You wouldn't believe how much we hated Super Meat Boy at first. We were quick to label this 2D platformer as being needlessly punishing and thought that it was frustrating not because it has devious level design, but because you have to work with flawed gameplay to win. However, we're glad that we stuck with it despite our negative, knee-jerk reaction. Over time we realised that our expectations of the platformer were substantially different to what was on offer, and by taking the game for what it is, we discovered incredible detail and ingenious design that we would've dismissed had we not cut further into its savoury content.
The plot is a classic one: you're Meat Boy and you love Bandage Girl. Dr. Fetus – yes, he's actually a foetus in a robot body – is disliked by all, so he decides to take out his rage on Meat Boy by kidnapping his girlfriend and forcing you to go through torturous traps and face repulsive monsters to save her. It's an intentionally simple story, but there are cutscenes that reveal underlying dark humour and tongue-in-cheek vulgarity; it's silly with its cartoony presentation while making light of mildly shocking things. Team Meat isn't afraid to make you chuckle and still feel slightly uncomfortable – as seen in The Binding of Isaac – and there's something sincere about that which we respect. But not everything is just dark humour, since there are plenty of cute references to 80s and 90s games that are fun to recognise.
We must elaborate that we ended up appreciating how nuanced and finely tuned the mechanics are after adjusting to them. While we stand by some of our complaints to a minimal degree – such as jumping off walls, and edges not working when they should have – we confess that this is likely due to our own ineptitude at times since the game does not hold your hand. It flat out pummels you for the slightest mistakes, such as holding down the jump button a few milliseconds too long or shifting to the left a hair too much while trying to land on a tiny block. This isn't necessarily a game you can simply figure out through trial and error alone. You have to almost let your instincts lead you because the nature of this platformer emphasises speed and meticulousness. To emphasise this, there's a button to control your speed much like in Super Mario Bros., and you need to have your finger on it the whole time. That's what the game expects of you: react fast and be surgical at the same time. There's no room for hesitation or slow approaches.
The controls seem finicky at times and there are outrageous levels that demand inhuman reflexes, but that's what the game prides itself on, and it's what makes it addicting and "fun" to those searching for a masochistic, good time. With nearly all of the levels having expertly crafted layouts that never feel the same, enemies that are programmed and designed to trip you up and seemingly predict where you'll go, and more, this is a 2D platformer that will either make you feel euphoric in victory or blinded with rage to the point where you might just need to quit at some point.
The pixelated environments are pleasantly crafted with their dark colours and dreary settings. They contrast strangely yet nicely with the cartoony art style, and while the cutscenes are a bit on the rough side, they're nevertheless expressive and funny. The pixelated graphics during gameplay are what you remember, though, and it's always nice to be reminded of your dozens of failures when you die in explosions of red that decorate the environment numerous times over until you conquer a level.
While we are disappointed by the lack of the original game's soundtrack, Team Meat has done a suitable job of assembling some great 8-bit tracks and rock songs from other indie composers that thankfully fit. While some feel a bit out of place with vocals, and several more songs would've been appreciated to break up levels, we can hardly complain about the replacements.
With the main six worlds testing our limits near the end, there's more to explore like harder variants of levels in the Dark Worlds. In addition, there are bandages to collect in risky locations within stages to unlock new characters with different abilities, some of which are from other notable indie games. And with Warp Zones you'll stumble across that give access to charmingly retro-themed stages, there's plenty to keep you busy. But if you just want to experience the main fare, it's more than challenging enough to feel like a full experience as it is.
Conclusion
Super Meat Boy is an exercise in patience. You may in fact deplore it in the first one or two hours due to its unforgiving gameplay and level design, but if you take the time to consume much of what it has to offer, you may just acquire a taste for it.
Comments 25
I seem to be enjoying this game more than you guys. Work that one out 0_0
@Volcanox But we gave it an 8?
Loving Meat Boy so far got to hell and now I'm getting my Arse kicked but it's never frustrating like o thought it would be, the cut scenes are awesome as well!
@Bad-MuthaAdebisi it's in my backlog too. But because Riddler. I hate Riddler.
@get2sammyb I Was Referring To The Fact You Guys And Myself Have Differing Tastes On Video Games. ok this is weird. Phone behave.
Anyway, I have more an affliction for short but sweet kinds of brutal where the game openly shows you what you need to do and death is a mere slap on the wrist because levels are so short. You guys love Bloodborne which is a game I won't touch because it advertises itself as death the game and being frank I will take short and sweet with a game I know and like that is traditional over something I just won't enjoy.
It's like why I won't buy Xenoblade or 3D Zelda. I can tell I won't like it/have 100 hours for it. (It's not just Sony so get off that bandwagon now angry commenters)
Though I agree about wall issues. I keep getting stuck on them. Trying to establish if it's intended
The only thing I find too frustrating is sliding off edges when I definitely pressed jump damn it! Apart from that I totally blame my own ineptitude. Great game.
Meh
@Mergatro1d Yeah, seems @DrJoeystein had the same problem: "While we stand by some of our complaints to a minimal degree – such as jumping off walls..."
@get2sammyb yeah I read that but is not @DrJoeystein suggesting that it was perhaps his ineptitude? I'm definitely in the camp of it being the game's fault, not mine! Stilly completely hooked on it regardless of any slight flaws.
@Volcanox I used the internet for the hard ridder riddles i couldn't find or solve otherwise i still wouldn't have 100%.
And i got stick of it.
I'm really liking it. It's become my "play it for 10 mins or so" default game.
While we stand by some of our complaints to a minimal degree – such as jumping off walls, and edges not working when they should have.
This absolutely did my head in on a level about a third way into the game on my xbox play through. Easily beat every Mario, rayman, 2 neo bosses in rogue legacy, guacamelee, shinoni without a continue etc etc. But this one level did me head in so much that I put the game down. Jumping didn't work at the end of platform yay.
This is my new jam on the Vita! It's such a wonderful game to play in bed or in the car (while waiting for the missus while grocery shopping), I can't stop! And I thought it would be harder with the twitchy thumbsticks, but I actually like it better than on my PS4.
This game is somehow addicting...and I haven't even wanted to throw the controller for dying so much yet...like the first boss, when I fall into something due to pressing the jump button...but he doesn't want to jump. Other than that, it's not that bad of a game. I've sworn more at Super Mario 64, Rayman and the Donkey Kong Games more, so I won't complain too much, plus, it was free for plus members, so I'm definitely not wanting to complain. Always did want it on the 360 (system crashed though) and then waited for it on the Wii, but never came out, so I'm happy now.
I'm loving this game at the moment. It's got that real 'just one more go' addiction to it. Reminds me of N+ on the PSP.
i hit a wall on this game in hell but restarted it on vita and am enjoying it much more now.
Just reached The End, I'm enjoying it but it doesn't quite stand as tall as N++ which I think may well have perfected precision platforming and level design for the genre.
My wife died against the first boss probably 200 times in a row before discovering that she wasn't using the run button. haha it was such a great moment when that look of shock hit her as she accidentally crazed the trigger run. We got it all on video too since we were capturing for youtube. haha I hope there are more great moments like that.
Bloody hell I love this game. Frustrating, yet I love it
MB's soundtrack is so damn annoying...
Hey everyone! Reviewer here. Man, a lot more comments than usual! Let me address some of them, and if you have any more questions, I'll be around.
@Volcanox Ha, maybe so, and good on you! Really I only hated the game just for the first two hours. You know how you have a certain idea about how something will be you're looking forward to, and when it's completely different you get mad? That's how I felt with SMB. However, being different doesn't always turn out to be a bad thing (like with Resident Evil 5, for example. It's a departure from the series, but still a great game on its own). After I readjusted my expectations and took it for what it was, I ended up really enjoying it.
@GlynCR One thing I wanted to make clear is that this can be intensely frustrating for others, especially if you're not accustomed to platformers. I've played quite a fair share of them, so I consider myself, eh, and expert, I suppose on the genre to a degree. After finishing the main content, I only got frustrated when I encountered levels that took me 15+ minutes to finish, and there were about...25-30 levels like that, I would say. Some of them are easy, some only take a couple tries to finish, etc. It's a mix of difficulty, which I didn't elaborate on in the review, but overall, it's definitely more challenging than your average platformer. Don't get me started on some of the Dark World variants of levels. Those can be nightmarish!
@Neolit @Volcanox Ah, you two point out something really great! The ability to instantly respawn and get back at the level does mitigate some of the frustration. It's all short stages if you run through the whole thing and complete it, but they just take a long time to get through. It's not like a long, tough platforming level that takes more than 5 minutes to get to the end and when you die, you have to do it all over again. Once you perfect your motion, at the most stages last about...30 seconds to two minutes. It's just that you'll spend several minutes stuck on one, little part of the level sometimes. (ha ha) Definitely would've like to have mentioned this aspect of the design in the review.
@JLPick @themcnoisy @Mergatro1d @Mergatro1d Well, looks like I'm not the only one who boiled over this way more than once. Yeah guys, I really think it has to do with exceptionally good timing when jumping off of walls or edges of the ground, but I swear I couldn't believe some moments where I looked like I totally had it right and still didn't jump. It's a really annoying aspect of the gameplay, but hey, that's one of the reasons why it's so punishing!
@Johnnycide @Boerewors YES. It's great for picking up real quick and finish a level or two since they can be really short on the Vita. And BY THE WAY EVERYONE, I played this both on the PS4 and Vita. Both platforms are great for this game. However, there's a caveat to both. On PS4, it obviously looks better and its easy to make out Meat Boy while you're playing, but playing with the Vita feels a tad more intuitive and fitting for this kind of game at the expense of a smaller view of Meat Boy. The zoomed-out perspective means you'll need to have your face a bit closer to the Vita than usual, so this isn't exactly a game you can play any time on the go. It will demand your attention to the max sometimes.
@stupidget @adf86 Yep! SMB definitely reminded me of the N+ series. Loved the first one on the DS! I so need to play N++ now. It looks fantastic.
@ztpayne7 Oh man! That's rough (ha ha). You know, at first I was trying to figure out what the game wanted me to do. Am I supposed to hold it down the whole time? Only for quick bursts? Is it a mix of holding and letting go of the button depending on what you're doing? I just figured out you need to hold it the whole time and hope for the best that you'll land on those tiny platforms that require precise moving in the air while jumping!
@Anchorsam_9 That's SMB for you in a nutshell, ladies and gentlemen.
@AyeHaley Really? I can see why you might not have liked, say, the Rapture level music (that got kind of annoying), but I honestly liked some of the rock songs in Hell, the banjo music in the Forest world, etc. That especially goes for the retro music in the Warp Zones. I will definitely say that after listening through some of the original soundtrack, as I said in the review, it's disappointing we didn't get that instead.
@DrJoeystein The respawn time was something we mentioned in our level design class last week. It's an intentional design point to reduce frustration.
@Volcanox And SMB definitely uses this to its advantage. I also like how the blood that splatters everywhere essentially serves as a marker for players that shows them where they die most. It indirectly tells the player to focus most on improving in the areas where there's the most blood splatter, which is such a cool design choice, too. I also think a cool level design decision is how sometimes Bandage Girl is literally right in front of you, but is either locked behind bars, guarded by vicious saws, on a really small platform, etc. It creates this contrast that you're always so close to the objective, but yet so far in reality, which smartly adds to the frustration you feel when you fail. (ha ha)
The wall jumping seems soooo precise to me, and different characters give you different degrees of wall stickiness. (Lol, stickiness) Literally the first thing I found myself liking about this game is the excellent controls and their responsiveness.
Meat your doom! Mwahahahahaaha. Nice line.
Show Comments
Leave A Comment
Hold on there, you need to login to post a comment...