Some ten whole years after the original Super Meat Boy first took the indie gaming scene by storm, fans of the original game's brutally difficult action finally get the chance to return to Team Meat's gloriously bloody world in a sequel that decides to make some pretty big changes to the series' core platforming mechanics.
Super Meat Boy Forever ushers in an endless-running style of gameplay combined with a procedurally-generated level design that seeks to add replayability to proceedings but, ultimately, robs the game of the wonderfully exacting little one-screen death chambers that made its predecessor such a fiendishly addictive joy. Make no mistake, there's still plenty to enjoy here for fans of tough platform action; we're just not sure that the new direction hasn't taken away more than it's added.
Team Meat has gone big on story in this sequel, with somewhere in the region of an hour's worth of cutscenes telling the story of Meat Boy, Bandage Girl and their brand new baby, Nugget, who's been kidnapped by returning super villain Dr Fetus, leading to the pair dashing, punching and jumping their way across over seventy level's worth of painful, bloody and repetitive death.
While the free-running style of action and procedurally-generated chunk design of the levels here definitely removes the feeling of pitting your wits against bespoke little gauntlets of pain, they still combine well enough for the most part and provide players with a solid six hours worth of often insanely tough challenges to blast their way through on a first run – a figure that easily doubles if you're seeking to ace every level you're pitted against.
Controls have also been given an overhaul and simplified to just two buttons – a jump/punch and slide/dive which you'll use to navigate the many spikes, lasers, whirling sawblades and knives that stand between you and Nugget, and these then combine with some fun novelty mechanics that are thrown in along the way to spice up proceedings.
It all leads to a game that's easy to jump straight into – but let's be clear, this one starts off hard and only gets tougher. Indeed, the painfully exacting nature of old-school Super Meat Boy is alive and well in this follow-up and although you may not now have full control over how you move through levels, Team Meat has designed some fiendishly difficult level chunks which are thrown at you in random combinations that'll have you absolutely pulling your hair out at points – in fact, we managed to die over 150 times during one particularly nasty boss battle.
Speaking of boss battles, they really are a highlight of the gameplay here, bringing worlds to an exciting end with some imaginative and clever face-offs against screen-filling creations that will test your skills to the absolute limits. We love how Team Meat point-blank refuses to hold your hand during these encounters, with the key to defeating bosses left entirely for you to figure out for yourself as you're repeatedly mashed and smashed around the screen. If you loved OG Super Meat Boy purely for its insane difficulty, you're in for a proper treat here.
However, as we previously mentioned, the free-running, procedurally-generated nature of proceedings here does create some problems. We miss being able to learn levels, to perfect the intricate death mazes laid before us and, honestly, chipping away at our best times as we got to grips with Team Meat's fiendish creations was our favourite thing about the original game.
Having level elements generate differently every time you jump into a new game, for us, actually serves to rob Super Meat Boy Forever of much of that addictive, highly replayable quality that kept us coming back for more in 2010. There are also times when the procedural generation throws a wobbly and dishes you out a section of platforming that's impossible to pass, forcing you to reload. It doesn't happen very often, and for the most part this side of things holds up really well, but it is an issue we encountered on a few occasions during our playthrough.
While we're being negative, there are also some framerate problems to contend with as levels become busier later in the game, something which really surprised us given how exacting and precise the nature of the gameplay is here. It's by no means a big problem, and there's apparently a patch imminent, but it's something to be aware of regardless.
Overall, however, we enjoyed our time with Super Meat Boy Forever; there's a ton of characters to unlock, a surprisingly detailed story to enjoy and plenty of fiendishly difficult action to pit yourself against – we're just not sure the move to an endless runner style is something that benefits the game in the end. If you're a massive fan of the original game – or brutally tough platformers in general – you'll find plenty to enjoy regardless, but for us, this one feels like a little bit of a step down from the pure genius of its predecessor.
Conclusion
Super Meat Boy Forever makes some big changes to its predecessor's classic formula, ushering in an endless-running style of gameplay, simplified control scheme and procedurally-generated levels that are a blast to play through but ultimately rob the game of the fiendishly additive quality of the 2010 original. We miss perfecting Super Meat Boy's bespoke little death mazes here and although fans of brutally tough platformers will still find plenty to love, we can't help but feel this one's a little bit of a step back for Team Meat's squishy red mascot.
Comments 34
Well... that’s kinda disappointing
I’ll get it when it gets a big discount
Can't blame them for trying something different but it's a bit hard to get excited about an endless runner and it sounds like it probably wasn't worth the long wait in the end. Framerate issues are pretty off-putting too in a game like this. Not sure if I'll ever find the time to finish the first game anyway so I probably wouldn't have bought it even if it was really good.
Ah, shame this experiment on the formula doesn't quite meet the high standards of this game. I'd have to be super mega interested in a game to tolerate brutal difficulty
Got it for 6€ on Epic, glad I didn't buy the Switch-Version on full-price. IMO it's a "can play" but far away from any "must play". A mixture of handmade and random generated levels could work better, don't know .
Actually sounds a bit better than I expected. May be more of a “pick it up on sale” game than a “skip it” game, like I assumed it would be.
Endless running, unfortunately, did not benefit the game. And it simply became more difficult, because of the use of the mechanics of the kick and tackle.
I feel like an endless runner mode should simply be included in the original or something, maybe as paid DLC. This feels like having Battle Mode in Mario Kart be its own game rather than being included in the main package. But maybe that's just me.
Weird choice to go with procedural generation for this. The hand-crafted nature of the levels is part of the single-room platforming genre, from N and Super Meat Boy to modern takes, like Celeste and Horace, which link their single-room gauntlets into larger levels or worlds.
Beat the meat? Now that’s low hanging fruit 😀
Making this an endless runner is a step down from the original, for an extreme platformer like this I need to be able to navigate freely or else I lose interest very fast.
I was so excited for this until I realized it was an endless runner. That does not sound appealing to me at all.
Disappointing that they went with procedurally generated levels. In a game like this, it's inevitably going to result in the creation of a section that's impossible or nearly impossible to pass. And as was also pointed out in the review, it robs the player of the ability to learn levels and perfect his or her gameplay to get through them.
Looks great, but the endless runner can be a turn off.
"Lots of unlockable characters and a beefed-up story"
I see what you did there.
It's a shame it sounds like they have stripped most things i liked about the original game but i might grab it if it ends up stupidly cheap either on switch or pc at some point
Yeah when i found out this was a enless runner type game, my enthusiasm dropped dramatically.
Played a demo of this years ago at PAX and felt very concerned about the endless runner angle. When the developer asked me what I thought I awkwardly told him it was fun... I could have saved the game! I could have told him it sucked! Direct all of your criticisms and hatred of the new meat boy game towards me, I deserve it. I have failed humanity!
@Chowdaire Chow daire you!
to me this felt like a mobile game they decided somewhere along the line to port into other systems. bought it on pc and it was already red flag when you couldn't change any video settings. ended up refunding and won't ever look behind. shame cause i enjoyed the first one a lot
The experience described in this review is pretty much what I expected from this game - which is sad, because Super Meat Boy is my favorite platformer ever.
It'll probably be a while before I try it out myself, because autorunners and procedurals are both very high on the not-my-cup-of-tea list.
@Yosher The original feels like a complete game, this one feels like a half baked entry. It's like if you play New Super Mario Bros. U Deluxe and the sequel was Super Mario Run, it's a step backward in platforming.
Why are people calling this an endless runner? All levels are a fixed length and have a beginning and an end. They are procedurally generated from a large collection of pre-designed chunks, so all pieces are passable. I think this structure adds a lot of replayability. Watch some videos on YouTube before you make up your mind. I think this one looks great.
Well that's a real pass for me, brutal difficulty is a real turnoff.
@Retro_Player_77 Exactly why I feel this game should be a mode in the original rather than a stand alone title.
Feels similar to the daily runs in rayman legends. I could see how others might not like it compared to the original meat boy but im thoroughly enjoying it and glad I picked it up.
@Retro_Player_77 What about all the people who complain that all the NSMB games are the same, though? You run into that problem too. At least Run is different.
@LeChuck Yeah, but sometimes it gets called an autorunner, which sounds correct.
I was expecting most of the comments to be about the tagline. Maybe Team Meat enjoys a good challenge. Maybe they should try a clicker genre game next — beat the meat indeed : )
I do want to try this game. I've enjoyed the classic original Meat Boy. Also, why is this game like 5 or 6GB? All the story stuff doesn't seem like it would take that much space...
It's not endless btw in case people scrolled to the pros and cons, the "endless runner style" means it's an auto-runner
Levels take like 1min to complete in total, but they're made of several chunks that have checkpoints at the start of them.
The total time of the level is the sum of time on individual chunks (dying in a chunk resets the count for that specific chunk). The level replay shows your chunks attempts like they were part of a longer continuous run
As the reviewer said, the controls are simplified, but now there's more actions overall as you can slide kick, dive kick, jump and middle-air punch/kick (which acts as a forward dash and if you hit an enemy you can do another one again). You can manipulate the reach of these actions by holding the buttons for a longer or shorter time. It's definitely more complex than the first one, don't be fooled by the two-buttons scheme, which it makes it more accessible control-wise but the level design is where the difficulty is. I just get annoyed that I could've wasted less time in some runs if I could just turn around instead of having to find a wall to jump and flip directions
The soundtrack is less electronic and more instrument-band-based, I like it, I prefer the original Danny B soundtrack but that soundtrack is not present on the Switch version of the first Super Meat Boy either due to licensing issues (and internal conflicts)
The original super meat boy characters looked like low-poly 3d in-game. I think the drawn characters in this new one look way better
Another difference is that now needles at the clinic don't insta-kill you but instead rapidly fill a damage bar (other hazards are still insta-kill)
Some levels have unique mechanics like hooks, punchable blocks, tracks that speed up / slow you down
I think that if it had similar levels but with directional buttons + a sprint button people would be less suspicious of it, do take a look at some gameplay instead of jumping to conclusions
I'm enjoying it, could bump it to an 8. The original felt closer to a 10 but what you gonna do
Anyway it's an interesting follow-up, even though its auto-running scheme could be off-putting to some
I’ve been having fun with it. Within level check points are generous, which helps because of course this game can be hard as balls (but you already knew that). I’m honestly surprised so many players seemed decently bummed, but then again I love platformers and runners so this one’s right up my alley. I feel a lot of effort was put into this game, so if you’re curious at all look it up on YouTube and see if it jives with you.
P.S. This was a really well-written review! Happy holidays all!
People have been hating on this game a lot. So many reviews keep on saying that they missed the mark. I have to disagree.
The procedurally generated chunks make for engaging puzzle platforming. It's like little slices of difficulty and once you accomplish one chunk, you can move on to the other and it makes you feel really good when you just power your way through it all.
I just beat the first boss and I'm onto the second area/zone. Loving it. Watch some gameplay and you'll see that it's still challenging and engaging.
I disagree with the reviewer, this is a great and fun game and a very good sequel to Super Meat Boy. I’ve been playing it through the first four worlds and I find back all the appeal and fun I had with SMB when it came out on switch. The auto-runner is a welcomed change and novelty (first time for me) and the procedurally generated levels means that I can replay it with completely new layouts (also a first for me) so I don’t get the reviews and reviewers. The game is great. I give it and 8.7, try it for yourself and you won’t regret your purchase.
I appreciate that these games are hard.. I enjoyed the Wii U Super meat boy, celeste, Ori games etc.. But right from the first level this is a frustrating on rails "deathathon" where you're constantly thown into spikes etc. Why couldn't they at least make the first few levels a bit more fun and introduce you to the game mechanics a bit. I only paid about £2 for this on switch but didnt enjoy it at all
Playing it now and enjoying it way more than Mario Wonder...
The gameplay is great, the OST is amazing, the story is meaty and nice and expected.
I encountered zero situations with impossible level sections, no framerate issues detected.
Plays and feels great both on TV and portable.
Finished the main story and 2 dark worlds with A+ rank.
I do not see a problem with the game and with all whining about it being a different genre. The game is very fun, rewarding. Tough though, (but)/and fun
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