Super Meat Boy
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Most Recent Featured Member Review
|Featured Review MalZenith ranked Super Meat Boy #44 of 70|
March 26, 2012
Insert PG-13 Fart Humor Joke Here
Meat Boy, prior to its foray to Steam (and XBLA), was a flash title that made its way around various flash game sites such as Newgrounds and Kongregate. All in all, the formula to the game hasn't changed much since then: extremely fast platforming that relies on twitch reflexes and (some) muscle memory to beat the harder levels. The graphics were updated a tad for its release as a standalone game, but that's about it as far as updating the game engine goes.
Not that it really needs an update to the game engine. It's controls are decent (for the purpose of its gameplay; it could be argued that the semi-slippery movements of the titular character is a gameplay feature rather than a detractor), and gameplay itself is solid. Basically, as Meat Boy, your goal in one of your (many) lives is to rescue Band-aid Girl from the clutches of Dr. Fetus, who seems to be able to kidnap your girlfriend and place her at hard-to-reach locations at every level. Each world has twenty main levels in it, 9 retro/guest levels (usually either featuring retro Meat Boy graphics or levels that pay homage to other indie platformers out there), 20 "dark world" levels (challenging versions of the regular levels), and one boss. There are five main worlds, along with two extra "bonus" worlds which contain 6 extra-challenging levels each. So there's a fair amount of content there. And in addition to that, there's also a level editor in which you can download other players' levels or make your own levels. Suffice it to say, assuming that you're not a god at the game, going through all the content will take you at least a good 10 hours, though I suspect a good 8 hours will be tedious and frustrating.
That leads me to my main gripe about the game: the process of beating each level. Now, Meat Boy runs super fast. As in, it will take about 2 seconds to go across the screen fast. Less, if you're sprinting. Respawning and dying also goes fast, taking around a second from the time at which you die to the time at which you respawn. This game is all about fast. Gotta go fast and all that jazz. The level design, as I mentioned before, is daunting; spinning spiked wheels are everywhere, nearly everything will kill you in a hit, and most of the time platforms are few and far between. Given the games slippery controls, most of the time you'll feel like you're gliding on ice - and stopping usually takes either a large amount of precision, or an ability to anticipate your arc and react quickly. Most of the time, you won't. It takes a good amount of practice to be able to stop on those one 24x24 pixel wide squares, and until you get the timing down for that specific level, prepare ... Full Review
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