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Mega Man 11 Discussion (Nintendo Switch) [game]
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05/29/18, 20:08 Edited: 10/02/18, 21:46
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So um, I really like this game. More than expected, actually. The core gameplay is really strong, and I really appreciate all the little challenge modes tucked away. The fact that each has a fairly hard-to-get Gold Medal tickles my inner completionist, plus the Leaderboard fun! I spent about 45 minutes on that Blast Man record up there, and the feeling of getting better and better was palpable. This is largely thanks to super-responsive controls and smart design. Poking around the little side-modes has meant that I've only scratched the surface of the game, having played through three Robot Master stages total (despite playing for around 3 hours or so):
-BLOCK MAN is just like he was in the demo, but it's a good stage overall. Sort of an anemic soundtrack selection, but a nice long stage with a variety of hazards and a boss that throws some real surprises at you. His weapon is highly useful in many circumstances. We've all played this, so let's move on.
-BLAST MAN is an early favorite for me. Not only is his song a bit more of a toe-tapper, but I love the theming of this stage! A theme park/movie set with rigged explosions and half-broken rides makes for some fantastically memorable platforming! Definitely a fresh take on the "bomb Robot Master" concept, although the fight itself was just a tad rote compared to Block Man. Still good fun. I find his normal weaponry to be on the weak side for how sluggish it is, but Power Gear blasts are huge and devastating.
-ACID MAN was my third choice because water levels in Mega Man are usually fairly forgiving, but this stage was pretty brutal. Not only are there tons of unsafe platforming sequences, but the water sections involve lots of spikes and some truly tricky jump arcs. Despite this, I thought this was a memorable and enjoyable level, alternating between land and liquid to keep things fresh, plus the pipe mechanics giving a new feel to a classic theme. Cool mid-boss as well. Acid Man himself was slightly easier than I expected. A neat fight that gets just a tad trivialized from Speed Gear.
Overall, this game's really hitting the action-platformer sweet-spot for me. The controls and level design are excellent, and even though it seems to be the usual short Mega Man title, there's lots of replay in the extra achievement dealies and the huge array of little Challenge Missions. The vast array of permanent upgrades in the shop help the game feel a bit more like MMX in terms of getting stronger over time. The gear system has been a nice addition and the boss weapons so far are lots of fun to use. I love the extra little enticing elements to make me want to use boss weaponry other than my Mega Buster, too--easy switching between weapons with the stick, and that crazy purchase-able part that gives every weapon some energy when picking up energy pellets.
Try it out! Where are you guys? It's Mega Man!
EDIT: Oh, but despite preordering from Best Buy, I never got my soundtrack! What the heck do I have to do to get this? It's not in my email or on my receipt from what I can tell. Digital in-game preorder bonuses are stupid. |
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Where is everyone? It's Mega Man, guys. One of our classic gaming heroes~
I'm still enjoying this game more than expected. It's surprised me in one particularly notable way.
See, I replay Mega Man games fairly often, and when I do, it's usually a no-E-tank, buster-only run. Robot Master weapons have always been sort of a forgettable extra feature that I rarely used outside of re-fighting the bosses (with the possible exception of MM9, which had an amazing selection). MM11 bucks that trend because of several combined aspects: 1) the excellent weapon wheel where you can pick any weapon on the fly by pointing to it with the second stick, Trauma Center Wii style, 2) the fact that the weapons are genuinely useful this time around, particularly with the Power Gear, and 3) the Energy Saver+ powerup, which is fairly cheap, gives ALL weapons energy whenever you pick up a weapon energy capsule.
As a result, I'm finally playing a Mega Man game the way it was meant to be played, by rapidly going through my different weaponry depending on the situation. It feels varied and fun, and when combined with the Gears, makes for a lot of different ways to approach any situation. I'm greatly enjoying the game. More level impressions:
-TUNDRA MAN was a stage I was slightly dreading simply because ice stages can kind of blend together for me in Mega Man. I enjoyed the Ice Age museum setting, however, and there were some neat new gimmicks with the wind that made traversal fun. Tundra Man himself was a delight; an egocentric-yet-flamboyant ice skater that doesn't really attack so much as pirouette over and over. His weapon is quite the screen-clearer as well.
-IMPACT MAN brought forth another construction stage that was fairly standard on the surface, but felt long and well-designed regardless. I liked the little callbacks to Guts Man's original level, and the boss fight was a pretty cool one (if a bit easy). The mid-fight Gear usage was one of the more memorable ones. Tough miniboss. |
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