![]() ![]() It isn’t just Super Meat Boy Forever either with Borderlands 3 set to be exclusive for the first 6 months after its release. Epic Games have been aggressively obtaining exclusive rights for big releases in order to compete with the currently dominant Steam. Speaking of controversy, Super Meat Boy Forever will launch as an Epic Store exclusive for the first year after its release. EA has suffered from controversies one after enough in recent years and appear to be more anti-consumer than ever before. I doubt this view is one that many fans are going to disagree with. “ Team Meat isn’t some studio owned by an Evil Asshat corporation that has say over what we do and how we do it.“. Team Meat also took the opportunity to take a sly dig at a certain conglomerate AAA publisher. “ We could have sacrificed our minds, bodies and social lives to make April 2019 but that’s stupid,” the announcement reads. ![]() In a tweet where they apologized to fans for the delay, they explained that as an independent company they don’t need to stress themselves out with excessive overtime. Originally intended for an April 26th release, Super Meat Boy Forever has been pushed back in order to avoid the brutal crunchtime that is all too common in the gaming industry. If only Meat Boy's simple joys weren't diminished in the transition.Super Meat Boy developers Team Meat have confirmed Super Meat Boy Forever has been delayed. The studio deserves credit for trying something different. It was supremely, absurdly hard.) Super Meat Boy Forever remains as vibrantly revolting as you remember the original being, but the platforming design doesn't live up to the established pedigree. He tossed absurdly fast projectiles at me that brought to mind the most harrowing of Mario Maker levels. Fetus on a conveyor belt rolling towards certain death. The Meat Boy universe is at its best when it offers a demonic homage to the hellish 8-bit platformers of yore, and I stumbled into one of those famous, hidden "glitch zones" that transported me to a wonderful Mega Man send-up. I found myself wanting more of an author's touch.Ī lot of Team Meat's indelible charm is still present. The first game was challenging, but never unclear given a bit of observation. This works more often than it doesn't, but there were certainly incidents where I simply had no idea where I was supposed to go or what I was supposed to do. On top of that, Forever is procedurally generated, stringing together obstacles in a random seed. 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. 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.
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