Journal 15
Name of Game
Meatboy
Game author (If known)
Edmund McMillen and Tommy Refenes
Game Studio
Team Meat
Original Platform & control mechanism
Computer / PC, keyboard; The control mechanism feels great, though I don’t think keyboard is the intended control. The game outright asks you to use a controller instead. In general, controller feels better, so I assume I’d have a better time playing using that. However, the keyboard still works and feels VERY well.
Describe game play and mechanics
Meatboy, our protagonist, is in love with Bandage Girl. However, the antagonist Dr. Fetus hates us because we’re in love. As a result, he kidnaps Bandage Girl and the game follows as we go to retrieve her. Meatboy travels through a multitude of levels to rescue his beloved, and does so by platforming through different areas. The main mechanics involve moving left, right, and jumping. Secondary but necessary mechanics include the ability to wall jump and slide down the wall if you’re not jumping. As the levels progress, they get much harder and include obstacles such as holes to fall in, saws, and scrolling levels where if you can’t keep up you die. At the end of the level sequence, there’s a boss where you run to the end of the level to succeed. These bits also provide more integral story information / progression.
Describe strengths & weaknesses of art & design
A huge strength is in the simplicity! The camera is frequently zoomed out to show the whole level we’re platforming through, but Meatboy still reads really well and it’s always easy to tell where you’re located within the screen. This also includes things like the story where it’s easy to comprehend and isn’t cliche. The main enemy steals your girlfriend just because he hates YOU, not because he wants her (like in the typical mario fashion where bowser wants peach). The design of this is refreshing and a bit more engaging than the typical way it’d go. A weakness is that some levels, as you progress, get harder to see Meatboy. He gets a bit lost within the dark reds, blacks, and browns of certain levels, but overall it isn’t too bad.
What made it fun?
The way the physics / controls operate add a ton of fun to the game. Although the game is simple, the way the physics feel create a ton of excitement. Whenever you jump, it ends up being a bit floaty unless you press down. In this floaty state, you’re able to move a considerable amount of space across the level / screen. This allows for a wide range of movement while also giving the player lots of yummy hangtime to consider what their next move is. The controls feel extremely responsive which makes it a lot nicer and feels as though I’m REALLY controlling the character which is huge. A lot of games have delays in their controller, which maybe creates a smoother character animation, but it generally feels floaty in a way where I’m not entirely in control. Meatboy prioritizes movement and does so where the animations are on the backburner and already simple due to the aesthetic of the game. This way, physics are put at the forefront and considered much more which was an excellent decision gameplay wise.
Now that you’ve played it, Why would this game be considered influential? How does it fit into the evolution of games?
I'm pretty sure the whole point of playing the game / being provided this game as a choice is because of it’s influence on what types of teams it takes to create a game. From what I’ve found online, this is an instance where a game company is composed of few people (2-3 in this case), and is still incredibly successful for an indie game. We’ve seen a ton of examples of success within bigger companies, but not much smaller ones with teams of a few people. It kind of reminds me of the indie atmosphere now where even Nintendo supports and highlights it’s indie games, proving that these are just as successful.
This fits into the evolution of games by providing proof that games don’t have to come out of AAA studios to be successful. Although much, much harder, smaller studios have the opportunity to succeed. I feel as though this helps pave the way to the creation of smaller studios / helps drive smaller companies to create games they want without the restraint of needing to listen to a manager within a bigger group. Seeing as now in 2025 we have a lot of successful indie titles and indie games are generally just as popular if not more than regular games, Meatboy fits within the evolution by being the evidence that these sort of groups have a chance.
How would you rate this game (1-5 Stars (5 stars good))
4 stars!! Fun, simple, and an example of how to properly do a platformer game.
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