![]() In terms of its design, it was the most simplistic thing I could have ever done to find success with.” McMillen then elaborated that he had been making platformers for years and knew he could make a good one. He continued, though, by saying, “I mean, it was a good game and I hit the hell out of that thing and we worked on it for a really long time and did a really good job. I can’t imagine anyone ever uttering those words, let alone the creator of the game in question. “I didn’t think Super Meat Boy was all that great.” To say I was floored to hear that doesn’t do the statement justice. “I’ve heard people have issues with having success and then making something after and, psychologically, that wasn’t a barrier for me,” McMillen stated. While McMillen knows that Super Meat Boy is a good title, he still felt there was more he could have done with it. Without having played either of them, I may have given up on gaming entirely.īut how does one go about planning a follow-up to such a monumental game like Super Meat Boy? It turns out that not believing it was your best effort is the key to pushing yourself. Both Super Meat Boy and The Binding of Isaac were hugely influential in getting me to recognize that smaller games can be more meaningful than titles triple-A studios release every year. When I was given the chance to sit and talk with McMillen about his work, I immediately wanted to know what was next. Is it even possible for that to happen, considering Super Meat Boy is often heralded as the best indie platformer ever made? ![]() There have been a few odd games here and there (one being The End is Nigh, which is also based on a period of his life), but it seems Isaac has become his magnum opus. In the years since its release, though, McMillen has essentially only worked on Isaac related material. To say it was monumental in cementing him as a visionary is an understatement. Isaac went on to renew interest in the decaying genre while also propelling him forward as a creative force to be reckoned with. Another incredibly personal tale from McMillen, the game combined different aspects of his life and interests into an infectiously clever roguelike with strong religious overtones. His follow-up to Super Meat Boy was The Binding of Isaac. Instead of resting on his laurels, he decided to forge his own path forward. The continuation of Meat Boy’s journey is only now happening eight years later and it doesn’t even involve McMillen. Most people would assume that after a smash hit, plans for its follow-up would be fast-tracked, but that hasn’t happened. In the years since, a lot of things have changed for Edmund McMillen. Both critics and fans were in agreeance that Super Meat Boy was one of the greatest games ever created. After years of making obscure and much smaller projects, he and Super Meat Boy co-creator Tommy Refenes became overnight successes. Upon the release of Super Meat Boy in 2010, independent game creator Edmund McMillen had finally struck it big.
0 Comments
Leave a Reply.AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |