Anyway, I'm worried about the low starting price. It looks like even them don't expect much of the game, right?
I feel like they realise that at a premium price point they can't compete with current gen AAA 3D platformers and other 'development-heavy' games. And honestly, I feel like that's a good call. At this pricetag, I'll probably pick it up if I run out of games to play.
Overall as someone who is actually fairly lukewarm to Mega Man and Mega Man X, I really really enjoyed this demo. It just feels so much better than any Mega Man game I've played, and although I never used the Double Gear system all that much it's fun to use. The streamlined controls for rapid-fire and even easier weapon swapping is also awesome.
I still don't know if I'm going to get it, but at least I know that it will definitely be a fantastic game. This might be the game that will finally make me a Mega Man fan.
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@EvilLucario
Yes, The old method of opening up the menu and manually selecting the robot master weapon you wanted to use and then closing the menu just to shoot one enemy and then going back in the menu in manually selecting the power buster again and then closing the menu... oh my goodness. You got really super efficient and fast going into that menu and swapping powers but it was such a pain.
Toggling powers with ZL/ZR is the single best change brought to the series.
Game is near flawless by the way. This is the one I've been waiting for
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JaxonH is right. This is the one Mega Man fans have been waiting for. Admittedly, my love for Mega Man began during the X series, but I've been hooked ever since. This lives up to my expectations as a true return for the Blue Bomber.
I'd like to add on to how well this game controls. Everything is so tight and intuitive. I was surprised at how well the quick-swap menu works. The gear system, while feeling like putting the game on easy mode, is pretty cool nonetheless.
The gameplay and visuals totally rock, man. My only gripe is the music for Block Man's stage. I hope there's more versatility in the coming tracks. I'm a fan of the trailer's tune, so I'm optimistic.
Curious . . . anyone actually prefer the English voices over Japanese? I can't say I'm a fan of Mega's English voice.
@jtmnm Yeah I didn't like the music either. It just didn't grab my attention. It isn't horrible but it's still forgettable imo.
The English voice was fine though. I generally never prefer Japanese voices because I can't understand them and they tend to sound overacted anyway.
Everything else is fantastic though. I really think if I play any Mega Man game, it'll be this one over the other eleven (don't forget about Mega Man & Bass).
@Snaplocket Seem, I played the demo and I thought it was alright but I am definitely glad I didn't pre-order it now. Before that Prime thing ended. Kind of happy though because there's a lot of other games that I think are coming in that Direct that I'm gonna want, like Civ.
The demo is very good though I'm still not sure. I really don't like how Capcom handled the physical version situation (i.e. no physical version in Europe) and £25 seems pretty expensive for a digital version.
Really enjoyed the demo, thought the graphics and gameplay were both solid. Was planning on getting it at launch but haven't even finished the X collection yet so will probably hold off until early next year. Seems really promising though,hope the full game is just as good!
I never played Mega Man back in the day. Sometimes I try to play the first one, the Legacy collections are on Game Pass (Xbox One), but I am not able to make any progress. I think that if you have not played the NES games they are extremely difficult to play now. Mega Man 11 is much more "playable", at least.
@AlternateButtons I'm with you here. It seems you have to use slide? I can't get the timing right though, even with the speed power, so I'm not able to test. It would be weird though, since slide is not mapped to any button by default. I deleted the demo already out of sheer frustration.
@toiletduck The slide in Mega Man has always been down + B. You can still do the slide if you're moving too by just holding down while moving. I wouldn't map it to its own button anyway, I'd rather have the rapid fire mapped to A that lets me be like Bass from Mega Man & Bass.
But the death crushers that chase you aren't hard at all. Literally just move forward, destroy the blocks, slide. Although the slide does seem a bit nerfed in travel distance from past games.
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Again we think the same. I ask myself if it's not because the two first Megaman don't use any mapper and from the 3rd to 6th, the MMC3 is used. It can be linked...
Wow, that instadeath spiral. Figured out how to beat it, though. Jump at the moment the spiral hits the floor to prevent that (annoying) momentum loss. Then get through the first set of blocks. Pretty easy, actually. Unfortunately, I lost my last continue to the spiral (how ironic, huh?), but that was only because I forgot to jump before the spiral hits the floor. Before that though, I did beat the spiral easily, but like someone who hasn't played a Mario game ever, I shamelessly stumbled into a pit. I mean, I should probably just retire from gaming at that point lol.
Anyway, I'm really digging this game. It's just like I expected: a Mega Man game with a somewhat convoluted but still focused level design. The music and and the sharpness of the visuals/animations stand out as well; which did nothing but remind me that a lot of games look really sharp on the Switch's screen.
I did have to remap the controls, as the default ones aren't nearly as natural as I wanted them to be. Otherwise, what I played of the demo is pretty solid stuff.
@AlternateButtons honestly just seems you were having trouble with the timing of it. I got past that part on the 2nd try. Wasnt hard at all really. Sucks you didn't enjoy it.
I downloaded the demo today and was pretty impressed. Really loving the art style and the whole game just seems enjoyable and smooth. Looking forward to the full release.
For anyone struggling just start out on the easiest mode to familarise with the controls and then try the harder modes.
So, here are my thoughts. Sorry about the essay-length post.
**TL;DR**: Great gameplay, mediocre aesthetics. Gameplay is important, but if it was literally everything you might as well stare at moving rectangles.
Here are my opinions on the demo.
I think the gameplay is great. Capcom really nailed that Mega Man feel, right down to that crushing difficulty that kicks you back to the title screen when you run out of lives, but makes it feel all the more satisfying to beat. The controls are responsive and instantly familiar to anyone who's ever played a Mega Man game, and the Gear System is really an excellent addition to Mega Man's moveset, with heaps of potential to make the game even more diverse. I thought the Speed Gear would make the game too easy, but boy was I wrong when Block Man kicked my ass over and over again. But I really gotta say, pretty much everything else feels cheap. Now, none of the things I'm going to pull apart are actually 'bad' or 'game-breaking'. They're…fine…but I think they could be hugely improved.
The music is catchy, but the instrumentation is bland. The sound effects lack that sense of impact against the crisp NES sound effects. And to be brutally honest, Mega Man's voice is kinda annoying.
The art style feels almost too simplistic, like Capcom were trying to copy the strengths of the 8-bit style directly into 3D. There's a distinct lack of shiny texture in a game dominated by metallic objects, which makes a lot of things feel flat, even in spite of the cartoony designs. And while it is important that the background doesn't overtake the on-screen action, the textures and geometry just don't feel detailed enough to convey a sense of depth, like the New Super Mario Bros. series, or the Donkey Kong Country games by Retro. And that's not even getting into the animation.
Even though he moves more fluidly than the previous instalment, he feels lifeless, even as a robot. Mega Man's walk cycle in this game could just as easily be applied to any other generic hero, which is disappointing coming from Capcom. His motions are too relaxed to convey any believable sense of weight, and his key poses aren't strong enough to give Mega Man any impact like the 8-bit games. To be fair, Block Man is a little better in this regard, but considering that the player will be looking at Mega Man for the whole game, and Block Man only for his stage and the inevitable boss rematch towards the endgame.
Sure, it's Capcom's first 3D mainline Mega Man game, but it isn't their first foray into 3D animation, and games like Street Fighter and Ace Attorney have serviceable 3D animation, so I'm not sure what happened here. Even Nintendo made a great 3D Mega Man model from Super Smash Bros, that had suitably robotic animations, strong key poses and a metallic sheen absent from Mega Man 11.
In the grand scheme of things, my complaints are relatively small nitpicks, but they're nitpicks that I feel detract from the game. Not everyone is going to agree with me on these thoughts, and that's okay. And even though gameplay is definitely the most important aspect of a game, it isn't everything. It might be a little extreme, but if aesthetics didn't matter, Mega Man would be a controllable rectangle on a black screen that produces little rectangles to make other rectangles disappear. I'm glad that Capcom is really trying to focus on the core gameplay more than anything else, but they shouldn't just forget about everything else completely.
Once again, sorry for the long read. Feel free to give me a piece of your mind.
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