If you don't hate Ed McMillen already, you will after playing this game.
The End Is Nigh is a short and sweet balls-to-the-wall difficult platformer that will make you scream, cry, and probably bleed out of several orifices. Some of the shit this game has you do looks straight out of I Wanna Be The Guy or Kaizo Mario. Thankfully, the jumping and movement controls are super tight for the most part, making the platforming fun despite the frustration. However, the cartridge levels bring the experience down a lot in my opinion due to how they needlessly shoehorn a lives system into a game that specifically benefits from NOT having one, and I find the ledgegrab mechanic to be rather finicky at times and it's something that other platformers like Celeste definitely handle a lot better. Other than that, the metal covers of various classical tunes by Ridiculon fit the game's atmosphere super well, and the overtly pessimistic tone the game takes to frankly everything serves as the perfect backdrop for this gruelingly punishing experience. If you're a fan of Edmund's work, but decide you haven't suffered enough, The End Is Nigh is worth giving a shot. (Just don't go for 100% if you value any amount of your sanity.)
The End Is Nigh is a short and sweet balls-to-the-wall difficult platformer that will make you scream, cry, and probably bleed out of several orifices. Some of the shit this game has you do looks straight out of I Wanna Be The Guy or Kaizo Mario. Thankfully, the jumping and movement controls are super tight for the most part, making the platforming fun despite the frustration. However, the cartridge levels bring the experience down a lot in my opinion due to how they needlessly shoehorn a lives system into a game that specifically benefits from NOT having one, and I find the ledgegrab mechanic to be rather finicky at times and it's something that other platformers like Celeste definitely handle a lot better. Other than that, the metal covers of various classical tunes by Ridiculon fit the game's atmosphere super well, and the overtly pessimistic tone the game takes to frankly everything serves as the perfect backdrop for this gruelingly punishing experience. If you're a fan of Edmund's work, but decide you haven't suffered enough, The End Is Nigh is worth giving a shot. (Just don't go for 100% if you value any amount of your sanity.)
Don't got much to say with this one but I had fun with The End Is Nigh. Despite some occasional difficulty spikes (mainly in the second half) and some finnicky mechanics there's a solid platformer here with plenty to do for completionists and a fantastic OST. Definitely more a fan of Edmunds non-platformer stuff but still a solid time.
7.5/10
7.5/10
feels a lot better than meat boy since if you stop holding a direction you stop moving in that direction rather than having to hold left when you wanted to stop going right in meat boy. theres some bs gimmicks in this one though like the suction gimmick at the very end and the life management gimmick
Pretty decent. I wasn't compelled to get 100% completion but I'm satisfied with it. It's pretty challenging at times but never feels unfair. Edmund's dark humor is the usual and the absurdity of the plot can get some laughs out of me. The music is lowkey pretty good, using rock versions of classical music works surprisingly well.
one of the greats when it comes to precision platformers. Tight controls, a variety of interesting obstacles that push your skills to the limit, tons of post-game content with level design just as beautiful and polished as the main game. Not to mention the really well done post-apocalyptic aesthetic with ridiculon slapping as always.
Best precision platformer I've personally played. I love the thematic consistency throughout the game, the dark themes and oppressive atmosphere.
But what I love the most is the gameplay. Incredible level design, a character that feels fantastic to control, and less emphasis on speed, but more on precision.
The game is also deceivingly long. When you just thought you were done, the next portion of the game opens up. It goes on and on, and keeps delivering high quality.
The retro carts are a nice addition as well. Collecting 1000 rings in The Super Mega Cart was not the most fun task, but everything else was just fantastic.
If you enjoy tight platformers, give this one a go.
But what I love the most is the gameplay. Incredible level design, a character that feels fantastic to control, and less emphasis on speed, but more on precision.
The game is also deceivingly long. When you just thought you were done, the next portion of the game opens up. It goes on and on, and keeps delivering high quality.
The retro carts are a nice addition as well. Collecting 1000 rings in The Super Mega Cart was not the most fun task, but everything else was just fantastic.
If you enjoy tight platformers, give this one a go.
First ending accessed from returning to Ruins 1. Collected 180 tumors.
The End is Nigh is overcompensating for the slightly unreliable context sensitive wall jumps of its spiritual predecessor Super Meat Boy by trading them for much inferior ledge grabs. The result is a movement system which is predictable in both senses of the word: decidedly consistent and awfully drab. There is an acute lack of those eureka moments, otherwise occurring when skillfully overcoming a tricky gauntlet in any of the better precision platformers out there. The one real surprise is the addition of a punishing game over-system during the latter half. It adds pressure and demands steady and confident maneuvers. A decent idea but it does not save the core movement from mediocrity.
The End is Nigh is overcompensating for the slightly unreliable context sensitive wall jumps of its spiritual predecessor Super Meat Boy by trading them for much inferior ledge grabs. The result is a movement system which is predictable in both senses of the word: decidedly consistent and awfully drab. There is an acute lack of those eureka moments, otherwise occurring when skillfully overcoming a tricky gauntlet in any of the better precision platformers out there. The one real surprise is the addition of a punishing game over-system during the latter half. It adds pressure and demands steady and confident maneuvers. A decent idea but it does not save the core movement from mediocrity.