While you won’t be playing the game with one hand, the exchange in controls overall made it easier for me. On the other hand, the levels are still built with some precision movements that now rely on you to consider going back and forth without being able to guide yourself as you may have in the original, and adds a dash and kick for breakables and enemies. The addition of checkpoints after each puzzle doubles down on this for me. On one hand, this makes the game a bit easier/more accessible to people, especially those of us getting older with little time to play and hone our twitch maneuvers. Instead, this is more along the lines of mobile runner games, or the Bit.Trip Runner series, where you merely handle the platforming. If you haven’t been following the game’s development, you may be surprised to find out that you don’t control the character’s running. The interview circuit worked wonders, as the game was a huge success – over a decade later, we get a sequel – so how have things changed after the team’s livelihoods have transformed? “It was a Tuesday” for them, as they did more interviews than I think I’ve ever seen, but I’ll always remember the story about a bacon sandwich and how the worker refused to not put it on. In advance of the Super Meat Boy release, me and a few friends booted up Skype and had a conversation with them for about an hour and a half, and as one of them put it, for a couple of us it was like meeting The Beatles. Team Meat holds a special place in my heart, as they were the first developer I ever interviewed.
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