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Likewise, the original Super Meat Boy had hundreds of secrets stashed away in the form of collectibles and portals. Each world brings a host of new mechanics that are introduced well enough for what the game is, but as the puzzles and challenges expand, you’re often left confused and unsatisfied with what you have done to overcome them.
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More than once I found myself wondering if I had somehow broken the game by taking some other route, but there is no way of finding out. Checkpoints push you back to the start of each section and a lot of the time you won’t be sure if what you attempted to do was the right solution. These are the kind of the thing that would be great to unpick as you take on the high staking platforming, but alas you’re forced to run through them without learning what you’re meant to be doing. When you’re not bouncing off the same wall, you’ll be sprinting through extensive, interweaving puzzles. This can be frustrating when there is a head high trap, but it seems like these were put in place to intentionally aggravate you and up your kill count as you have to attempt to leave the wall a thousand times. You can’t use the direction keys or anything else, you have to jump. When you hit a wall in Forever you can go back the way you came by jumping off it. This is especially true, and especially annoying, when you’re bouncing off walls and changing direction. The jumps are beautifully weighty and responsive, but it doesn’t feel that way when you’re hurtling through the level and into various traps. The controls are just as precise as well. Forever makes you long for the days where you took take a breath and adjust your grip before attempt another run, but at least there are still plenty of platformers that allow you to do that. Why, after so many years sitting on the Super Meat Boy IP would they decide to make an endless runner when games like Celeste, Spelunky, and Ori have continued to highlight the demand for 2D platformers? Thanks to your inability to stop, Forever feels ungainly and awkward as you make rookie mistakes because you don’t have control over your own momentum. To start with, Forever is an endless runner, a genre that was only ever popular briefly and that was around the same time the first Super Meat Boy came out. It might look just as slick, have an impressively varied soundtrack, and capture the same catchy, arcade feel and design, but it is discordant to everything Super Meat Boy tried to achieve. In fact, it feels like Super Meat Boy Forever is purposefully positioned in opposition to its predecessor's success.
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But its Newgrounds humour has aged, and Forever does very little to update itself for a new audience. It was slick, precise, and incredibly popular in the era where indie games were just starting to receive such attention. Super Meat Boy was a game of its age that genuinely changed the gaming landscape and the mainstream audience’s precision of indie titles. Super Meat Boy Forever is frustrating because a lot of the time you don’t know what you’re doing. It required lightning-fast reflexes and precision control and an understanding of all of the game's chaotic systems.
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Super Meat Boy was occasionally frustrating, because you could see the goal but struggled to reach it.
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