Super Meat Boy: Forever logo

Super Meat Boy: Forever. How to destroy the game?

Probably, many users were looking forward to the release of the second part of the Super Meat Boy game. It’s a peppy platformer that’s hardcore and can teach the player a lesson at every level of their development as a gamer.

The formula is extremely simple, you just need to find the path along which the level will be passed, and at the same time determine the most optimal trajectories. At the same time, over time, you will have to die many times, and only after that you will be able to improve your skill. The manufacturer himself said that here the player develops to a greater extent, and not the character at all.

What about the new version of the game?

It should be noted right away that Super Meat Boy is an earlier version. For any fan of the first part, everything should be clear already at this stage. But you need to understand, is it really so bad?

Immediately it should be noted the terrible control on the keyboard, often there is simply no understanding of where to press in order to simply pause the game. Even with simple, one might say primitive mechanics, the developer made everything very incomprehensible, especially when compared with the first part.

Gameplay of Super Meat Boy: Forever

And now instead of the peppy and dynamic track that was before, now there is music that is more suitable for Angry Birds. Banjo strumming accompanied by a whistle is not something you want to hear, especially since you have been waiting for the release for 8 years.

Also, the style of the game is not very creative. The design level has some problems, there are generated levels that are simply impossible to pass. And all levels are randomly generated, you also need to know this. And there are difficulties with hints, for example, the game informs about some possibilities only after the player himself decides to check what it is.

Game process

Gameplay is another issue that needs attention. For example, all the skills that were required in the first part turned out to be simply useless in the second. There are even moments that just get in the way.

But in order to complete the levels, the user just needs to press 1 of the 2 buttons in time. And here you don’t even need to maneuver, you don’t need to calculate the character’s speed, slow down or do everything faster. In fact, the feeling of control often disappears. Animation often stops the whole dynamics of passing the level.