Metascore
66

Mixed or average reviews - based on 37 Critic Reviews

Critic score distribution:
  1. Positive: 13 out of 37
  2. Negative: 4 out of 37
  1. Jan 27, 2021
    40
    I hate to say it, but Super Meat Boy Forever is a bummer. Its design and execution as an auto-runner is sound, but as a sequel to one of the most noteworthy and important indie games ever, it’s substantially lacking. Maybe that isn’t fair to say as much of the original team isn’t present, but I strongly disagree on the direction Team Meat took here. The original Super Meat Boy was brimming with panache and personality, and seemingly all of its magic has been lost in the decade since.
  2. Jan 13, 2021
    40
    The pain and the pleasure of platformers such as this is their precision: the controls must be so tight, the jumping and running so perfectly predictable, that your failures are always your own. In Super Meat Boy Forever, though, enemies can turn up in especially unfair places, and the architecture of the levels sometimes feels thrown together as opposed to carefully placed by human hand. Its difficulty feels vindictive rather than playful, and oddly soulless, like trying to beat a computer at chess. For all its challenges, it felt as if I could feel the creators cheering me through the original Super Meat Boy’s death chambers, willing me onwards. Here, the algorithm is coldly indifferent to your efforts, and, despite the offbeat art and quirky vibe, the game is a punishing gauntlet that’s not worth running.
  3. 40
    A hugely disappointing sequel, where the high difficulty, restrictive controls, and randomly-generated levels all contribute to a thoroughly miserable platforming experience.
  4. Dec 29, 2020
    40
    A lot of Super Meat Boy's charm came out of its level design and platforming gameplay elements. It's a shame that Super Meat Boy Forever is not enjoyable enough to even want to play a second time, and fans would do well to pay no heed to the implication of playing "forever" that's made by the game's ambitious title.
User Score
5.2

Mixed or average reviews- based on 76 Ratings

User score distribution:
  1. Positive: 31 out of 76
  2. Negative: 34 out of 76
  1. Dec 24, 2020
    4
    Huge disappointment. The auto-run completely kills this game. You can't change direction at will, and you can't adjust your movement speed inHuge disappointment. The auto-run completely kills this game. You can't change direction at will, and you can't adjust your movement speed in any way. The respawns are MUCH slower than the original and slow down the game WAY too much each time you die, and due to the procedurals generated levels you will die a lot. I totally regret buying this game, and thanks to Nintendo's return policy I'm stuck with it. If you absolutely must try this one out do yourself a favor and wait for the Steam version so you can get your money back when you're inevitably as disappointed as I am. Full Review »
  2. Dec 26, 2020
    5
    The original game made me fall in love, but this one has been a huge disappointment. I bought it instantly without previously reading anythingThe original game made me fall in love, but this one has been a huge disappointment. I bought it instantly without previously reading anything about the game (the developer and editor seem to know that they haven't done very well when they haven't given much information and haven't advertised it either). That's why the surprise has been very unpleasant. Due to the auto-run, scenario design, random scenario generator errors and absurd difficulty peaks, I constantly have the feeling of being in front of a poor mobile spin-off. The animations and cinematics are really good, but the base is not. If you come looking for a worthy successor run away, if you are a fan of auto-run and look for a challenge maybe you like it. Full Review »
  3. Dec 29, 2020
    2
    Sadly I didn't enjoy this at all. I admire Tommy for trying something new, but this game feels too reductive in it's control scheme. The baseSadly I didn't enjoy this at all. I admire Tommy for trying something new, but this game feels too reductive in it's control scheme. The base game had a perfect minimal control scheme that was very accessible. Forever's controls, while only 2 buttons, on paper look good for accessibility, end up feeling hollow.

    I believe it was a mistake to evolve this game so ambitiously. As a simple autorunner in its early development, it could have been a fun spinoff. But it should never have had a large dev time or many artists working towards it. The budget, time, animation, story, are all excessive and it doesn't feel like a small little team produced this anymore. Feels disjointed. The whole product and presentation feels odd. Like too much money thrown at something with an inherently weak or limited core.

    I didn't enjoy the puzzle elements of level design. The trial and error required is far too great. Level chunks with checkpoints feel bizarre for meat boy and you just chip away until you compete a level. Again, everything feels hollow. I never felt clever for completing the puzzles in the later worlds. (4th and 5th world's). I just wanted more control of meat boy.

    I have played other auto runners like Mario Run and bit trip runner that I enjoyed more.

    Sadly the designers made the early game way too hard. That was another mistake. It seems lazy to make the whole game hard. I believe the number of levels is too large so quality control is not up to standard.

    Bosses were very pattern oriented. I felt no freedom to try new routes. Everything in the boss fights seemed trial and error until you solve and memorise puzzle then it's just grind until done. It's never exciting. This is clearly how project was designed but it's not fun.

    I will continue to play this to try and find some fun, but I just can't find my flow after 10 hours. Very sad to say the least.
    Full Review »