![Mega Man 11](https://images.nintendolife.com/1d3d3d3e41856/mega-man-11.900x.jpg)
In the aftermath of the dramatic departure of Keiji Inafune from Capcom back in 2010, it seemed that he had taken Mega Man with him. Capcom cancelled all existing projects and relegated the Blue Bomber to a footnote in the broader company portfolio. There was hope that the spirit would live on in Inafune’s spiritual successor, Mighty No. 9, but… well, we all know how that turned out. Now that Capcom has finally decided to bring Mega Man back, many fans have no doubt been worried that the time gap and different staff will lead to a game that cashes in on the character’s popularity without capturing why fans love the games so much. Fortunately, those doubts can now be laid to rest, Mega Man 11 is looking like it's going to be worth the wait.
After selecting our difficulty setting (of which there are four), the demo we tried at E3 took us through Block Man’s stage, which sees Mega Man fighting through an industrial factory nestled in the ruins of an Aztec-themed city. Conveyor belts, falling concrete blocks, and massive spiked death traps are everywhere; the level design is sure to keep you on your toes. In fact, we’d say it’s every bit as difficult as the original games, if not a little moreso due to the enhanced overall speed of the game. Enemies attack faster than ever before, and there were several set-piece moments that we could barely escape unscathed. If the other stages are anything like Block Man’s, seasoned fans will be in for a real treat; the challenge hasn’t been neutered for a new generation.
![YouTube Video](https://i.ytimg.com/vi/C1rrCdi_XjA/maxresdefault.jpg)
Once we finally made it to Block Man, it became quickly apparent that Robot Master fights will also be greatly expanded in scope and intensity. There are now ‘phases’ to the fights; after a relatively easy opener with Block Man, he grew enraged and transformed into a towering colossus of metal and stone that took up about half the screen. Even after a whittling him back down to normal size at the end of the lengthy battle, he still had a few tricks up his sleeves. Unlike in previous Mega Man games, these fights evolve as they wear on, requiring you to change up your strategy and learn new patterns if you want a shot at succeeding. Fortunately, Mega Man is more prepared for the job than ever before.
![Mega Man 11](https://images.nintendolife.com/ab2e0e51b9b10/mega-man-11.900x.jpg)
Alongside the reintroduction of the charge shot and slide that were removed in Mega Man 9 and 10, Mega Man 11 features a brand-new gimmick called Double Gear that allows him to buff his abilities to give him a temporary edge in combat. Using either 'L' or 'R', Mega Man can either slow down time around him to better dodge obstacles and projectiles, or he can boost the fire rate and damage of his Mega Buster. These abilities are governed by a temperature gauge that cools down when not in use, but the longer you use an ability, the faster the gauge fills up; if you let it reach the top, you won’t be able to use either of the buffs for a while.
Double Gear feels just as organic to use as the charge shot and slide maneuver, and the new opportunities it opens up are endless. Capcom has done a great job of integrating it into stage designs, too; certain enemies or obstacles are especially difficult to clear without slowing down time, and some enemy types feel like they were designed to be particularly sturdy so you have to bust out the extra firepower. If Block Man’s stage is any indication, Double Gear isn’t going to be the kind of gimmick that’s only used in a handful of isolated situations; it’s a useful ability that can be used in just about any situation to give you an edge.
Control-wise, Mega Man 11 somehow feels even tighter than the original NES games, a feat that admittedly is hard to believe, even after playing it. Mega Man can turn on a dime and responds to all button inputs immediately; there’s almost zero floatiness to speak of here. Though the slide feels like it’s a little shorter than it used to be, the charge shot feels like it’s been largely untouched, and Mega Man otherwise controls much like he did before, just tighter. Considering the demands of the stage design, the tight controls are welcome, and just go to further cement that Capcom is keen to make this game right.
![Mega Man 11](https://images.nintendolife.com/d539f8dad38d2/mega-man-11.900x.jpg)
From a visual standpoint, Capcom has ditched the pixel art that’s defined the series up to this point and opted instead for a cartoonish look that adheres more closely to the game art (no, not that art) that’s been present throughout the whole series. The new visuals admittedly aren’t all that impressive, but they do manage to capture that kind of quirky charm the series has been known for; seeing those cute cartoonish eyes on yet another robot type helps to add some character to the visuals. Capcom clearly didn’t cut any corners with this art style, and though it may not be to everyone’s taste, details like shooting stars blazing across a night sky show that this wasn’t a 'rush' job. The build we were playing didn’t appear to drop frames either, even with plenty of madness on screen, which made for a thankfully solid experience.
Though it’s taken its sweet time getting here, Mega Man 11 is shaping up to be every bit as worthy of the classic series’ legacy as fans could have hoped; even with the change in management, it doesn’t appear that any quality has been lost in this new sequel. The challenging action gameplay is frustratingly hard in the good and encouraging way, and new features like the Double Gear system show that there are still some fresh and fun ideas that can be implemented in this tried and true formula. If you’re a fan of the classic Mega Man games, it seems exceedingly likely that you’ll love this one, too.
Mega Man 11 lands on Nintendo Switch in late 2018.
Comments 29
This games gonna be awesome!!! Megaman at his best!
This is the future for megamen! Please stick to this. I love it.
Cannot wait. I love everything I'm hearing so far such as the super tight controls, but I just can't shake how the visuals remind me off Mighty No. 9. It's just makes MM look so "meh" imo.
The stage was surprisingly long, but I thoroughly enjoyed it. Controls were tight, and it played beautifully. Looking forward to picking it up in October.
Sounds like the Mega Man sequel we've always wanted.
Looks better than Mega Man 9 and 10 at least
God I cannot wait for this! When does the MMX collection drop? I hope before this!
@Dayton311 late July.
Sweeeet! Can't wait!
Between RE7, DMC5, RE2 remake, and this, Capcom is quickly becoming my favorite developer (once again).
@JayJ What’s with the “at least”? Those are two of the most popular Mega Man games.
Still though, Dr. Light isn't voiced by his Mega Man 8 voice actor so how good can this game really be? I mean let's not be ridiculous.
"Unlike in previous Mega Man games, these fights evolve as they wear on, requiring you to change up your strategy and learn new patterns if you want a shot at succeeding."
@MitchVogel Did you even play Mega Man X2 or X3? I'm pretty sure those 16-bit games had bosses who adopted new desperate techniques when low on health.
Awesome! With The Legacy Collection, The X Collection and now this, I will have more Mega Man than I could ever want. Can't wait to add the latter two to my shelf!
I wonder if we can get Resident Evil 2 remake on Switch as well
Probably the game I'm most looking forward to this year. Happy to hear it's shaping up well, it's been too long.
This is one of my most hyped games... ever.
I've been waiting for this half my natural life (not even kidding). It looks INCREDIBLE.
@imgrowinglegs They went backwards from where we got with Mega Man 7 and 8. Mega Man 9 and 10 just felt like cheap retro style remakes as opposed to a true sequel to 8. This looks like the style of game that I expected 9 and 10 to be.
This game is shaping up to be great. Glad to finally see a new Mega Man title without it being cancelled for no reason.
Different difficulties sounds uncommonly merciful for a game that is known to have been brutally difficult over the years!
Gameplay: good
Graphics: blech
They couldn't have made the visuals scream "bargain bin shovelware" louder if they tried.
Mega Man 9 had time and effort put into it and came out great. Mega Man 10 was just a cash-in on MM9's success and felt rushed.
@Jack_Goetz
I thought 9 was just okay, in my opinion. The gameplay was fun and the soundtrack was tops, but at times, it felt like a Mega Man 2 mod than a new game, not to mention that the ugly RNG of Bolt pickups that made buying things less important, up to the point where the game just forces you to repeatedly replay stages to grind on bolts, just to buy one little thing. The soundtrack and Robot Masters and their weapons were better here, though.
10 was decent and a massive improvement over many areas where 9 failed at, including the ability to switch weapons on the fly, being able to save your game at anytime as opposed to just clearing a stage to save your game, and the fixed RNG that made bolts actually helpful, not to mention that you can buy W Tanks in the shop.
Looks like a poor Mighty Number 9 clone!
Ahhhhhhhh this is so awesome, so great to see a new game and that it be really good. Childhood you have returned.
Mega Man 3 was by far the best in the series. The original catchy music, introduction of the slide and the colorful cartoony graphics ala Mega Man 2, on top of a decent story (with betrayal! Gasp!) and Frankenstein-ish mid-bosses, I felt was the pinnacle. You could tell the developers and Inafune really stretched the NES capabilities and spend serious time on it. MM4 is arguably different and a small step up from it too.
That being said, looking forward to spending quality time with MM 9, from what I'm hearing in this thread,....
By the way, I love how Capcom paid homage to Mega Man 1's "Start button- time slowdown" glitch by adding the Double Gear feature with a similar technique. Bravo Capcom, bravo 😊😊
Looking forward to this and the X collection.
@JayJ Wow, I couldn't disagree more. Mega Man 8 is, in my opinion, by far the worst entry in the series, with its incredibly busy and overwrought aesthetic, floaty controls, wildly uneven level design and the frustrating four-then-four formula. 7 fares a bit better, but it only beats out 8 and 1 for me.
9 and 10, on the other hand, went back to a kind of level design we hadn't seen since MM3, where weapons actually matter and help out in neat ways during stages. 9 might be, objectively, the best game in the franchise (even if 3 is still my favorite).
Double Gear is basically Megaman's Aeion abilities (from Metroid: Samus returns). So far the game sounds good.
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