They say that imitation is the sincerest form of flattery; if that is indeed the case, then few games are more overtly flattering to the classic Mega Man series than Venture Kid. This new release from FDG Entertainment isn’t shy when it apes the concept of Capcom’s legendary series, and while it does a reasonably satisfactory job of cornering what makes Mega Man games so enjoyable, it ultimately amounts to little more than a game-length equivalent of a playful elbow jab to the ribs as someone grins and says, “Hey, remember those old Mega Man games?”
The story follows Andy, a generic dude meaninglessly picking up orbs off the ground with an unnamed girl on a “distant island far away”. Just when the two have nearly wrapped up with their orb-collection duties, a nearby factory suddenly explodes, injuring the girl as Andy curses the name of someone named Teklov. Later that night, Andy reads in the paper that Teklov has built a space fortress as a ‘peacekeeping weapon’, and after using the power of baseless guesswork, Andy and the anonymous girl arrive at the conclusion that surely Teklov is up to no good. Another unnamed character enters the room – this time a burly, bearded man with an eyepatch – who hands Andy a gun and promises that more armaments are on the way, and Andy quickly leaves with murder on his heart.
As one would expect for an 8-bit game of this variety, the story isn’t enormously important, but the plot of Venture Kid is laughable even by retro standards. The nameless main characters and paper-thin setup seem to suggest that very little attention was paid to the narrative, and this is further driven home by how most levels in the game seem to have absolutely no connection to this evil Teklov figure; Andy just runs through different areas of the island and kills whatever gets in his way, Teklov’s sinister plans be damned. Still, as nonsensical as it may be, the plot isn’t really important to this primarily gameplay-focused title; as long as you don’t come into this one expecting much, you won’t be disappointed.
Gameplay takes the shape of a standard Mega Man platformer, right down to the three ‘on-screen projectile’ limit on your standard pea-shooter and the occasionally infuriating obstacle placement. Each stage sees you running ‘n’ gunning your way through a collection of easily-dispatched enemies and mildly difficult stage hazards, culminating in a boss fight that, once cleared, grants you a new weapon which will be particularly effective against one of the other bosses. Along the way, you can also pick up orbs scattered around each stage to spend on a shop in the pause menu, offering various boons like health upgrades and weapon energy refills. It’s a tried-and-tested formula that’s been done to death already, but to give credit where credit is due, Venture Kid does a decent job of using this formula; the game isn’t innovative by any stretch of the word, but it at least executes what it sets out to do with a reasonable degree of skill.
Generally speaking, Venture Kid is hardly what we’d describe as a difficult game, but it does every now and then throw a mean difficulty spike at you that simply feels unearned, such as a leap across a gap with a length that only barely falls short of your maximum jump length. These moments, infrequent as they may be, show up just a little bit too often for our liking, and kill any momentum or enjoyment you might be having in a stage – especially if they cause a Game Over and force you to replay an entire stage again. The stages are short enough that you’re not completely discouraged from trying again, but our issue also rests in how the other parts of the levels are simply uninspired; the stage design is mediocre at best and rage-inducing at worst.
As far as replayability is concerned, there are a few different game modes at the start to keep you in the loop, but all of them recycle the same basic content. The default mode, “Classic”, has you run through the levels in a linear fashion, which removes the guesswork in figuring out the weapon order – perfect if you just want to burn through the campaign as fast as possible. Next up is the “Adventure” mode, which plays more like a classic Mega Man game in how you can select any of the initial eight levels and create your own path of progression. Finally, there’s the “Survival” mode, which randomly runs you through segments of stages until you inevitably die, with the number of cleared segments becoming your score for that run. Beneath all of this, there’s an underlying achievement system that rewards you for pulling off certain feats, such as beating a boss with only one health heart left, and while it proves to be rather bog-standard achievement filler, completionists will no doubt be pleased at what’s on offer.
As for the presentation, Venture Kid makes no effort to differentiate itself from its inspiration or its peers, this is about as standard an 8-bit game as it gets. Levels are themed around tired concepts like ‘Desert’ and ‘Jungle’, and though what’s here for the spritework and animation is solid, it all feels a little too simple. There’s no pizzazz, no effort made at wowing the player; just a straightforward art direction that makes no effort at pushing the boundaries of the medium. Similarly, the soundtrack lacks the anthemic presence of many of the Mega Man games, instead consisting of a forgettable collection of chiptune tracks that satisfy, even if they fail to impress.
Conclusion
Venture Kid is the sort of game that understands how blatantly it borrows from previous genre luminaries yet makes no effort at even attempting to surpass them; this is very much a ‘what you see is what you get’ sort of experience. Bearing that in mind, it’s inevitably the kind of game that you’ll spend a few hours on, think “Well, that was… fun”, then move on and never return to it. Still, it does what it sets out to do – copying the Mega Man formula – and, when viewed as the sum of its parts, it does a reasonable job. If you’ve played all the Mega Man games to death and simply must have more, you could do a lot worse than playing through Venture Kid. If you don’t fall in this camp but are still looking to scratch that retro action platformer itch, then we’d suggest you pick up one of the numerous Mega Man collections already available on the eShop instead. Why play the imitation when you can have the original?
Comments 24
Get it on mobile if you're curious, you'll save 80 to 90%
I still need to finish 20XX. This review was a nice reminder. Thanks.
Good looking game. Reminds me of the Gamemaker Mega Man engine. There's a lot of steam games that use the engine since it's open source.
It visually looks atrocious. I know it's supposed to appeal to the old-school Megaman fans but my god...
NL should start something similar to the Razzies where they showcase/roast the worst games of the month/year.
Much like movies that are so bad they are great, I love hilariously bad games sometimes.
Nintendo had some shovelware leftover that they forgot to put on the Wii U.
Not sure if they are the same people but this game plays similarly to the Battle Kid homebrew games that were released on the NES a few years ago. Not a bad game but not anything extraordinary either. I say wait til it's on sale or just stick to the actual Mega Man games if knockoffs aren't your cup of tea or if you're like me and is just tired of seeing the same NES inspired games coming out or just stick to Metagal, a better Mega Man inspired game at the same price and is presented in 16-Bit instead of 8-Bit.
@PBandSmelly I don't see why there shouldn't be more Mega Man inspired games out there, I mean it doesn't seem Capcom is giving us any more from the actual blue bomber himself. I could only play Mega Man 11 so many times until it gets old. I need a Mega Man X9 and if these could satisfied me when Capcom don't then so be it. Also what's wrong with another company wanting to gives us the Mega Man treatment? So if a fan made game does it they'll be praise but if an indie does the same they'll get buried, I don't get this logic.
Well this is a 5/10 where I can easily understand the score.
Nice reference in that subtitle.
This kind of games just reminds me that I've been wanting Megaman X9 since forever.
@retro_player_22 Blimey, Mega Man 11 came out 7 months ago, give Capcom a chance!
@rushiosan indie devs are more guilty. We did have 4 Friday night at Freddie's in 1 year.
@BionicDodo Nope Capcom still need a lot of things to work on for me to even give them a chance. I don't care how hard they work on Mega Man 11, they need to excite me with more new games or else I lose interest fast. They also need to do more physical releases too instead of throwing too many digital releases down our way. Either do that or release them both digitally and physically so everyone could have options. You also had to realize Capcom wouldn't had a disgruntle fan like me if they didn't purposely screw with us last gen.
Just want to say I've been enjoying this 60 fps platformer/shooter. Haven't played enough to review it, but I've liked what I've seen so far...
If the imitation is just as good as the original, why not? While using an ugly 8-bit aestetic on a modern console should cost it a point, and the Mega Man collections are much more economical, this game should otherwise be scored similarily to the classic Mega Man games when they were reviewed for the Virtual Console. I've never cared for the classic Mega Man series until the 10th installment finally added an easy mode (and as such will pass on this game), but you should still give the game proper credit for what it does on its own merits, imitation or not.
@sleepinglion Are you really suggesting for people to play a difficult action-platformer with mobile touch controls? For this case at least, the heavy price jump is worth it.
@BulbasaurusRex I am. It ain't hard
@sleepinglion You're either an expert gamer, or you've never actually tried to play a precision platformer with touch controls. It is very hard and frustrating for most gamers, especially when you have to then add accurate shooting into the mix. That's why "Super Mario Run" is an auto-runner, which fares quite a bit better.
@BulbasaurusRex Have you tried Venture Kid on mobile? It's beyond easy
@BulbasaurusRex I'd argue that a game which fails to establish its own unique identity in any meaningful way can't be any better than average. At any rate, this is why I'm personally not a fan of numbered scoring systems; I think it should be a simple 'play it' or 'don't play it', and leave the debate over which games are 'better' than others to forums and comment sections. I know plenty of people will see that 5 and dismiss this game completely, even though it does have some redeeming qualities that'll make it worthwhile for plenty of players.
@SwitchVogel That's a horrible way for a reviewer to think! It doesn't matter if it's not unique nor innovative if it's just as good! A quality game deserves a quality review and score no matter what! Whether or not it manages to innovate doesn't matter at all! You should be reviewing and scoring games on their own merits, not automatically complaining by comparing them to similar games that aren't any better at what they do! If this game is just as good as what came before it, then it deserves an equal score, save for failing to update the presentation to decent standards.
Also, numbered scoring systems have their flaws, but they're still a lot better than a stupid binary recommendation system! There are plenty of gray areas as to how much a game can be recommended that goes far beyond "yes" or "no." The current 11 step scale works rather nicely.
@sleepinglion Expert gamer it is, then, or it's a problem with the game itself being way too easy. Even if it's the latter case, playing platformers with traditional controls is always the superior and more fun way to play. Touch (or motion) controls simply suck in comparison for that particular genre (as well as some others).
No argument there. I loathe touchscreens. But for the value differential, you don't miss much with this particular title going frugal with mobile. Had this debuted as a 5-dollar title on Switch, the physical controls alone would be worth it
Played this on mobile a long time ago and really enjoyed it. I agree with most of the review, but there is a market for people who’ve beaten all the classic MMs and want something new. That’s why Metagal was talked about for a while.
$10 is too steep, though. This is a good game to pick up on sale.
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