

Super Meat Boy Forever is still a brilliant game. Unfortunately, the gameplay just isn’t enjoyable enough to make you want to track down all those secrets and collectibles. Dark Worlds also return for those who want a different set of challenges on each board.

You’ve got a number of collectibles that are almost always in hard to reach places that have you trying to think about the level in different ways if you want to collect them all. Super Meat Boy does still have some of this. Shaving seconds off of your times and discovering ways to not only get to the exit of a level, but to grab collectibles and find secrets. It goes against everything that the original game was, which was a fight to master each level. It really does go back to the decision to make this is an auto-runner with attacks and checkpoints. With checkpoints, auto-running, and some light combat, the gameplay in SMBF is a stark deviation away from a successful formula. The original game was about mastering a level and moving on. It’s almost as if Team Meat didn’t realize what people enjoyed about the original Super Meat Boy and that was the pixel perfect platforming, controls, and moveset of the first game. Unlike the original though, that navigation feels cumbersome due to the autorun nature of the game. Made of meat, the trademark spinning saws, spikes, and other dastardly hazards will splatter you over and over in Super Meat Boy Forever… just like the original. In your way will be a variety of hazards. There are also a slew of level specific moves that can be performed as well.

Those abilities are jumping, wall jumping, dashing, punching, sliding, and more. So instead of having control of your character entirely you’ll simply manage a set of abilities as you make your way through each level. For reasons that don’t seem entirely clear, Team Meat made the decision to turn Super Meat Boy Forever into a auto-runner game.
