Don't agree with the review about the difficulty, I played through all the light world levels and didn't find them that bad at all up until around world 5, even then I managed to complete the game.
I love this game, the only levels I've found insanely difficult are some of the very late dark world stages.
"When you've just got near the end of the level for the first time only for the jump button not to work, making you run stupidly off the end of the platform... words can't describe the anguish."
I've gotten to the world 3 boss so far, and I would have to say this gamer is hard, but it's also extremely rewarding. I knew I was going to be dying a lot (I mean come on.. there's a death cam built into the game), but this is a game all about trial and error, error, error. When you finally manage to finish an especially tough level there's a great feeling of accomplishment. :D
Originally Posted by Jamie Is it better than Braid?
Short Answer: Of course not.
Long Answer: Although Super Meat Boy has more content than Braid, it lacks both the depth and the polish that the time traveling platformer had.
The theme of Super Meat Boy is '**** You', which I don't particularly appreciate.
Though somewhat removed from the story, Braid's story was a deconstruction of the hero/princess trope. In Meat Boy, the developers are basically saying 'we can do whatever we want, damn all feelings for the character/situations, let's make the player a hunk of meat'. Frankly, I found the whole package disgusting, a meaningless string of challenge with no goal and only despair/frustration to guide the player.
As for the gameplay, it's just as bad. In great platformers like Super Mario Bros, Braid, and Cave Story, the physics of the platforming mechanics is taught very early on by the level design, so that the player knows exactly how the game works: How high the player can jump, how far, how slippery will the landing be, etc. In Cave Story especially, although the jumping is a bit floaty and the landings slick, the first area is designed to show the player the limits of what they can do. The first spikes at the bottom of the slope which, I believe everyone slips onto and dies the first time, teach the player "Hey, watch out for these slippery falls" and by the end of the game you are jumping like a pro. There really is no progression of learning in Super Meat Boy, just unrelated challenge after unrelated challenge. By the end of the first world, I still did not have a grasp on falling speeds / walljumping mechanics / landing physics. It's not challenge, it's bad game design.
The music doesn't even work, from the far too loud main menu to the soft tones in the world map / levels.
Add to that the repetitive nature of the actual platforming challenges, no, Braid is a far better game which, despite it's lack of content, manages a more complete and meaningful experience than Super Meat Boy.
I've only finished the first world, and I may go ahead and complete the game, but I don't look forward to it.
Comments 1 to 25 of 27
Reply*buys*
Strange.
I love this game, the only levels I've found insanely difficult are some of the very late dark world stages.
I'm interested in the game but might not spend £12 on it.
Well worth it.
I lol'd so hard.
Is this game harder than IWBTG?
Short Answer: Of course not.
Long Answer: Although Super Meat Boy has more content than Braid, it lacks both the depth and the polish that the time traveling platformer had.
The theme of Super Meat Boy is '**** You', which I don't particularly appreciate.
Though somewhat removed from the story, Braid's story was a deconstruction of the hero/princess trope. In Meat Boy, the developers are basically saying 'we can do whatever we want, damn all feelings for the character/situations, let's make the player a hunk of meat'. Frankly, I found the whole package disgusting, a meaningless string of challenge with no goal and only despair/frustration to guide the player.
As for the gameplay, it's just as bad. In great platformers like Super Mario Bros, Braid, and Cave Story, the physics of the platforming mechanics is taught very early on by the level design, so that the player knows exactly how the game works: How high the player can jump, how far, how slippery will the landing be, etc. In Cave Story especially, although the jumping is a bit floaty and the landings slick, the first area is designed to show the player the limits of what they can do. The first spikes at the bottom of the slope which, I believe everyone slips onto and dies the first time, teach the player "Hey, watch out for these slippery falls" and by the end of the game you are jumping like a pro. There really is no progression of learning in Super Meat Boy, just unrelated challenge after unrelated challenge. By the end of the first world, I still did not have a grasp on falling speeds / walljumping mechanics / landing physics. It's not challenge, it's bad game design.
The music doesn't even work, from the far too loud main menu to the soft tones in the world map / levels.
Add to that the repetitive nature of the actual platforming challenges, no, Braid is a far better game which, despite it's lack of content, manages a more complete and meaningful experience than Super Meat Boy.
I've only finished the first world, and I may go ahead and complete the game, but I don't look forward to it.
Fixed
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