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Since 2010, the Mega Man series has mostly lied dormant. Fans of the blue bomber have seen him in an officially-licensed fangame on PC and a pair of top-shelf compilations. Thanks in large part to Mighty No. 9’s Kickstarter in 2013 and the subsequent failure of the game itself in 2016, it was clear that there was still a lot of interest in Mega Man, and Capcom has wisely capitalized on it with an all-new entry in the mainline series. Whereas Mega Man 9 and 10 went with a Mega Man 2 skillset and direct influence, the eleventh entry uses Mega Man’s complete skillset and changes it up a bit.
One small change is Rush being moved to a simple button command now – so you don’t have to scroll through a menu to get to new heights in a stage. The biggest change is the debut of the double gear system, which allows you to choose between either increasing the buster’s power or slowing down time to dole out damage in a more efficient manner. The core Mega Man series has tinkered with adding new powers every so often – but these changes are significant and make every area just a bit different depending on whether or not you choose to use either power during a stage.
While things like the Rush jet or various Mega Man 6 armor pieces added in a level of speed and dexterity that would later be more akin to the Mega Man X series, no sub-series has seen powers quite like this. Sometimes, upgrades would be similar to prior weapons – but these changes can completely change how you play the game. New armored enemy types have been added that in theory require the usage of the slow down mechanic, but can actually be toppled without it – it’s just much harder and your timing has to be more precise. In a way, this adds a sense of challenge since you can avoid using the slow down mechanic if you want. Sure, you can choose a hard difficulty setting – or you can do that and then add more challenge on top of that by putting this self-imposed handicap on yourself.
Similarly, the powered-up ability makes sub-bosses easier in theory. Your timing still has to be dead-on, but by doing more damage, you can be more efficient. It’s fun to go through the stages and just demolish lower-end enemies and then try to have that same level of power against larger foes. While they do take longer to topple, it’s more fun to see yourself destroy them in less time. However, doing this requires far more skill – while using the slow down mechanic makes tougher battles easier, it can also be less-fulfilling.
One of the biggest lessons learned about the Mega Man series in its official absence was just how important the feeling of the game truly was to creating a memorable experience. Keiji Inafune’s Mighty No. 9 looked the part and had jumping and shooting – but it lacked the tight controls that made the pixel perfect platforming so exciting. It’s the kind of thing that separates a good game from a great one, and it was sorely lacking. In its place were some gimmicks of its own that like the double gear system here, kept things similar while changing them up.
The core structure of the game is what it was in the original series before the roster of robot masters was split in half. Like the classic entries, you get to choose between eight rivals at a time instead of splitting it into two sets of four. In doing so, you still have the challenge of figuring out more boss weaknesses on your own as there are no hints given – and that’s part of the fun. Using logic is a big key in figuring out weaknesses and good old trial and error never fails to help out either. Some may find the lack of direction frustrating, but the inclusion of many difficulty settings should ease this burden – and does allow this to be the most beginner-friendly entry in the series outside of Mega Man 10, which did go overboard in making easy mode a bit too easy at times.
Mega Man 11 is tough but fair – even on the easiest difficulty levels, which keep the same hazards and only give you buffs like angelic lifts upwards from bottomless pits and do nothing to ease the knockback. The level design is built around the new powers with a new set of challenges. Insta-death sections are nothing new to the series, with its plethora of things like spike areas or laser beams filling the screen – but this entry mixes it up with auto scrolling sections that have similar stakes. These left-to-right areas feature obstacle courses while things like flame walls ensure that you will either move right correctly or die. The great thing about them is that you can solve the problems they pose with a bit of forethought. You can choose to either blast through things with a charged shot or make use of your powered-up buster shot and help out that way. However, it’s a risk/reward for each. If you try nothing but charged shots, you might run out of time, while relying entirely on powered-up shots means that you might overheat the gear and then have to rely on a charged shot when you don’t have time for it.
Visually, Mega Man 11 does what Mighty No. 9 tried to do with its concept art and provides a blend of cel-shaded character models and traditional polygonal environments. It’s very much like Mega Man Powered Up on the PSP – only with cel shading offering up a highly-stylized version of all of the characters and giving this entry a very distinct look. It’s exactly the kind of look a modern take on the series should have if they aren’t going to go with a throwback art style, and it retains the same kind of limited animation that makes things like pixel-perfect jumps possible and easy to space out. The game’s environments may not stray too far off from the norm – but they are highly-detailed and have more life in them than ever before.
The Mega Man series has been revered for 30 years and its high quality soundtracks have been a major reason why. They took even forgettable entries and made them a joy to play through. This entry doesn’t have the greatest songs in history but does have some of the most complex. Each song has a level of depth to it that is unusual for the series. However, with that depth comes a lack of memorable tunes. Every song is fun to listen to in the game, but nothing quite stuck with me so much that I had it playing in my head after a play session. The sound design is similarly improved, yet less memorable. There are more things going on with weapons from enemies making more kinds of noises, but none stick with you. The music is probably the most disappointing part of the game, unfortunately.
Luckily, it’s the lone weakness of what is otherwise a very good game. Is it on-par with the classic franchise’s best entries ever? Not quite – but it is in the top third of them and that’s huge. Mega Man 11 is coming at a time of great unrest for the character and this shows that the franchise can be done quite well even with new people at the helm. It takes the best of what worked before and manages to add new things in to make it feel modern and more than just a retread of the past. It’s a great buy for anyone who has either loved Mega Man, or wanted to see what the fuss was about.
Mega Man Pc Game
Reviewed By: Jeremy Peeples
Publisher: Capcom
Rating: 85%
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This review is based on a digital copy of Mega Man 11 for the PlayStation 4 provided by Capcom.
- Platforms: PC | PS4 | Switch | XBO |
- Developer: Capcom
- Publisher:Capcom
- Release: October 02, 2018
Forgive me for sounding like an article on things only ’90s kids will remember or something, but looking back on things, Mega Man was practically the Assassin’s Creed of the ’90s. It was a near-annual stream of games that each varied in quality while still having similar formulas with minor changes, though the majority of them were still good. It got to the point where we couldn’t imagine a year without them (moreso if you go beyond the Classic series), which is why the massive gap since Mega Man 10 seemed shocking. Now we finally have Mega Man 11, though, back after an eight-year absence. But we keep saying that Assassin’s Creed needs to take more time off in order to improve and innovate, and the same can go for Mega Man. Will this absence still lead to a new entry that improves upon things?
Plot-wise, not much else has changed for Mega Man 11. Dr. Wily is back with another scheme for world domination, this time recalling an invention from his college days. Called the Double Gear system, it was a controversial way to boost efficiency in robots, as it put a lot of strain on them, which led to Dr. Light speaking out against his old friend back then and disgracing him in the process. Now Wily has burst into Light’s lab just as he’s performing a checkup on eight (of course) robots, reprogramming them. So now with eight new Robot Masters to battle, even more powerful than ever before, Dr. Light gives Rock an edge. So now with a prototype of the Double Gear installed, Mega Man sets out to do what he does best.
The Double Gear is indeed the biggest addition to Mega Man’s gameplay and it works extremely well. Using either the LB or RB button (or equivalent of), players trigger either the Speed Gear or the Power Gear. The Speed Gear slows down time and allows Mega Man to move faster, the Power Gear creates more powerful shots. Naturally, each one only lasts for a limited amount of time, with a cooldown meter to help things recharge. And if you don’t turn off any gear after said amount of time, it overheats and takes even longer.
It sounds simple in theory and may not even seem like a game changer at first, but the more you play around with it, the more fun it becomes. The challenge comes in recognizing when to properly use each one and switch between them. When an auto-scrolling wall of death is headed your way, you need to suddenly figure out whether it’s best to slow things down and take time to properly navigate or to quickly blow away any obstacles ASAP. The only disappointment here is with the special Double Gear attack, a fusion of both gears with an extra-long cooldown timer that can only be activated when Mega Man is low on health. I do love risk/reward dilemmas in video games, but never was there any real opportunity for this attack. If extremely low on health, it tended to be a simple energy tank that bailed me out more.
But getting back to how the Double Gear is a boon, it helps that the stages are perfectly designed to utilize it. Mega Man 11 has levels where everything is intricately laid out to benefit each mechanic or even none of them. From what I could tell, it may actually be possible for extremely skilled players to complete things without using the Double Gear at all. It would be an insane task, but it’s possible. But the fact that you can tackle levels in whatever manner you prefer and still receive a good challenge says a lot about how well-crafted things are.
Of course, utilization of the Double Gear isn’t the only thing that makes Mega Man 11’s level design a success. Per tradition, each one has a central theme and unique gimmicks related to its Robot Master. Blast Man has an amusement park with timed explosives and kamikaze sentai goons. Torch Man has a campsite with lantern enemies that leave the place in darkness if defeated. Acid Man has enemies that can gradually make harmless pits of liquid corrosive. They’re all a bunch of nifty ideas that work perfectly. Well, except for Bounce Man’s stage, maybe. The idea is great — a fitness center where you bounce off several colorful balls — but the execution falls flat. Namely because the controls for bouncing off of them feel a bit odd when it comes to timing. You practically have to double jump to get things to work.
But even if Bounce Man’s stage is a slight letdown, I do love Bounce Man himself. In fact, all of the Robot Masters in this game are some of the best the series has had. They all just seem to have more personality and charm than usual. Between Bounce Man’s childlike glee and rotund appearance, Tundra Man’s figure skater mannerisms and flamboyancy, Torch Man treating things like a fighting game with martial arts moves, and the others, there’s a lot to like here. Heck, the unlockable Gallery pieces flesh out every enemy and it’s worth checking them out. Even the mid-bosses in each stage are a delight in challenge and design.
This is largely possible to Mega Man 11’s stellar aesthetics as well. Some may scoff at the jump to 3D, but Capcom managed to pull it off here. Mega Man and his enemies still have the same wide-eyed charm as always with great animation. The backgrounds and scenery are as colorful as always and full of more cool details than ever. Seeing a giant Block Man pyramid or a bunch of Metools around a campfire is a sweet delight. Unsurprisingly, the music is also a delight for the ears, full of as many fast-paced electronic delights as ever. Regardless of the number of dimensions, it’s still the same classic Mega Man style, just more enhanced.
All of this and we haven’t even gotten to the basic gameplay yet. I suppose that’s because there isn’t that much to talk about. Mega Man 11 still utilizes the same simple controls as all of its predecessors did: Jump, shoot, charge, slide, et cetera. No need to fool around there. But with the same classic setup comes the same classic difficulty, especially with the boss fights. Now enhanced with the Double Gear, each Robot Master has an additional stage where they have supercharged attacks. It’s a simple addition, but an effective one that adds to the fight the game puts up. And as usual, defeating them means experimenting and attempting to figure out which weapon gained from one Robot Master is effective against another one…or alternatively, just barge in with a load of energy tanks that you purchased from the store, like I did.
Yes, the store is back for Mega Man 11, allowing players to collect screws to exchange for power-ups. As you progress, more gear appears to check out alongside the energy tanks and extra lives, including chips that can charge the Mega Buster automatically, allow for bigger blasts, make enemies drop more health and more, in a nice touch (although a way to purchase multiple consumable items at once would be appreciated). These are all completely optional, of course, but the wide variety of upgrades combined with the multiple difficulty levels may actually make this the most accessible Mega Man game in some time. And yes, if I haven’t made it clear by now, things will be challenging. And sometimes, not exactly in the best way.
As expertly as Mega Man 11’s levels are laid out, some cheap deaths are inevitable. You never know when one small blast knocks you off of Rush Jet and into a bottomless pit, for example. And the game really seems to love those pits, auto-scrollers, and other insta-kill methods more than usual. Maybe this is meant to be its way of compensating in order to allow more multiple gameplay styles while still keeping things challenging. It never becomes so annoying that it ends up being a deal-breaker, but it is a notable flaw.
Which, while we’re at it, bring us to Mega Man 11’s most notable flaw. Remember a couple of weeks ago when I asked if Mega Man 11 had an ace up its sleeve? Some hidden surprise to rock us with? Well, the answer is…no. It’s…pretty much just a Mega Man sequel.
Now, it’s a darn good sequel, in case I haven’t made that clear already. And Mega Man 11 clearly has made improvements with a new style, the Double Gear mechanics, increased upgrade options and more. It even has a good chunk of optional challenge modes and time trials, which are fun and add to the replay value. But I just couldn’t shake that feeling that Mega Man 11 just needs a little something more. And annoyingly, I don’t even fully know what that something is. Maybe it should have been longer. While the difficulty will keep you on your toes for hours trying to make the perfect moves in order to cross a series of pits while missiles are being fired at you, some parts do feel a bit short. The last few sections of Dr. Wily’s castle even had me going “Is that it?” at times.
Maybe this was just our fault. We were seemingly expecting some grand, triumphant return; not just a sequel, but the Blue Bomber’s biggest adventure yet. But it seems like Capcom just wanted to pick up where they left off. And you know what? That’s perfectly fine. A classic, traditional adventure with a few enhancements is probably what we need to get used to Mega Man being back again. But should Mega Man 11 get a sequel – which it should, let’s not wait another near-decade for this, Capcom, it will need to evolve in some way or another. Maybe a greater focus on story? Mega Man 11’s narrative is a simple one, but it works, and we’d like to see more of that, along with the returns of characters from the previous games. But that’s all for next time. And for now, what Mega Man 11 has works perfectly.
Closing Comments:
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Even if it could stand to benefit from a little something extra, this is still a triumphant return for the Blue Bomber. Mega Man 11 is another stellar entry in the series, plain and simple. The classic gameplay still works as well as it did years ago, and the newer touches courtesy of the graphical enhancements and the Double Gear system are welcome additions. It’s a sweet blend of the old and the new that makes for one rock solid platformer, and one you should check out, even if this is your first experience with the franchise. Welcome back, Mega Man. I know we shouldn’t call it a comeback because you’ve been here for years, but you still know how to deliver a knockout.
Mega Man 11 Game
Version Reviewed: PlayStation 4