

You are forced to run forward, and can only change directions when you run into a wall and jump off of it. The entire game can be played with two buttons: jump/punch and slide/dive. So much of Super Meat Boy lies underneath, but there are just as many changes. Super Meat Boy Forever takes Super Meat Boy’s great platforming, sawblade obstacles, and precision jumps and twists it into an endless runner. But the cutscenes deliver well enough, and it’s not really about the story, but about the gameplay-and Super Meat Boy Forever is fun despite itself. Perhaps Edmund McMillen’s presence is more sorely missed than I thought it would be, because even though Super Meat Boy Forever goes through the expected motions with the expected art style, it feels empty. The story is told in the same style as the previous Super Meat Boy, but it feels like it’s missing something. Fetus kidnapped Meat Boy and Bandage girl’s kid, Nugget. In Super Meat Boy Forever you’re not relegated to playing as just Meat Boy-you have the choice of playing as Bandage Girl, as well as a number of other characters that are unlockable through gameplay. With that said, Super Meat Boy Forever does deliver comparable gameplay to the original-just in a slightly different form factor. Though Super Meat Boy Forever has quickly become my favorite example of this platforming subgenre, I feel like I would have preferred a more traditional platformer.
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Full disclosure: I’m not really a fan of endless runners. Yeah, I missed the memo on that one-because I was expecting more Meat Boy. Super Meat Boy Forever is an endless runner.

It’s too bad that Super Meat Boy Forever chose to go a different route.

It’s one of the gold standards I hold every platformer to. I used to see platformers as a dying game genre, but Super Meat Boy changed my entire perspective, and even made me crave time with Super Mario Bros. It’s the game that made me think again about platformers: their controls, their difficulty. Team Meat can still tell a very compelling story even if the gameplay is lacking.The original Super Meat Boy holds a special place in my heart. I couldn’t help but smile in every cut scene as the story developed. Super Meat Boy‘s wit is still prevalent in the sequel. These battles are always fun to work out, even when dying numerous times. Instead of the simple unidirectional movement, you must shift left and right to hit the villain’s weak spots. It uses the ordinary auto-running feature and transforms it into something fantastic. Even though this was in the original, Super Meat Boy, it still feels just as rewarding completing the level and knowing that it’s over.īoss fights are where Super Meat Boy Forever excels. The death replay system lets you rewatch all your deaths on the level. The quick respawns keep the flow going between levels. And although there are no serious consequences for death, it doesn’t make it any less frustrating.Īlthough the game will turn you slowly insane, the severe difficulty isn’t necessarily a bad thing. Super Meat Boy Forever can put you in situations where you are dead if you don’t jump instantly when you respawn. These random level fragments lead to a non-existent difficulty curve. Some chunks are ridiculously hard, and others you can breeze straight through. The procedurally generated chunks are a terrible idea. This means the developers created chunks, and each time you start a new game, levels are made with different chunks to complete a level’s design. In theory, this sounds amazing until you realize the levels are procedurally generated. Super Meat Boy Forever boasts over 7000 levels. “Some levels you come across are completely broken.” It teaches you the controls and unique level design early, then throws you in the deep end and expects you to be a grandmaster in 10 minutes. You could even compare the game to Dark Souls in terms of the way it is played. Timing and precision are crucial otherwise, you will meet your demise. You can change directions by jumping off walls or running into ramps, but that is where the creativity ends.ĭue to the auto-running system, the game is hard. This leaves the game with only two buttons, Duck and Punch, making it a certified mobile game. You feel locked in, unable to dictate pace and direction your freedom stripped. Now, coming to Nintendo Switch, I was thrilled to try Super Meat Boy Forever, but unfortunately, it has left me to question whether it should have been released on anything other than mobile devices.Īuto-running in Super Meat Boy Forever is its biggest issue. Having heard that the sequel was originally going to be a mobile game, I was sceptical about trying it. The original Super Meat Boy had me playing for hours, falling completely in love with Meat Boy.
