Edmund McMillen and Tyler Glaiel have done it again. The End Is Nigh is a new masterpiece, a statement of how to create videogame. It hooks the player and makes you an addict of this wicked platform game.
The End is Nigh is a complete success. Not only does it bring back memories of Super Meat Boy but it also speaks a new language. Outrageous replay value, precise controls and impressive level design deliver a new platforming masterpiece from McMillen and Glaiel.
This game is simply spectacular! It is a platform game in which you will have to progress through different levels. What makes this game special is its high difficulty: the main levels are difficult, but the future levels and video games are extremely difficult. I consider it better than Super Meat Boy, another game by the same creator, Edmund Mcmillen, because its mechanics work better. There are actually few mechanics, which makes it a very simple game, however, it keeps being great.
Also, the soundtrack, which is made up of remixes of classical music, is excellent.
Este videojuego son una de las mejores joyas oculta del creador de isaac y super meat boy, la dificultad, el arte y sobretodo el soundtrack hace tan maraviloso este juego.
If you couldn’t get enough of Super Meat Boy and have spent the past seven years fiending for more punishing platformers, than The End of Nigh is something you should immediately inject into your veins. If you are usually iffy on super-challenging platformers, but curious if this is the one that will turn you around, keep on walking.
The End is Nigh is as brilliant in exploration as Super Meat Boy was as a plateformer. More and more challenging through the entire game, it offers a great feeling of accomplishment once finished properly.
One of the best games I've played! The music is absolutely incredible, the controls are solid, the art is amazing, I cant get enough of it! I want more! It's so good I changed my steam pfp to ash (the main character) after beating it, and it hasn't changed since! Would highly highly HIGHLY recommend to anyone who loves challenging platformers!
The End Is Nigh is a very difficult platforming game made by the same guy who made Super Meat Boy and the Binding of Isaac. The game’s aesthetic is more reminiscent of the latter, while the gameplay is heavily reminiscent of the former.
A highly difficult platforming game, you play as Ash, a black blob with one good eye. He can run, jump, swim, and do a sort of butt slam attack into the ground that accelerates his rate of downward motion and can smash through breakable ground. He can also hang off of ledges and do a longer horizontal jump while doing so that will also smash through breakable sections of wall.
The game starts with Ash playing a nigh-impossible retro-platforming game. Given the great difficulty, the player is very likely to die… and the moment they do so, the game glitches out and breaks, and Ash goes out into the world to make a new friend now that his video game cartridge is busted. The world is a post-apocalyptic hellscape, rendered in the style of a place full of tumors and black blobby enemies and spikes.
You can’t kill enemies in this game; indeed, contact with any black blob enemy will instantly kill you. There are some enemies – signified by having white skulls – that you can jump on the heads of to propel yourself up into the air. The game is mostly about environmental challenges, though, and avoiding the enemies – springs, spikes, collapsing buildings, and similar challenges are the barrier between you and getting to the next screen. There are sections of the game where you swim around, including in boiling water that will kill you within a few seconds, so you have to get out of it quickly.
The game’s mechanics are on the whole simple and relatively straightforward. Your challenge on every screen is to make it out onto the next screen; there are optional challenges, in the form of both harder-to-reach tumors sitting around in mostly-obvious spots in the levels, where the challenge is to get to them, and secret side areas, which are hidden off of the main path and which contain mega-tumors (5 tumors) or game cartridges at the ends of them. These paths are much harder than the main path, and the paths which conceal later game cartridges are amongst the most difficult parts of the game.
The game cartridges are an alternative collectable that allows you to play a “retro” style game, pixel graphics, where you must navigate through levels which are even harder than the main game. These, too, award you with tumors for completing them. Unlike the main game, many of these also have limited lives, meaning you only can fail 20 times before you are kicked out and have to start over on the minigame (and you must fail fewer than 10 times to get a bonus tumor).
While the main portion of the first half of the game does not have limited lives, in the second half of the game, the player’s tumors become extra lives, refreshed every time the player reaches a checkpoint – once every 20 levels or so. Because the second half of the game is much harder, this greatly encourages the player to collect those tumors, and the final level of the game subtracts a whopping 450 tumors from your total (out of only about 500 or so in the whole game), making the final section of the game much more difficult to complete without getting kicked back to the start of the area.
Unfortunately, this game feels like a less good version of Super Meat Boy – but ironically, not directly in terms of gameplay. Ash plays differently from Meat Boy, but he works well and the levels are, on the whole, interesting to complete.
The biggest problem is the level select and the collectables. The levels are almost all linear, but you can only go to the first of 20 levels in an area, and then push your way back through all the others in that area if you want to collect a missed collectable. This strongly encourages the player to collect every collectable on the first time through an area, or else forces them to tediously re-complete the area while searching for them.
The other problem is that the game has very little in the way of a sense of progression. There’s only a handful of cut scenes, rather than the one after every section of levels that you saw in Super Meat Boy, and beating one area just leads onto another, harder area, rather than any sense of reward. This gives the game a feeling of monotony; what are you accomplishing here? Nothing, really. And the second half is even worse because there is no clear goal – you just go out and do platforming sections. While this doesn’t seem like it should matter, it somehow does, and it diminishes the game as an experience having no real sense of progress or a meaningful goal.
Not being as good as Super Meat Boy doesn’t make it bad, and indeed, I had fun with it overall. But this is definitely not a game for everyone.
Not fun whatsoever. Terrible progression system. If you miss like one collectible you have to play the entire world again. Trial and error BS is what Edmund's best at, so if you like that, you'll like this.
Une fois n'est pas coutume, je commencerai par une note positive : l'intro de cet ersatz de "jeu" (toujours entre guillemets les jeux qui n'en sont pas, c'est la règle) est assez drolatique bien qu'en anglais comme tout le reste... mais on comprend aisément de quoi il retourne, notamment ce cri du coeur !
Pour le reste, non les restes, car cet indé foireux de crevard n'est qu'un assemblage de déchets récupérés à la déchèterie (car ce genre de daube n'est même pas recyclable) pour les restes donc, il s'agit d'un étron indé archi-classique : plate-forme 2D en... 2 couleurs, noir, blanc... et même trois avec le gris, mélange des deux premières ! donc techniquement, 2 couleurs seulement ! quel... euh... "talent".
On saute donc avec son espèce de blob informe et on s'aperçoit que l'espèce de "jeu" est extrêmement punitif : c'est ainsi que les indés merdeux tentent de se racheter une légitimité, à savoir la difficulté ! comme si on allait perdre son temps avec "ça". Mais cela peut avoir son attrait pour les jeunes joueurs autistes ou les jeunes adultes désoeuvrés en manque de repères.
Quoi qu'il en soit, la fin est proche pour toi, petit indé misérable ! les jeux-cloportes de ton genre n'ont qu'une seule fin possible : dans le broyeur !