As I’ve repeatedly alluded to, the shift to infinite runner takes away a huge element of control that made the original so gratifying. Straight away, if you’re here looking for more Super Meat Boy, you’re not going to get it. Then you’ll need to do it faster to meet the strict time targets on levels, more carefully to get the sadistically-placed collectibles, and repeatedly to work out the precise moves expected to beat the bosses. You’ve got to time your jumps, dives, and punches to match your pace, as well as puzzle out the order of operations to work around your directional limitations. In stark contrast to the compact platforming challenges of the original, Super Meat Boy Forever sends your chosen character sprinting relentlessly towards danger. But things are a little different this time. Thus begins another deadly odyssey of navigating levels full of sawblades, syringes, and horrors to rescue the sentient McGuffin. Fetus is back too, and snatches the little bundle of gristly joy away. Meat Boy and Bandage Girl are back, along with their adorable offspring, Nugget. But I do know that it’s a curse that dooms Super Meat Boy Forever to be nothing more than frustration and tedium. I don’t know what compels a person to look at the acclaimed challenge and tight controls of the original, and then try to follow it up with a deeply flawed infinite runner. That’s a hell of a legacy, which makes it all the more bizarre that its own sequel seems to have forgotten so much of what made it good. It was perhaps the first real mainstream hit of the precision platformer genre, merging lessons from classic run & jumps and more sadistic offerings like I Want To Be The Guy to form something that would influence indie games to this day. Super Meat Boy was an absolute phenomenon when it released over a decade ago.
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