

I ran into a boss that was particularly elusive of that attack, and as I learned, there is nothing more frustrating than sliding through a gigantic hitbox over and over again, adding a slight dash of defective wonkiness to a videogame that's already pretty difficult. Meat Boy is equipped with this forward lunge that's used to dispatch enemies and cross distances, and I found that part of the arsenal to be relentlessly inconsistent. Maybe that frustration would be alleviated if the controls still felt great, but I ran into a number of weird, slippery breakdowns throughout Forever. Elsewhere, I found tiles that, when passed through, turn solid, allowing me the chance to bounce backwards onto them as I was searching for higher ground. One world introduces a belligerent purple beam of light that, when defeated, briefly infuses Meat Boy with the ability to blast through certain barriers. Team Meat has also generated enough wrinkles to keep the auto-running blueprint from growing too staid.
#Super meat boy forever gif trial#
Those moments where everything clicks, and you finally pass through a helter-skelter trial unscathed, remain profoundly sublime.

A lot of the glee found in the original-the white-knuckle chaos of a platformer that moves so fast that you're forced to rely on your primal instincts rather than your deductive acumen-is replicated in the sequel. Fortunately, Forever is far from a calamity. Reforging that functionality, scaling back the precision, seemed like an odd choice at best and a disastrous one at worst. One of the reasons people adore Super Meat Boy is for its airtight controls.
