Super Meat Boy Forever Review — Can’t Stop, Won’t Stop

Every aspect of Super Meat Boy Forever is frustrating in some way or another. It’s a runner, so you have to time your jumps and don’t have the liberty of setting yourself up perfectly before taking on a puzzle. And despite putting you on a treadmill, its levels demand incredible nuance and precision, which you’ll hone through failure after failure after failure. Super Meat Boy Forever will kick you in the teeth and expect you to stand back up, flash a bloody grin, and go after it again. And that’s exactly what happens. Though the jumps may be challenging, Forever’s incredibly precise controls give you all the tools you need to stick the landing. The runner format is different, but it opens the door for new and interesting types of complex puzzles that spawn new, captivating varieties of spectacular yell-and-throw-your-controller platforming.

Like in the real world, time has passed in the Meat Boy universe. Meat Boy and Bandage Girl, whom he saved in the original, have settled down and had a baby, Nugget. In Forever, Nugget is kidnapped, so Meat Boy and Bandage Girl go after her. (You can play as either one from the very beginning.) The story has no material effect on your gameplay, but the short cartoon cutscenes find ways to grab your attention all the same with a webtoony out-of-left-field story chock-full of references to video game canon, adorable woodland creatures, cuddly animals, and the adorable little Nugget, who often proves too adorable for even her captor to ignore.

Super Meat Boy Forever captured on PC
Super Meat Boy Forever captured on PC

The cutscenes are thus an entertaining reward for hard-earned progress. Following in the original Super Meat Boy’s footsteps, Forever lays out levels sprinkled with bottomless pits and buzzsaws that require quick thinking and quicker reflexes to escape. At the same time, it’s a very different game. Meat Boy or Bandage Girl constantly runs forward, and you simply control when they jump, slide, or punch. By necessity, the levels take on longer, more horizontally oriented shapes to accommodate the new system. Despite those changes, Forever still retains the essence of Super Meat Boy. Though automated movement theoretically seems like it would make the platforming less satisfying, since you aren’t in complete control, Forever’s challenge is just as captivating.

Forever’s finely tuned controls give you precise control and a wide range of motion even with only a couple of inputs. Even though you control all three moves with just one button and the left analog stick, there is incredible nuance to each one. Holding down the button will get you different sized jumps. You have to slide to hit enemies without jumping. Punching in mid-air extends your jump, and landing a punch in the air lets you do it again. It is not enough to press the right button at the right time; you have to be able to feel how far you’re going to jump based on how long you press. Exploring and internalizing your controls so that they’re second nature is a telltale sign of mastery in most platformers, but it’s a prerequisite in Forever.

You don’t need to push an analog stick to the right, but somehow that seems to make every little bit of the game less forgiving. Forcing you to move and react at the game’s pace rather than your own makes hopping simple gaps and traps requires precise timing. More complex combinations of obstacles feel like puzzles and, unlike in Super Meat Boy, you now have to solve them on the fly… or after dying a few dozen times. (Luckily, Forever only needs a second to reload after each death.) Make no mistake: Though levels generally operate from left to right, the path is not always straight through. Many levels have sections where you’ll need to jump back off a wall and double back within a room to find your way through the nightmare maze in front of you.

Forever’s worlds feature familiar themes, like a clear-cut forest and a broken-down hospital, each world has its own unique quirks–enemies and obstacles that add new complications to your path. For example, in the hospital you’ll find ghosts, which you’ll need to punch mid-jump three times, often consecutively. The ghosts are a problem–you can’t jump past one if you don’t hit it–but they also create opportunity. Since punching an enemy launches you forward and landing a punch resets the attack, the ghosts allow you to leap across long gaps or bypass traps. Every enemy and many of the traps feature some kind of “close a door, open a window” set of mechanics that encourage adaptation and make every hop feel like a calculated decision.

The precise pathing and tight puzzles feel all the more impressive when you take into account that the levels are procedurally generated on a playthrough-by-playthrough basis. Even after checking out multiple variations of the first world, I can’t say how the levels are remixed from save to save, but puzzles and pathways flow from one area to another without seams. The precision involved, particularly when you consider how demanding these levels can be, goes well beyond what I’ve come to expect from procedural level design in most games.

The seed code for reviewer Mike Epstein's playthrough
The seed code for reviewer Mike Epstein’s playthrough

The design is not without its hangups, however. In a couple of spots, I found that certain enemy mechanics were not so intuitive, making it hard for me to find the way forward. Without a specific, bespoke moment to demonstrate how they worked, the runner mechanic became a serious puzzle-solving liability. Though you’re frequently confronted with areas where you aren’t exactly sure exactly what buttons to push, the path from point A to point B is pretty clear. But when the signal isn’t clear, you can face a truly confounding moment, where it seems as if your constantly running character has run out of road. That can taint the competitive frustration that builds in you over the tough gameplay with anxious anger, and sour the whole game. These moments are few and far between–it happened twice in my playthrough–but the procedural element means it could happen to you more, or not at all.

If you can navigate through those less-than-stellar confusing bits, the vast majority of Super Meat Boy Forever feels like clear sailing. Upholding the spirit of Super Meat Boy, it is pure platforming at its most demanding and most thrilling. Forever feels simple because of its controls, but its tough-as-nails levels are perfectly complex, pulling you through and knocking you down with clever challenges. Like Meat Boy himself, the fun, frustration, and motivation never really stop. It builds and pushes you through until you press every button perfectly. You just keep playing and trying and dying until you’ve had enough. And when you’re finally finished, if you’ve really put everything you had into the game, you might even feel a little runner’s high.

EA Is Revealing A New Sims Content Pack Next Week

EA is teasing new Sims content on Twitter. The studio will reveal the first 2021 content pack for the hit simulation game on January 12.

EA posted a GIF of a Sims character surrounded by ghosts on Twitter. Players believe that the pack will include more content for ghosts, or Sims who have died.

This is a “stuff pack,” or a downloadable pack that adds more objects and fashion items. There aren’t any gameplay features in stuff packs as they are “smaller packs,” according to EA. Expansion packs add more substance to the game with new systems and gameplay elements. Previous stuff packs include items based around laundry day, tiny living, and a first pet.

The most recent expansion pack, Snowy Escape, launched in November. It included things like snowboarding, rock climbing, and sledding.

The Sims 4 received a minor update for the PS5 and Xbox Series X|S back in November. Players using new consoles should see improved load times and smoother frame rate. The Sims 4 also won the “Sit Back And Relax” Award during the 2020 Steam Awards.

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Star Trek: Discovery Season 3 Episode 12 Breakdown & References – “There Is A Tide”

In Star Trek Discovery Season 3, Episode 12, Osyraa stages a fake attack on the Discovery as it approaches Federation HQ so that Starfleet will let them in without use of comms. It works, and Admiral Vance (Oded Fehr) doesn’t realize it until it’s too late. As shields go down to let Discovery in, Book and Burnham crash their way into Discovery’s shuttle bay. They devise a plan to have Burnham search for Stamets undetected.

Meanwhile, the Discovery’s bridge crew and Ryn are being held captive in the ready room. Zareh returns after being left to survive in the ice back in episode 2. Book gets captured by Zareh and is placed with the bridge crew and Ryn, and together they must figure out a way to take back the ship and its operating system. Osyraa enlists Aurellio (Kenneth Mitchell), one of the greatest scientists in three sectors, to figure out how the Spore Drive works on Discovery.

One Of Halo’s Most Beloved Modes Has Returned To The Master Chief Collection

Halo: The Master Chief Collection has brought back one of the Halo franchise’s most famous modes: Grifball. Available now in The Master Chief Collection, Grifball is one of the zaniest and most enjoyable/frustrating modes across all of Halo.

For those just catching up, Grifball is a non-traditional team-based multiplayer mode where players are equipped with a gravity hammer and energy sword and must try to plant and detonate a bomb. Things rarely go to plan, and the mode often leads to some white-knuckle action and excitement.

Developer 343 often rotates multiplayer modes in Halo: MCC to keep things fresh and to avoid having too many playlists online at the same time to benefit the overall experience. But with Grifball being such an iconic mode that is super fun and lighthearted, many are wondering why it’s not a permanent fixture in the game.

Halo: The Master Chief Collection includes all the mainline Halo games, from Halo: Reach to Halo 4. Players have been asking for Halo 5 to be added to the compilation, but that won’t happen. Halo: MCC originally released on Xbox One back in 2014, and it had a terrible launch. However, 343 committed to fixing the game, and it is indeed in a very good state these days, with 4K/120FPS support on Xbox Series X.

Halo: MCC is also available on PC. Each game rolled out individually, with Halo 4 rounding out the pack when it was released in November 2020.

The next Halo game is Halo Infinite, which is launching in Fall 2021 for Xbox One, Xbox Series X|S, and PC. The multiplayer element of the game will be completely free-to-play.

Now Playing: Free Halo Multiplayer Is Such A Smart Move

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Hitman 3 Will Give Players Special Shortcuts Through Levels

Hitman 3 is bringing a new shortcut feature to the third-person stealth shooter. “Persistent shortcuts” will reward players for exploring the sequel’s various maps by unlocking permanent shortcuts that give players new ways to approach their assassinations.

These shortcuts are only available by searching for hidden secrets in levels–players will find things like unlockable ladders that’ll open up new pathways they’ll be able to use in future playthroughs. Each shortcut can only be unlocked from one side, so it’ll take some investigative work to find out how to access them.

Game Informer showcased one of these shortcuts from the Dubai level of Hitman 3 in a short video.

IO Interactive hopes this will encourage experimentation, exploration, and replayability for Hitman 3 when it launches on PC, Xbox Series X, Xbox One, PS5, and PS4 on January 20. It’s also coming to the Nintendo Switch through cloud gaming. It’ll be an Epic Games Store timed exclusive on PC.

You can check out the first cinematic for Hitman 3, the final game in the new Hitman trilogy, ahead of its launch this month. You may want to finish the first two games if you haven’t already. This trailer will spoil some of the story from those games. Levels from the first two games will be playable in Hitman 3 as well.

Now Playing: HITMAN 3 – “Introducing Hitman” Gameplay Trailer

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Dishonored Co-Creator Working On New Game With Prey Devs

While Arkane Lyon is busy working on the PC and PlayStation 5 title Deathloop, Dishonored co-creator Harvey Smith has his hands on a separate unannounced project at Arkane Austin.

Smith said in an interview with the Spanish site Vandal that, after moving back to Austin, Texas following the conclusion of Dishonored 2‘s development at Lyon, he started working on something else. Though he didn’t name the project, Smith confirmed he’s not involved with Deathloop and instead collaborating with developers that worked on both Dishonored and Prey.

“At the end of Dishonored 2 I went back to Austin,” Smith told Vandal. “I’m not on Deathloop, I’m on another [project], working with those who made Dishonored and Prey.”

Smith didn’t clarify what his new project is or how long it’s been in development for. He also didn’t specify when it will be made public or if it’s connected to the Dishonored franchise. In either case, it will be published by Microsoft, which acquired Arkane’s parent company Bethesda in late 2020 for $7.5 billion. Smith believes Microsoft is is a perfect fit for Bethesda.

“I would say there has been no change at Arkane so far, but if I were to imagine the ideal partner, thinking of all the publishers and the people I know who work for them, it would be very very difficult to find a better partner for Bethesda than Microsoft,” Smith said. “They fit perfectly.”

Microsoft’s acquisition of Bethesda Softworks came by way of its purchase of ZeniMax Media. The deal meant Microsoft nabbed all of Bethesda’s subsidiaries, including Arkane Studios, Bethesda Game Studios, id Software, Tango Gameworks, and ZeniMax Online Studios.

Now Playing: 11 Biggest PS5 Games Coming In 2021

Slay The Spire Is Getting A Board Game Kickstarter

Slay the Spire, the popular indie card-battler roguelike, is getting a board game in 2021. Contention Games, which is known for another board game called Imperium, is developing the game for four players.

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Contention Games’ website has next to no information on what its version of Slay the Spire will include. It does say that it’ll be designed for players age 12 and up and will have rounds that will last around 45 minutes. That’s roughly how long it takes to climb all three spires in a normal run of Slay the Spire.

Slay the Spire is a roguelike where players build a deck of random cards as they win turn-based battles and climb the in-game spire. The game launched in 2017 in early access and then officially in 2019. It came to PC, Nintendo Switch, PS4, Xbox One, and iOS. An Android version is currently in development.

Contention Games’ is launching a Kickstarter sometime in the near future. You can sign up to receive a newsletter and receive a notification when the campaign is live.

“While it’s still disappointing to fail before reaching the end, more often than not that failure can be traced back to a specific decision or series of decisions–be it an ill-advised card acquisition, the choice to upgrade a card rather than heal, or something else,” said GameSpot’s Chris Pereira in his Slay the Spire review. “You never know what the next layer of the spire will bring, but the next delightful quandary to tackle is always right around the corner.”

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Before the Original Xbox, Microsoft Looked Into Buying EA, Square, Midway… and Nintendo

In an attempt to secure exclusives for the original Xbox, Microsoft uncuccessfully talked about acquiring EA, Square, Mortal Kombat publisher Midway, and even Nintendo – before it found the unexpected trump card of Bungie and Halo.

In a fascinating Bloomberg oral history about the creation of the original Xbox (that contains a lot more of Bill Gates shouting at people than you might expect), multiple Microsoft executives discuss the company’s attempts at acquisitions.

The first company approached was EA – which, due to its dominance in the industry at the time, team members apparently called the Snow White to the rest of the industry’s Seven Dwarves. Then-head of business development Bob McBreen says the answer was “No, thanks”, before Microsoft turned to Nintendo.

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“Steve made us go meet with Nintendo to see if they would consider being acquired,” explains then director of third-party relationships, Kevin Bachus. “They just laughed their asses off. Like, imagine an hour of somebody just laughing at you. That was kind of how that meeting went.”

It seems the teams met more than once, with McBreen adding, “We actually had Nintendo in our building in January 2000 to work through the details of a joint venture where we gave them all the technical specs of the Xbox. The pitch was their hardware stunk, and compared to Sony PlayStation, it did. So the idea was, ‘Listen, you’re much better at the game portions of it with Mario and all that stuff. Why don’t you let us take care of the hardware?’ But it didn’t work out.”

McBreen also discusses that a potential Square takeover went as far as Microsoft providing a letter of intent to buy the company. “The next day,” he continues, “we’re sitting in their boardroom, and they said, ‘Our banker would like to make a statement.’ And basically, the banker said, ‘Square cannot go through with this deal because the price is too low.’ We packed up, we went home, and that was the end of Square.”

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Finally, Bachus explains that the ill-fated Midway Games – most famous for publishing the Mortal Kombat series – was “very serious” about being acquired by Microsoft, but it became a deal with low value to the company.

Fatefully, during this time Microsoft had also received a call from Bungie, enquiring about an acquisition – and from that call came Halo, almost inarguably Xbox’s most iconic franchise, and helping cement what Xbox would become as a result.

The acquisitions are just one part of a fascinating piece on Xbox’s very early history – I highly recommend you give it a read if you’ve enjoyed the above. And if you enjoyed hearing about Xbox history in general, we also have IGN’s own Podcast Unlocked with Head of Xbox Phil Spencer, ex-Head of Xbox Peter Moore, and creator of Xbox Seamus Blackley.

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Joe Skrebels is IGN’s Executive Editor of News. Follow him on Twitter. Have a tip for us? Want to discuss a possible story? Please send an email to [email protected].

Xbox Survey Asks Players If They Want PS5 DualSense Features in the Series X Controller

A survey sent to owners of next-gen Xbox consoles is querying whether users would appreciate the features of the PS5’s DualSense in their Series X or S controller.

As reported by TechRadar, the console experience survey asks owners whether they think the Xbox Series X “feels next-gen” and later asks whether they feel like they are missing out in the peripherals department. “I am aware of features on PlayStation controllers that I wish were on the controller that came with this console,” the question reads.

This is, of course, referring to the PlayStation 5’s DualSense, which offers adaptive triggers for simulating resistance and provides precise haptic feedback, with the goal of increasing immersion in games. By comparison, the Series X controller wasn’t too much of a jump from the last generation, despite the addition of features like a dedicated share button and textured triggers.

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Microsoft’s interest in these questions would suggest that they’re at least thinking about upgrading the next-gen controllers in the future, to line up with Sony’s offering in the current-generation. While that line of thought doesn’t necessarily promise changes in the future, Xbox has a recent history of adding well-received features on other console controllers to its own – the Xbox One controller adopted a 3.5mm jack partway through the last generation, for example.

We reviewed the PlayStation 5 DualSense controller at launch in November 2020, scoring it a 9 and lauding its “tactile feedback” – and called it out as one of PS5’s most impressive features in our overall PlayStation 5 review. We also covered the Xbox Series X controller just weeks before, scoring it an 8 and calling it a “positive evolution”.

If you’ve recently gotten your hands on an Xbox Series X or S, check out our guide on things to do first. If you got a PS5 instead, we’ve got tips on the PS5’s hidden features and settings, and a guide on how best to transfer data from your PS4 to your new console.

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Jordan Oloman is a freelance writer for IGN. Follow him on Twitter.

Netflix Service on Wii U and 3DS Winding Down This Year, No Sign of a Switch App

Nintendo has revealed that it is shutting down Netflix functionality on the Wii U and 3DS this June, and there’s still no sign of the streaming service on Nintendo Switch.

The news arrives via the support page for the Netflix Wii U app, which now offers a statement from Nintendo:

“Starting Dec 31st, 2020, the Netflix app will no longer be available for new users to download from Nintendo eShop on the Wii U console or Nintendo 3DS family of systems. During that time, it will be possible for existing users to re-download these applications. Service for existing users will continue until June 30th, 2021. Thank you to everyone who enjoyed Netflix on these platforms over the years.”

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It’s understandable that Nintendo would want to close up shop for these apps on older consoles, but it very much shines a light the fact that the Nintendo Switch, despite its popularity, has yet to receive its own Netflix app. Back in 2017, then-COO of Nintendo of America, Reggie Fils-Aime said that Nintendo Switch apps for Netflix, Hulu and Amazon “will come in time”.

Switch doesn’t have a huge selection of streaming services, but it does have some – Hulu is already available on the console in the US, and the Anime streaming service Funimation came to Switch as recently as last month, but there’s still no sign of Netflix. Here’s hoping the shutdown of older services might spark some life into Netflix on Switch.

It will be an interesting year for Switch, with rumours of a Pro model continually popping up, no matter how much Nintendo tries to bat them away, and with the hybrid handheld outselling new-gen consoles in the US, even during their launch month.

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Jordan Oloman is a freelance writer for IGN. Follow him on Twitter.