Super Meat Boy Forever Articles RSS Feed | Super Meat Boy Forever RSS Feed on en Launch Media Network Super Meat Boy Forever Slides Onto PlayStation, Xbox Platforms Fri, 16 Apr 2021 15:37:48 -0400 Jonathan Moore

Super Meat Boy: Forever is now out on PlayStation 4, PS5, Xbox One, and Xbox Series X|S. It retails for $19.99, though Team Meat said that it will be 10% off from now until April 23. 

Key characters return, and there are even more levels this time around; according to the developers, there are literally "thousands of levels to see," many of which are entirely unique. As "a tribute to the golden era of console platformers," as Team Meat calls it, Forever boasts hours and hours of playtime. 

The sequel to the nail-bittingly-hard Super Meat Boy (which I, for the life of me, could never beat despite very much wanting to), Forever released for PC and Nintendo Switch in December 2020 to mostly mixed reviews. Though we loved the game for its faithfulness to the original cube-shaped meat pie, we thought that Forever is actually a bit too easy in comparison. 

In our Super Meat Boy: Forever review, we said that the "autorunner controls take away some of the best aspects of the original, [making it feel] oversimplified. [The] variable difficulty and shifting levels make things feel unfinished." 

Either way, Super Meat Boy: Forever is still certainly well-worth the look for any fans of platformers, and especially the original. 7s are good games, too, and Forever has a lot of great things going for it, including "charming characters, nice use of powerups and mechanic shifts, and [its] huge variety of levels."

Super Meat Boy Forever Review: The Sawblades of Destiny Tue, 29 Dec 2020 12:43:05 -0500 Jordan Baranowski

Meat Boy first burst onto the scene as a flash game before getting the full-sized treatment in Super Meat Boy in 2010. The charming and extremely difficult platformer was one of the major darlings of the rise of indie platformers at that time and, despite containing hundreds of levels, had folks clamoring for a sequel.

Ten years later, we finally got a sequel with Super Meat Boy Forever. But it might not be quite what you expect.

Super Meat Boy Forever still has the same charm and still rewards lightning-quick reflexes, but it's quite a deviation from the original. It isn't surprising when you learn that SMBF was originally a mobile title, as the control scheme and mechanics indicate that origin. It's still a solid game, but fans of the original will probably be disappointed with some of the development choices here.

Super Meat Boy Forever Review: The Sawblades of Destiny

When you look at screenshots or first jump into gameplay, Super Meat Boy Forever looks like more of the same. Cute little cutscenes play at the start and end of each world: Meat Boy and Bandage Girl now have a child named Nugget, who is kidnapped by Dr. Fetus.

You take control of either main character (and many more characters as you unlock certain achievements or obtain optional objectives), running and jumping through insidious platforming levels full of traps and pitfalls.

It even sounds like you'd expect. The soundtrack to SMBF is absolutely incredible, with fun, catchy tunes across each world and a perfect sense of timing on when to kick things up to eleven and unleash some serious guitar shredding. 

SMBF is stylish and slick, and it will almost assuredly make you crack a smile. The little homages to games of old, the goofy cutscenes (including the return of Dr. Fetus's love of flipping you off), the clever animations -- this is a game that is almost guaranteed to make you happy, even when it's killing you dozens of times in a row.

The formula starts to change a bit when you hit the actual mechanics of Super Meat Boy Forever. Right away, you'll notice that you don't have complete control over your character; they automatically run forward. This turns the game into less of a platformer and more of a puzzler. You're still going to need quick reflexes and even faster fingers once you do get it together, but longer levels and this new style of gameplay means its unlikely you'll have many levels where you run through without dying on your first try.

Learning how to delay your character so they avoid timing traps and adapting your style to powerups (like floors that invert gravity or a pickup that drops a block you can use to boost yourself up) are the keys to success here.

One thing SMBF does really well is introduce each new hiccup in a really solid way. The first few levels, as expected, teach you the basics of punching, sliding, changing direction and the like.

Almost every level throughout the course of the game adds some new mechanic or wrinkle to adapt to, and they do a pretty great job of intuitively placing it so you just know how it works. This is especially fun when you hit later levels and bosses, which will combine previous mechanics in interesting ways and reward you for putting them all together.

Super Meat Boy Forever also boasts a dynamic difficulty, which is a bit tough to see in action as you're playing. The idea is that there are variations for each level, and the game lays them out in front of you depending on how you've performed so far.

Things are never easy, and this is a nice way to make sure everyone can keep progressing. However, it kind of makes me wish the levels were just laid out to progress through instead of "sometimes you get this variation, sometimes you get this one."

This plays into the biggest issue with Super Meat Boy Forever. It just feels... underwhelming. It's a tiny development team, it's gone through some fits and starts and delays, but this type of valuation has to be expected in making a sequel to a beloved game. 

Super Meat Boy had some incredible post-game releases, with tons of new levels adding devious new tricks to things. There's no way of knowing if SMBF will follow suit. But the lower level count and simplified mechanics are a little bittersweet.

Each world has six levels and a boss, plus the "dark world" variations if you beat the finish time goal for each. SMB had twenty levels per world and a boss, plus the dark world variations. The difficult nature of the game is still there, but it's different this time around. Forever tends to kill you more with unseen dangers — since you can't stop to evaluate things, you'll often just barge off an edge or into spikes without realizing what's coming.

This plays into an even more problematic aspect: intentionally doing the wrong thing.

In later levels, I found myself turning my character around at certain junctures, or using a powerup in an odd way, simply because I thought "There's no way a late level like this would make something this simple." It disrupted the flow and the feeling of mastery, simply because I was trying to use my skills and habits I had picked up from earlier level design to try to predict what was coming.

The simplified controls of Super Meat Boy Forever also caused some issues. Most of the time, things are incredibly tight and responsive with jumps, slides and other movements. Once you figure out how to proceed, you can usually tell that it's user error preventing you from moving forward.

This changes with a few things, especially in boss fights. Certain elements shift a bit here, and the timing and rules of these moves aren't very intuitive. Punches and slides work a bit differently when you're trying to beat down the bosses you encounter, and I found myself dying much more than I felt I should due to these changes.

In a game that focuses on split-second timing and muscle memory, these shifts in mechanics made some of the big spectacle boss battles more of a chore than they should have been.

That said, Super Meat Boy Forever has a lot to offer platforming fans. It's still tough, it's still charming, and it's different enough to not feel like it should have just been added on to the original.

Super Meat Boy Forever Review  The Bottom Line


  • Charming characters, soundtrack, story, and design
  • Nice use of powerups and mechanic shifts to keep things interesting
  • Huge variety in levels and difficulty


  • Autorunner controls take away some of the best aspects of the original
  • Feels oversimplified
  • Variable difficulty and shifting levels makes things feel unfinished

It takes some serious bravery to take a beloved title and change the core mechanics as much as Super Meat Boy Forever does. Unfortunately, it isn't made better by these changes. Maybe over time, SMBF will unleash its true potential, but it stands as an inferior sequel at this point.

You'll still get plenty of enjoyment out of it, even if you're a diehard fan of the 2010 title. Just don't expect SMBF to be just like its predecessor, but more of it. It's dramatically different and, generally, not quite as good.

[Note: Team Meat provided the copy of Super Meat Boy Forever used for this review.]

Super Meat Boy Forever Releases on Switch Before Other Consoles Tue, 15 Dec 2020 16:14:35 -0500 Josh Broadwell

Nintendo's December Indie World showcase gave fans of hardcore platformers quite a surprise: a Super Meat Boy Forever release date for Nintendo Switch. Though fans already knew from The Game Awards that the gruesome indie title would release for PC on December 23, now we know it will also release for Switch on the same day. 

PlayStation 4 and Xbox One versions will follow sometime in the future, though neither a solid release date nor a launch window for those consoles has been shared by Team Meat as of this writing. 

Super Meat Boy Forever is the follow-up to Super Meat Boy and follows the eponymous hero and Bandage Girl as they try to reclaim their precious Nugget from the nefarious Dr. Fetus.

Thousands of levels full of fierce platforming challenges, buzz saws, and other hazards await Meat Boy, Bandage Girl, and some surprise helpers along the way, but this time, they can all punch and kick their way through (some) obstacles.

The experience is different every time, with each string of levels randomly assembled so players never encounter the same secrets and bosses in the same way. In fact, Team Meat said it would take beating Super Meat Boy multiple times before players would encounter even one duplicate level.

We came away from our Super Meat Boy Forever preview in 2019 cautious, but impressed. We don't have to wait long to find out whether it reaches its predecessor's lofty heights. Stay tuned for more. 

Heading Back to the Murder Party: Super Meat Boy Forever Mon, 30 Sep 2019 11:17:44 -0400 Thomas Wilde

It’s been a long time since Super Meat Boy came out. It started in 2008 as a Flash game, then made its way to consoles and PC starting in 2010, which doesn’t sound like that long, but it was almost two console generations ago. In this field, that’s as good as decades. It's long enough that there’s a whole new potential audience for it. 

Super Meat Boy was a genuine hit, selling over a million copies. It spurred a flurry of imitators, great and small. Every demanding, unapologetically challenging platformer from the last decade, to my mind, owes at least a symbolic debt to Super Meat Boy.

Whenever you play a Mario Maker level that’s 90% elaborately rotating spikes and saw blades, or spend several hours beating your head against a stage in Celeste or Cuphead, Meat Boy is there in spirit. He is our bloody patron saint of difficult but mostly fair platform challenges.

Super Meat Boy Forever saw trap

According to its lead programmer/business manager/producer/writer Tommy Refenes, Super Meat Boy Forever has been in the works off and on for around eight years. It was initially prototyped in 2011, begun and initially showed off at PAX West in 2014, stopped entirely in 2017, and then “basically started over” later that year. The release date has shifted forward one year once a year since 2014 or so.

Since then, Team Meat has grown to 14 people, including a full-time artist, level designer, and animator (and notably not including co-creator Edmund McMillen). Super Meat Boy Forever is now scheduled to come out… well, when it comes out. (Maybe the world is telling us not to name our sequels “Forever.”)

Super Meat Boy Forever disclaimer at Pax West 2019
The disclaimers on the demo kiosks for
Super Meat Boy Forever
at PAX West 2019.

After spending that much time in development hell, with a couple of different false starts, you’d think the final product would end up feeling a little self-conscious. That isn’t really the case with Super Meat Boy Forever.

Much like Meat Boy himself, it’s cheerful and oblivious to anyone else’s opinion. The best thing about Meat Boy, in general, has always been its “why the hell not” atmosphere, where you go from hell to heaven to 8-bit flashbacks and back again without rhyme, reason, or sense, and Super Meat Boy Forever has that in spades.

It’s been some time since the original Super Meat Boy, long enough for Meat Boy and Bandage Girl to settle down and have a kid, named Nugget. (One of my favorite things about Nugget is the look on Meat Boy’s face, as if every time he sees the kid, he remembers he’s a dad all over again.)

One day, during a family picnic, Dr. Fetus abruptly shows up and kidnaps Nugget.

(I asked Refenes at PAX what the deal was there, as Dr. Fetus was very visibly stomped into mucilage at the end of Super Meat Boy. His answer was to say “Enh” and shrug. There you go.)

The significant change in Forever over Super Meat Boy is that now, your character never stops moving. From the moment you hit the ground, your character – both Meat Boy and Bandage Girl are playable and mechanically identical – takes off at a dead sprint to the right. You can jump, slide, rebound off of walls, and use special tiles to change your direction, but you can’t actually ever stop.

Super Meat Boy Forever wall jump

I was initially wary of the premise since it sounded a lot like one of those endless-runner phone games, but playing it feels better than I expected. It basically reduces the number of things you have to keep track of, so you can focus entirely on timing your jumps and slides. Naturally, this is a Meat Boy game, so even on the first stage, there are jumps that require a pixel-perfect approach to survive.

As usual, Meat Boy inhabits a universe that is anywhere from 50% to 99% swinging blades at any given time, and navigating each stage is a short gauntlet of deadly leaps, murderous traps, freak mutants, and strange hazards. At the end of every level, you find Nugget again… just in time for Dr. Fetus to kidnap him again. So it goes.

One big difference, of course, is that you can attack now. When Meat Boy or Bandage Girl slide, they stick out a fist or foot in a vicious-looking, weirdly satisfying punch. Used to be, you could only defend yourself from enemies by avoiding them or manipulating the environment against them. Being able to haul off and deck some random monster is a surprisingly big step forward.

While a lot of the structure of Forever is immediately familiar from the original Super Meat Boy, including the basic shape of its world map, the game is designed in a way that actively prevents you from memorizing its patterns. Every stage of Forever is built out of 70 to 100 “chunks,” according to Refenes. These are assembled on the fly to create a one-of-a-kind version of the level. If you back out of a stage to the map and reenter, it reshuffles itself, so it's difficult to see the same run twice.

Super Meat Boy Forever map

It does feel like Super Meat Boy Forever has a lot to live up to. It’s weird to think about just how much has changed in the platformer genre and the indie game marketplace between the first Super Meat Boy and now. At the same time, Super Meat Boy tripped off a wave of imitators and descendants that has never quite subsided, even now.

Forever is heading into a much more populated field now, to compete with a host of games that wouldn’t exist without its predecessor. It’s in with a good chance, but I’m really interested in seeing how the audience will react.

10 Outstanding Indie Games From PAX West 2017 Wed, 06 Sep 2017 11:17:43 -0400 Greyson Ditzler


That's the list! After getting to check out all these awesome demos, I can't wait to see these indie gems release throughout the rest of this year and early next year. 


What were your favorite games from PAX West 2017? Let us know down in the comments!


Super Meat Boy Forever (Nintendo Switch, PC, Xbox One, PS4, iOS, Android)

Team Meat

Our little boy is growing up.


As an official sequel to the critically acclaimed and famously difficult indie hit Super Meat BoySuper Meat Boy Forever has some big and very bloody shoes to fill. But we may be able to put those worries to rest, because it seems as though those same shoes still fit the sequel's squishy feet. 


Super Meat Boy Forever is a follow-up that keeps the same spirit and familiar feel of the original game while still managing to feel completely new and original. You can still deftly dodge insta-kill obstacles using the game's simple move-set and tight controls, but there are quite a few additions and revisions to the core gameplay. 


Both Meat Boy and Bandage Girl now run automatically, meaning that the stress of movement for the most part has been removed. Instead you must focus on the various moves you can pull off, which still includes the old wall slide, wall jump, and a high jump. But you also now have an air-dash, a sliding tackle attack, and a fast-falling downward dive. These moves lead to new obstacles, new methods of success, and of course, many new deaths.


The speed and flow of the first game is still there, but the levels evenly balance both the classic and new mechanics in order to make them feel like something that is truly meant to succeed the original. The levels will also become harder each time you beat them, and the dark world equivalents with much more difficult design return as well. And rest assured -- Super Meat Boy Forever is just as hard as Super Meat Boy, and you'll still feel that rush of adrenaline whenever you figure out the trick to getting past that one obstacle that killed you twenty times.


In terms of content, very little has been revealed. There's no telling how many levels we can expect out of Forever, but hopefully it's somewhere around the 300+ from the original game. There's also no word yet whether this game will feature playable characters from other indie games or not. It is confirmed that players will be able to play as either Meat Boy or Bandage Girl right from the start. 


Super Meat Boy Forever is already shaping up to be a great game and a worthy successor. It is currently planned for release in Summer of 2018, and will come to the Nintendo Switch first.


Wandersong (PC)

Dumb and Fat Games

Wandersong is a musical adventure game where you play as a bard tasked with preventing the erasure of the entire universe, and you must use your natural talents as a singer to solve puzzles and help people out with their problems. You use a series of notes represented by color-coordinated notches on a wheel in order to swing a sword, fend off ghosts, and gain the favor of passing songbirds in order to get a boost.


The game's bright, colorful visuals, friendly comedic writing, and excellent soundtrack and sound design may make it look happy -- but there very well may be something sinister that lurks beneath it all. A mysterious force that speaks an unknown language is against you on your quest, and you'll slowly uncover what secrets it holds as the game goes on.



Studio MDHR

If you've been paying attention to the indie-gaming scene for the past three years or so, odds are you've heard of Cuphead. It's been in development hell for years past its expected release -- and for good reason.


The whole game was hand-drawn using traditional animation techniques similar to the cartoons of the 1930's, particularly those of Fleischer Studios and Disney. Because of the amount of work necessary to make this style look and play smoothly, brothers Chad and Jared Moldenhauer have been working on the game for a total of nearly seven years.


The final package exemplifies their efforts, as Cuphead is one of the most visually detailed and fluidly animated 2D games ever released. From the film-grain filter to the exaggerated facial expressions, from the bright colors to the rubber hose arms and legs, Cuphead looks and plays authentically like Contra adapted into a Merrie Melodies cartoon.


It's a highly difficult, fast-paced run-and-gun shooter where Cuphead and his friend Mugman must take on a series of elaborate boss fights in order to appease the devil and keep their lives after losing to him in a game of chance. There are various weapons, a two-player co-op mode with Mugman, an overworld map to navigate with its own secret areas, and special moves for that extra bit of razzle-dazzle.


Cuphead is a visually flooring, skill-testing, action-packed love letter to a golden era of animation -- and it's finally planned for release on PC and Xbox One on September 29.


The American Dream (PS VR, Oculus Rift, HTC Vive)

Samurai Punk 

Have you ever heard the saying "guns are as American as apple pie"? Developer Samurai Punk of Melbourne, Australia certainly has, and they're setting out to prove how great guns make America (sarcasm) with The American Dream. It's a satirical shooting-gallery VR game where all the basics of the 1950's "American Dream" lifestyle are handled with guns.


Whether you're feeding your baby, flipping burgers at a greasy spoon diner, putting holes in bagels on a production line, or even driving home from work, you're doing it with the help of your trusty sidearms. The game is set to take place across 20 different stages set in a Norman Rockwell-esque parody of 1950's suburban America, with an ongoing narration from the comedy stylings of "Buddy Washington".


The guns don't have a lot of kick to them, but the actual aiming and reloading of cartridges in midair actually takes some practice and skill, making even the most menial tasks with your guns a lot of fun. The environments are also very reactive and loaded with lots of cracking, snapping, and toppling physics. 


The American Dream is a fun and funny experience with sold gun-play that you should keep an eye out for in early 2018. If you want to get a better sense of the kind of tone that Samurai Punk is going for, then you should check out the short "educational film" they've made for the game below. It's just too funny:






Coffence (PC)

Sweet Bandits

Coffence is a game about fencing with cups of coffee. This 1-on-1 fighter has you compete against an opponent to steal their coffee by using yours wisely. 


It may not be a graphical powerhouse, but the gameplay is what makes it all worth it. Coffence has quite a lot of different tactics to take advantage of and plenty of opportunities for mind-games. Your cup of coffee is on the end of a piece of elastic string, and you must thrust it in different directions in order to knock coffee out of your opponent's cup, and then steal it out of the air before they can.


You can also swing your cup to block attacks, perform a short-range melee swipe, jump, and move freely around the 2D arena -- or even drink some of your own coffee in order to speed yourself up and slow down your opponent. There are also different types of coffee that have different unique properties, and the characters will have slight differences, like longer reach or shorter stature that protects them from a straightforward attack.


Coffence is a simple, pick-up-and-play fighting game with a unique hook and enough depth to be replayable. It is available now through Early Access on Steam.


OK K.O! Let's Play Heroes (PC, PS4, Xbox One)

Capybara Games/Cartoon Network Games

Cartoon Network Games had a small but still impressive showing at PAX this year that included a preview of the very intriguing OK K.O! Let's Play Heroes from Capybara Games, the studio behind Superbrothers Sword & Sorcery EP and Super Time Force.


The game is based off of the recently premiered Cartoon Network show OK K.O! Let's Be Heroes, which stars the titular KO as he and his friends seek to defend Lakewood Plaza Turbo from evil forces while also running a convenience store and leveling up to become great heroes. 


The game is best described as a combination of an adventure game, an action RPG, and a classic arcade beat-em-up. It's equal parts combat against robots and running around the Plaza to talk to people. The fighting feels very satisfying, with plenty of moves that are easy to string into combos and keep you flowing through the battlefield, and there seems to be dozens of cards for the player to unlock and use as assists.


What's especially interesting about this licensed game is that it began development around the same time that the show did. The developers at Capy and the show's creator Ian Jones-Quartey even visited each other's studios many times and spoke on a weekly basis in order to get better insight on the creative process for both sides.


The show itself also shares elements with video games, such as every character having a slowly increasing level and a special move of their own, which made adapting the property into a game a lot less than difficult than it would be for some other properties. This -- alongside the game's quality writing and fantastic character and cutscene animations -- makes the game feel like you're playing through several episodes of the show and not just some failed imitation. The entire main voice cast for the show also lent their voices to the project, so the game really is just a playable version of the show.


OK K.O! Let's Play Heroes is a quality beat-em-up and a passionate licensed game that should be enjoyable for younger and older players, as well as fans on the show and newcomers alike. 


Save Me Mr. Tako: Tasukete Tako-San (PC, Switch)

Christophe Galati/Nicalis

Save Me Mr. Tako is a kind of homage that should have come along in game form a long time ago. What Shovel Knight is to the NES, and what Freedom Planet is to the Sega Genesis, Save Me Mr. Tako is to the original Game Boy. It's a 2D platformer that takes elements from some of the best and most well-known games on the system and pick-and-mixes them into something fresh yet familiar; celebrating the charm and style of the old days while moving forward with newer, more polished technology.


The game was developed almost single-handedly by one man, Chris Deneos, who has said that he wanted to make something new using elements of all of his favorite games on the Game Boy growing upMetroid's influence is especially apparent, as Mr. Tako's main weapon temporarily immobilizes enemies and turns them into makeshift platforms, much like the Ice Beam.


While Save Me Mr. Tako isn't the first game to try and imitate the Game Boy style of presentation, it's definitely one of the best attempts I've seen yet. The graphical style, the quality of sprites and color palettes, the simple-yet-expressive animations, the dialogue boxes, the catchy chirping 8-bit music...every bit of it is right on the nose in terms of paying tribute to this beloved period in early handheld gaming.


While the game is inspired by simpler time in gaming, Chris Deneos didn't just leave it at that -- opting for a somewhat darker, more mature story than any Game Boy game really did. Mr. Tako is an octopus who's part of a greater army of octopi that's at war with the humans on the mainland. Deneos wanted to depict both sides as simply doing what they thought was best for their people, and show Mr. Tako as a man caught in the middle of it all after saving a human princess from execution, doing his best to be kind and not hate anyone.


Save Me Mr. Tako is a passion project from Chris Deneos that he's really put his heart into -- and even quit his full-time job to finish. This fun, charming throwback to a more innocent time in gaming with a fresh take is currently planned for release on Nintendo Switch and Steam later this year. 


Way of the Passive Fist (PC, PS4, Xbox One)

Household Games

Way of the Passive Fist is a twist on the classic beat-em-up genre with a motto of "the best offense is a good defense". Instead of making your way through hordes of enemies by beating them down with punches and kicks, you must instead defend yourself with a series of blocks and parries in order to tire out your enemies, whereupon you can move on.


The gameplay is less of a chaotic violent mishmash like the arcade games that inspired it, and more of a rhythmic combat game with a lot of stress management, pattern memorization, and prioritizing threats in order to effectively take down your murderous opponents. You also level up and gain new abilities as you go along, keeping the gameplay fresh. As a bonus, the variety of customization options for difficulty and playstyle make a low barrier for entry and a high skill ceiling.


The sprite work is also well-executed and neatly captures the look of the overly animated and (often colorfully designed) characters of older arcade beat-em-ups like X-Men and Turtles in Time. The sound design is solid as well, giving every enemy a distinct and bit-crushed grunt, and making sure that all moves are choreographed by sound as well as sight. Last but not least, the pumping music succeeds in making a mostly non-combative situation feel intense.


Way of the Passive Fist is a new take on an old idea that manages to evoke the past while also breaking new ground. It is planned for release on Steam, PS4, and Xbox One in early 2018.


Blasters of the Universe (Oculus Rift, HTC Vive)

Secret Location

Blasters of the Universe is the kind of game that had to happen eventually. It takes the frantic twitch-reflexes of a bullet-hell shooter and brings it to first-person virtual reality. This sci-fi shooter that expects you to physically duck, dodge, twist, turn, and just generally keep on your toes and stay alert so that you don't get shot in the side by half-a-dozen floating metal heads.


The demo had me on the floor, shooting sideways and tilting my whole body on several occasions, but it never became overbearing because I was never required to completely turn around. I did constantly have to turn my head left and right in order to keep track of the action and enemy threats -- but by keeping the danger in a rough 180 degree area, it never took me unfairly by surprise.


Though the game will only feature four levels, it will also feature a vast number of weapon combinations as well as a scoreboard, which may help encourage players to replay in a variety of ways and improve their high score. Blasters of the Universe was an intense, enjoyable, and fresh-feeling burst of neon colors and glowing red bullets that I can easily recommend to VR enthusiasts looking for a well-made and immersive action game. 


Blasters of the Universe is available now on Steam for VR devices.


Monster Prom (PC)

Beautiful Glitch

Okay, stop me if you've heard this one before: Monster Prom is a competitive dating-sim party game about trying to be popular in a monster high school so that you can take one of the cool ghouls to prom. No? You've never heard that one before? Yeah, me neither.


It's a refreshing take on both party games and dating-sims, using its gameplay to tell jokes and start conversations among the players, as well as tell a variety of small character-stories with it's diverse and highly likable cast of characters. Every round is constantly throwing jokes and surprises at you with barely a minute to breathe, and the art speaks as many volumes about the characters as the writing does.


The core mechanics take some inspiration from tabletop gaming -- likw the stats doled out at the beginning and gained through decisions in conversations, as well as the frequent occasions where the players are advised to talk among themselves and create different scenarios in order to advance the game. It's almost like playing a game of Dungeons & Dragons where your DM is a snarky bisexual millennial who's kind of drunk -- and that's a lot of fun. 


It's also a game that cleverly avoids the local-play issues of the PC by allowing up to four players to participate while only using one controller. It's a great game to break out with friends and strangers alike -- assuming they can appreciate more than a few raunchy jokes and out-there writing. It had me and everyone who even glanced at the booth while walking by laughing quite a lot.


The game boasts a lot of different scenarios that can occur based on the player's decisions, although I did see some people pick the same options in two different games, so your mileage may vary. The sense of humor may not be for everybody, since it's pretty raunchy and often very sexual -- but if you're interested in that sort of thing, then you're gonna have a great time.


Monster Prom truly feels like a new idea for both dating sims and party games, and by the end of each game you'll want the whole cast to sign your yearbook. The game is currently planned to release some time in October. 


PAX West 2017 had tons of great games on display, but the indies in particular were abundant and especially interesting this year -- so we've put together this list of some of the most unique and standout titles among the independent crowd for you to consider checking out in the future.


We can't promise you that all of these games are great, but they're all definitely good, and they're definitely interesting. Enough stalling...let's see what these independent endeavors have to offer!

First Trailer for Super Meat Boy Forever Revealed Wed, 30 Aug 2017 15:48:26 -0400 Greyson Ditzler

The first trailer for the sequel to Super Meat Boy -- an endless runner with similar mechanics and difficulty titled Super Meat Boy Forever -- was shown off at the start of the Nintendo Summer 2017 Nindies presentation earlier today.

Super Meat Boy was an indie platformer from 2010 developed by Edmund McMillen and Tommy Refenes of Team Meat. It starred the titular Meat Boy in an quest to rescue his girlfriend Bandage Girl from the spiteful and jealous Dr. Fetus. The game is both acclaimed and infamous for being both extremely difficult, but also fairly designed by giving the player full control of the character, as well as providing a large quantity of levels.

Super Meat Boy Forever seems to be attempting to take that same design philosophy in a new direction. The game picks up some time after the events of the first Super Meat Boyand shows both Meat Boy and Bandage girl once again up against Dr. Fetus, this time attempting to save their baby named Nugget. Like the first game, Super Meat Boy Forever is a tough-as-nails platformer with simple controls and one-hit deaths, but this time with a twist, as the game takes the format of a "runner" style of game.

Edmund McMillen has been quick to identify Forever as a true sequel to the original game and not just some sort of simplified spin off. On the Super Meat Boy website he said:

To describe Super Meat Boy Forever as an auto-runner would be a disservice. It’s like saying that Zelda: Breath of the Wild is a game about a swordsman. Meat Boy / Bandage Girl do always run, but there is so much more to the game than running. They can attack enemies, they can dash through the air, there are tons of levels, there are bosses, there are secrets, and there is a surprising amount of difficulty that doesn’t feel unfair. It’s everything you would expect a Super Meat Boy sequel to be. Super Meat Boy Forever is a Super Meat Boy game that you can play anywhere on pretty much any device that’s powerful enough to run it!

Super Meat Boy Forever will launch first on Nintendo Switch some time in 2018.