shinygerbil wrote:I finished all the regular levels in Super Meat Boy today. (Dark World included, of course.) So....just Warp Zones and Bandages to go!
I have actually come to dislike a few aspects of the game. Actually, they can be summed up as one thing: anything that points at you and shoots.
They add that element of random which I was pleased to find lacking in the rest of the game. I guess I'm a sucker for determinism in my games; I did enjoy Braid for precisely that reason, after all. It was a well-oiled machine, with nothing left to chance, and it was nice to be able to feel the hand and the intent of the designer at literally every turn. The levels in Super Meat boy are equally complex machines ticking away; just sticking you in a room with a bunch of homing rockets detracts quite heavily from that feeling.
Don't get me wrong. I'm not saying it's lazy design, but it is something of a shortcut to difficulty. I think that, for the most part at least, they are well-used; just occasionally they seem to force you to rely on - I don't even want to mention it - luck.
Still the best game of 2010 for me, hands down.
I'm inclined to agree with you. I couldn't stand the rockets (or worse, the crocodile missile things) for exactly the reason you just mentioned. In stark contrast, I had absolutely no problems with the rockets in N/N+, simply because it felt a lot more rewarding if you got past them, and a hell of a lot less down to chance when you didn't.
That, and SMB's ridiculous assumptions of 60hz and it's frame skipping.