a small cell with multiple Red Guys standing over you, firing pistols down into the cell. After you dodge a few bullets, the game displays "DIE DOG" and they ''all'' start firing. There's no way out of the cell; all you can do is try to dodge bullets until one inevitably takes you out. The game then tells you "GOOD DOG" and moves on. [[spoiler:The System is making a point about how you can do nothing but follow its commands.]]
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** Also in ''MIND CONTROL DELETE'', the MORE Core. You can't warp around or throw a sword that returns to your hands or swap places with enemies. You can however take 3 hits over the course of a node by default, and you can get upgrades to add even more hearts to your health bar. Not a particularly fancy Core, but a rather useful one.
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The hallway made using terminal text resolution is better described as low-resolution rather than having a low number of vertices..


* MindPrison: As the player draws the System's attention, they are trapped within a cell at several points, especially in the later portions in the game, unable to get back to the game unless they do what the system says - such as being forced to repeatedly dodge bullets from enemies until they die. It's implied these were experiments on subjects part of "the System". Once they get past the prison, it's used again: this time an extremely low poly tunnel with a caged door at the end [[spoiler: that's a symbolic representation of the real world; it only opens when the player embraces the ArcWords: "bodies are disposable".]]

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* MindPrison: As the player draws the System's attention, they are trapped within a cell at several points, especially in the later portions in the game, unable to get back to the game unless they do what the system says - such as being forced to repeatedly dodge bullets from enemies until they die. It's implied these were experiments on subjects part of "the System". Once they get past the prison, it's used again: this time an extremely low poly low-resolution tunnel with a caged door at the end [[spoiler: that's a symbolic representation of the real world; it only opens when the player embraces the ArcWords: "bodies are disposable".]]
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Up To Eleven is a defunct trope


** Taken UpToEleven in the sense that it takes place in-game and [[spoiler: in real life, when the game asks you to spread the word of the game upon completion of the story.]] That phrase? [[spoiler: "It's the most innovative shooter I've played in years."]]

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** Taken UpToEleven Exaggerated in the sense that it takes place in-game and [[spoiler: in real life, when the game asks you to spread the word of the game upon completion of the story.]] That phrase? [[spoiler: "It's the most innovative shooter I've played in years."]]



** Taken UpToEleven in ''MIND CONTROL DELETE'', since slashing at bullets with the katana now ''reflects'' them back at the shooter. This goes even further with defall.hack which will reflect ''all bullets on the map'' when you reflect one. If you get the punch hack, you can ''punch'' bullets back.

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** Taken UpToEleven Exaggerated in ''MIND CONTROL DELETE'', since slashing at bullets with the katana now ''reflects'' them back at the shooter. This goes even further with defall.hack which will reflect ''all bullets on the map'' when you reflect one. If you get the punch hack, you can ''punch'' bullets back.
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* ChooseAHandicap: The DEATH node in MIND CONTROL DELETE. Instead of giving you hacks to choose from between levels, the game instead [[spoiler: makes you choose a basic gameplay function to give up instead. At first they're relatively minor functions such as GIVE UP JUMPING or GIVE UP THROWING. However, you'll eventually be asked whether to give up things like shooting or punching. By the time you've given up moving and looking, you're totally helpless. The only option left... is to simply GIVE UP.]]
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[[ArcWords The most innovative shooter anyone's played in years]].
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Added to But Thou Must

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** [[spoiler:In the final step, attempting to throw away the gun you're given is met with "KEEP IT", and "NO" if you try to shoot anything but your intended target, so you can't waste your bullets.]]
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Spoiler tagged Failure Is The Only Option


* FailureIsTheOnlyOption: The Death node in ''MIND CONTROL DELETE''; instead of activating hacks, makes you choose what aspect of your control you give up (melee, shooting, throwing, jumping, looking, and moving). You can do up to four of those things and possibly survive, but once you've given up looking and moving, you're dead. Each level has the option to immediately give up and skip to the next, per the theme of relinquishing control.

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* FailureIsTheOnlyOption: [[spoiler: The Death node in ''MIND CONTROL DELETE''; instead of activating hacks, makes you choose what aspect of your control you give up (melee, shooting, throwing, jumping, looking, and moving). You can do up to four of those things and possibly survive, but once you've given up looking and moving, you're dead. Each level has the option to immediately give up and skip to the next, per the theme of relinquishing control.]]
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Unnecessary Pothole is unnecessary


* SensoryAbuse: Firing a gun while standing still will basically [[RealityEnsues blind and deafen you for two seconds]].

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* SensoryAbuse: Firing a gun while standing still will basically [[RealityEnsues blind and deafen you for two seconds]].seconds.
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** [[BodySurf The Addict]], who can body-surf as you could in the original game.

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** [[BodySurf The Addict]], who can body-surf as you could in the original game. They also spawn in with a random weapon, and will take yours if they body-surf into you.
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* StealthSequel: ''SUPERHOT VR'' is in fact a sequel to the events of the PC game, though nothing outside of the game mentions this. Ditto for ''MIND CONTROL DELETE'', which takes place after both ''SUPERHOT'' and ''VR''.
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* AlienGeometries: The level design in superhot.exe is uncanny in a way other than its colour scheme: everyday objects such as shelves, chairs and lamps may be recessed in such a way that they appear to be clipping into the walls, especially around the level borders. Simple items may suddenly appear somewhere in a clustered lattice, floating off into nowhere or echoing down a few layers, almost as if the program is breaking down around its edges.
** Amped in ''MIND CONTROL DELETE''. At first, the levels seem like they fit in with those of the first game, but the further one goes, the more junk, glitches and rendering issues appear...
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* AttackItsWeakPoint: ''MIND CONTROL DELETE'' introduces enemies which are entirely white save one part of them (a limb, torso, or head). The white parts are immune to damage, aren't stunned by thrown objects, and normally lethal attacks will only stun them. However, hacks that upgrade one of your damage aspects (piercing for bullets, damage for punching and throwing) bypass this invulnerability.

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* AttackItsWeakPoint: ''MIND CONTROL DELETE'' introduces enemies which are entirely white save one part of them (a limb, torso, or head). The white parts are immune to damage, aren't stunned by thrown objects, and normally lethal attacks will only stun them. However, hacks that upgrade one of your damage aspects (piercing for bullets, damage for punching and throwing) bypass this invulnerability. The Railgun comes with built-in piercing that also ignores their protection.



** All edged throwing weapons in ''MIND CONTROL DELETE'' land pointy-end in, from throwing knives to screwdrivers.

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** All edged throwing weapons in ''MIND CONTROL DELETE'' land pointy-end in, from throwing knives to screwdrivers. If you score a headshot, this is lethal.



* FailureIsTheOnlyOption: The Death node in ''MIND CONTROL DELETE'', instead of activating hacks, makes you choose what aspect of your control you give up (melee, shooting, throwing, jumping, looking, and moving). You can do up to four of those things and possibly survive, but once you've given up looking and moving, you're dead. Each level has the option to immediately give up and skip to the next, per the theme of relinquishing control.

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* FailureIsTheOnlyOption: The Death node in ''MIND CONTROL DELETE'', DELETE''; instead of activating hacks, makes you choose what aspect of your control you give up (melee, shooting, throwing, jumping, looking, and moving). You can do up to four of those things and possibly survive, but once you've given up looking and moving, you're dead. Each level has the option to immediately give up and skip to the next, per the theme of relinquishing control.



* GameBreakingBug: ''MIND CONTROL DELETE'' has an error with the spiked enemies that causes you to automatically take damage upon destroying them, even if you're nowhere near the bullets they release. It appears to be more common if the spiked enemy is at a lower elevation than you are, and throwing objects seems more likely to trigger it than bullets.

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* GameBreakingBug: GameBreakingBug:
** If you happen to catch an enemy in the process of spawning and Hotswitch into them (or Charge into them in ''MIND CONTROL DELETE''), it's considered an automatic loss because you're out of bounds. This is especially bad in ''MIND CONTROL DELETE'', because it ignores your current health.
**
''MIND CONTROL DELETE'' has an error with the spiked enemies that causes you to automatically take damage upon destroying them, even if you're nowhere near the bullets they release. It appears to be more common if the spiked enemy is at a lower elevation than you are, and throwing objects seems more likely to trigger it than bullets.



* MadeOfExplodium: The grenade hack in ''MIND CONTROL DELETE'' causes all thrown objects to release a burst of shrapnel when they break. Potentially devastating, but you have to be very careful about the objects you throw.



* PrecisionGuidedBoomerang: In ''MIND CONTROL DELETE'', the Super Throwing hack causes any shuriken[[note]]or any object coded to behave as a shuriken when thrown, such as a vinyl record[[/note]] that kills a mook to immediately fly right back to you. Assuming you don't catch it, it will pass through you and imbed itself in the wall behind you.

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* PrecisionGuidedBoomerang: In ''MIND CONTROL DELETE'', the Super Throwing hack causes any shuriken[[note]]or any object coded to behave as a shuriken when thrown, such as a vinyl record[[/note]] that kills a mook to immediately fly right back to you. Assuming you don't catch it, it will pass through you and imbed embed itself in the wall behind you.



* {{Retraux}}: The technology level of the real world portions is a loving send up of old hardware, complete with [=DOS=] commands, [=IRC=] clients, [=ASCII=] displays, the clicks and whirr of the machine, and so on.
** ''SUPERHOT VR'' takes this even further by showing the protagonist's setup including a VR helmet and gloves... connected to a bunch of old CRT monitor [=PCs=] resembling UsefulNotes/CommodoreAmiga 3000/4000/1200 systems with ''SUPERHOT'' itself stored in ''floppy disks''.
*** This isn't too far-fetched when considering that the Amiga 3000 was the architectural basis of older Virtuality arcade VR systems, the sort you could play ''Dactyl Nightmare'' on.

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* {{Retraux}}: {{Retraux}}:
**
The technology level of the real world portions is a loving send up of old hardware, complete with [=DOS=] commands, [=IRC=] clients, [=ASCII=] displays, the clicks and whirr of the machine, and so on.
** ''SUPERHOT VR'' takes this even further by showing the protagonist's setup including a VR helmet and gloves... connected to a bunch of old CRT monitor [=PCs=] resembling UsefulNotes/CommodoreAmiga 3000/4000/1200 systems with ''SUPERHOT'' itself stored in ''floppy disks''.
***
disks''. This isn't too far-fetched when considering that the Amiga 3000 was the architectural basis of older Virtuality arcade VR systems, the sort you could play ''Dactyl Nightmare'' on.



* RuleOfCool: You toss your weapon at the end of every level for no reason other than it's cool. [[spoiler:And because you always throw away your weapon when you release control of a hijacked body.]]

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* RuleOfCool: RuleOfCool:
**
You toss your weapon at the end of every level for no reason other than it's cool. [[spoiler:And because you always throw away your weapon when you release control of a hijacked body.]]



* TakingYouWithMe: Spiked enemies in ''MIND CONTROL DELETE'' explode in a hail of bullets when killed. Specifically, this happens when their body is shattered, so while bullets and other forms of instant death will explode them on contact, punching them to death or using blunt weapons allows you to get behind cover and wait for the body to explode when it hits the floor. If you swap into one with Hotswitch, it will activate the effect without killing the host, which can be useful in killing off nearby enemies and is a safe way to detonate them in general.
** There is also an upgrade where you explode into ninja stars when damaged, though this is Downplayed since you still have extra lives.
* ThrowingYourGunAtTheEnemy: Guns have limited ammo, so throwing them away is a given. Throwing your weapon is also much faster than waiting for the next bullet to cycle into the chamber if you're using the pistol or shotgun. You also end up throwing your weapons away when a level ends for the sake of looking cool [[spoiler:and because that's what always happens when you abandon a body]].

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* TakingYouWithMe: Spiked enemies in ''MIND CONTROL DELETE'' explode in a hail of bullets when killed. Specifically, this happens when their body is shattered, so while bullets and other forms of instant death will explode them on contact, punching them to death or using blunt weapons allows you to get behind cover and wait for the body to explode when it hits the floor. If you swap into one with Hotswitch, it will activate the effect without killing the host, which can be useful in killing off nearby enemies and is a safe way to detonate them in general.
**
general. There is also an upgrade where you explode into ninja stars when damaged, though this is Downplayed since you still have extra lives.
* ThrowingYourGunAtTheEnemy: Guns have limited ammo, ammo and there's no option to reload, so throwing once it's empty its only use is as an improvised projectile against your foes. Being hit by a thrown weapon stuns an enemy and causes them away is a given. to drop their own if they're carrying one, allowing you to steal it and use it on them. Throwing your weapon is also much faster than waiting for the next bullet to cycle into the chamber if you're using the pistol or shotgun.shotgun, making the action a strategic choice based on how many enemies are nearby. You also end up throwing your weapons away when a level ends for the sake of looking cool [[spoiler:and because that's what always happens when you abandon a body]].



** The katana can be thrown and is lethal upon hit, and is one of the few thrown items which can be retrieved. The Ninja mind of ''MIND CONTROL DELETE'' focuses around throwing your katana, and its various upgrades allow you to do far more fancy tricks with it.

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** The katana can be thrown and is lethal upon hit, if it connects, and is one of the few thrown items which can be retrieved. The Ninja mind of ''MIND CONTROL DELETE'' focuses around throwing your katana, and its various upgrades allow you to do far more fancy tricks with it.



** Downplayed with every other item you can throw; it stuns an enemy on hit and makes them drop anything they're holding, allowing you grab it for yourself. Thrown items can be faster than waiting for your gun to stop shooting in many instances.
*** Unless it's the VR version, in which case ''any'' thrown item is lethal.
* TimeStandsStill: An interesting variant tied to your motion. Stand still, and time slows to a crawl - or stops completely in the VR version. Start walking, and it'll speed up to real time. It even extends to moving the camera: time accelerates a little when aiming and firing.

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** Downplayed with every other item you can throw; it stuns an enemy on hit and makes them drop anything they're holding, allowing you grab it for yourself. Thrown items can be faster than waiting for your gun to stop shooting in many instances.
***
instances. Unless it's the VR version, in which case ''any'' thrown item is lethal.
* TimeStandsStill: TimeStandsStill:
**
An interesting variant tied to your motion. Stand still, and time slows to a crawl - or stops completely in the VR version. Start walking, and it'll speed up to real time. It even extends to moving the camera: time accelerates a little when aiming and firing.
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''SUPER'''HOT''''' is a series of FirstPersonShooter / PuzzleGame hybrids. The core concept of the series is that time only moves when you move -- specifically, when you press buttons on the controller. If you’re standing still, time nearly stops, slowing bullets to a crawl and stopping enemies in their tracks. If you move, bullets will zip right at you and enemies will start shooting again. Once you've used up a gun’s mag, you have no choice but to [[ThrowAwayGuns throw it at your enemies]] and grab one of their weapons, unless you'd rather take them down up close and personal. [[RuleOfCool It's friggin' cool.]]

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''SUPER'''HOT''''' is a series of FirstPersonShooter / PuzzleGame hybrids. The core concept of the series is that time only moves when you move -- specifically, when you press buttons on the controller. If you’re standing still, time nearly stops, slowing bullets to a crawl and stopping enemies in their tracks. If you move, bullets will zip right at you and enemies will start shooting again. Once you've used up a gun’s mag, you have no choice but to [[ThrowAwayGuns [[ThrowingYourGunAtTheEnemy throw it at your enemies]] and grab one of their weapons, unless you'd rather take them down up close and personal. [[RuleOfCool It's friggin' cool.]]



* ThrowAwayGuns: Guns have limited ammo, so throwing them away is a given. Throwing your weapon is also much faster than waiting for the next bullet to cycle into the chamber if you're using the pistol or shotgun. You also end up throwing your weapons away when a level ends for the sake of looking cool [[spoiler:and because that's what always happens when you abandon a body]].

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* ThrowAwayGuns: ThrowingYourGunAtTheEnemy: Guns have limited ammo, so throwing them away is a given. Throwing your weapon is also much faster than waiting for the next bullet to cycle into the chamber if you're using the pistol or shotgun. You also end up throwing your weapons away when a level ends for the sake of looking cool [[spoiler:and because that's what always happens when you abandon a body]].

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* AwesomeButImpractical: Using the katana to deflect bullets back at the shooter in ''MIND CONTROL DELETE''. It's just as cool as it sounds, but the bullets are reflected back at the shooter's current position and don't take movement into account. If the shooter is doing anything other than standing still or running at you, it's almost guaranteed to miss. The only time it's worth doing consistently is with the ''defall.hack'' upgrade [[note]]deflecting one bullet will also auto-reflect ''every single'' bullet currently moving through the map[[/note]] or with projectiles fired from the Railgun.
** You can cut bullets out of the air with a katana, won't really do much for you though. The timing is quite narrow and if you fuck up you WILL get shot, and good luck stopping anything more than a few handgun shots.

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* AwesomeButImpractical: AwesomeButImpractical:
** In the original game, you can cut bullets out of the air with a katana. This looks cool and nets you an achievement, but practically speaking wastes an action that could have been better spent on dodging and killing the shooter. The timing is quite narrow and if you fuck up you ''will'' get shot, and good luck stopping anything more than a few handgun shots.
**
Using the katana to deflect bullets back at the shooter in ''MIND CONTROL DELETE''.DELETE'' is more practical, but has its own issues. It's just as cool as it sounds, but the bullets are reflected back at the shooter's current position and don't take movement into account. If the shooter is doing anything other than standing still or running at you, it's almost guaranteed to miss. The only time it's worth doing consistently is with the ''defall.hack'' upgrade [[note]]deflecting one bullet will also auto-reflect ''every single'' bullet currently moving through the map[[/note]] or with projectiles fired from the Railgun.
** You can cut bullets out of the air with a katana, won't really do much for you though. The timing is quite narrow and if you fuck up you WILL get shot, and good luck stopping anything more than a few handgun shots.
Railgun.



** The VR version makes any thrown object lethal by default - ordinary objects, guns, you name it!
** ''MIND CONTROL DELETE'' adds a slew of semi-lethal to very lethal thrown objects. Anything pointy that isn't lethal will stick in the enemy and can be grabbed out of them to be thrown again. Headshots with anything pointy will always be lethal, unless the enemy is invulnerable for one reason or another.

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** The VR version makes any thrown object lethal by default - -- ordinary objects, guns, you name it!
** ''MIND CONTROL DELETE'' adds a slew of semi-lethal to very lethal thrown objects. Anything pointy that isn't lethal will stick in the enemy and can be grabbed out of them to be thrown again. Headshots with anything pointy will always be lethal, unless the enemy is invulnerable for one reason or another. Any circular object (shurikens, records, painting easels) kills instantly on contact, with the same exceptions.



** The shotgun can potentially hit multiple targets with its buckshot, but it only gets two shots and is clumsy to throw.

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** The shotgun can potentially hit multiple targets with its buckshot, but it only gets two shots shots, its spread reduces its effectiveness at range, and is it's clumsy to throw.
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** You can cut bullets out of the air with a katana, won't really do much for you though. The timing is quite narrow and if you fuck up you WILL get shot, and good luck stopping anything more than a few handgun shots.
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* PrecisionGuidedBoomerang: In ''MIND CONTROL DELETE'', the Super Throwing hack causes any circular object that kills a mook to immediately fly right back to you. Assuming you don't catch it, it will pass through you and imbed itself in the wall behind you.

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* PrecisionGuidedBoomerang: In ''MIND CONTROL DELETE'', the Super Throwing hack causes any circular shuriken[[note]]or any object coded to behave as a shuriken when thrown, such as a vinyl record[[/note]] that kills a mook to immediately fly right back to you. Assuming you don't catch it, it will pass through you and imbed itself in the wall behind you.

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* ImplausibleFencingPowers: The katana can be used to cut bullets in the original and reflect them in ''MIND CONTROL DELETE''. ''MIND CONTROL DELETE'' also adds an upgrade that completely eliminates cooldown on melee weapons, allowing you to instantly chain from one cut to the next.



* ShortRangeShotgun: Averted. Shotguns have just as much range as other weapons in the game.

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* ShortRangeShotgun: Averted. Shotguns have just as much range as other weapons in the game. Accuracy, on the other hand, falls off dramatically due to the weapon's spread.

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