
It all works together extremely well and feels remarkably satisfying when you pull off a difficult sequence. Mid-air punches are usually used to string together more difficult leaps and navigate large gaps or other dangers. He can also duck and slide under things, and can perform mid-air and slide punches to take out enemies. Meat Boy will slide up walls as you jump towards them, allowing you to momentarily slow your descent while attached, so you can time your jumps around obstacles and other dangers. Likewise, the controls feel very precise, and jump physics feel in line with what the original Super Meat Boy offered. This approach offers up some additional replay value when attempting to clear prior stages, while also keeping the overall challenge fresh. You’ll start to recognize how stages are broken up by the death checkpoints, which you’ll likely encounter a few of. It’s a form of randomization in levels but not necessarily approached in the same way that other games, roguelikes in particular, have done so in the past. Stages in Super Meat Boy Forever are compromised of chunks, basically level sections that can be interchangeable within worlds, allowing some randomization and uniqueness even after you’ve completed the story. In fact, the more I played, the more I came to realize that Super Meat Boy Forever was virtually a puzzle game in a platformer format. Instead, you’ll quickly realize that you’re meant to focus on timing jumps, slides, and air punches in an effort to overcome an increasingly difficult slew of obstacles. While not having direct control over Meat Boy, Bandage Girl (or a host of other unlockable characters) can feel a bit off at first, you’ll quickly realize that the lack of direct input on the direction you’re running doesn’t make for an easier or less precise experience. Thankfully, having spent some time with Super Meat Boy Forever over the holidays, I think it handles the change really well.

And knowing that this was Team Meat’s approach with Super Meat Boy Forever, I was kind of wary of how that change would factor into one of the more precise, demanding, yet fun platformers of our time.


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If you’re not familiar with the term, you might be more familiar with notable games in the genre, like BIT.TRIP RUNNER or even Nintendo’s attempt with Super Mario Run on iOS and Android platforms. Going into Super Meat Boy Forever, the first big follow-up to Team Meat’s well-regarded hit Super Meat Boy, I was certainly aware that the gameplay had transitioned into what is commonly known as an “auto-runner”.
