By Alec Meer on May 19th, 2010 at 1:07 am.
The below three minutes of mingled in-game action, animation and blippy-bloppy music show off Edmund McMillen and Tommy Refenes’ upcoming Super Meat Boy perfectly. It looks clever, funny, twisted and packed with juicy giblets of visual invention. It also looks like I’ll almost certainly be unable to play it past the first few levels.
This is because I am weak and demand instant gratification. Super Meat Boy, on the other hand, looks to be brutal and exacting. In a way that an awful lot of other people will thrill to, I don’t doubt. I hope I’ll find a way into it nonetheless though, as the visual tomfoolery of it is incredibly appealing- the silhouetted level, the sepia level, the BBC Micro level, the fountains of multiple Meat Boys… Definitely an air of World of Goo there, in a thoroughly charming way.
Those saw blades are going to do for me, I swear.
Edit – as Dominic White helpfully points out below, McMillen has been pondering the nature of and the necessity for SMB’s difficulty since the game’s initial I’m-proper-hardcore-me announcement. In that charmingly-illustrated design document, he offers why he thinks the game will work for both a hardcore and a more everyday platforming audience. Reassuring and interesting stuff. “Conclusion: don’t beat your children.” Maybe I will be able to play Super Meat Boy after all.