MM7 is in my top 3 favorites in the entire Classic Series, next to MMV for Gameboy and MM5 for NES. While "the fives" have my favorite bosses and level designs, MM7 made so many creative choices that make it stand out, such as: -The utility of the weapons (charging machinery with Thunder Bolt, Noise Crush's sound wave bouncing, Danger Wrap's mine feature, etc.) -An improved grasp on the branching paths used in MM4 and MM6. -Bosses with multiple different attack patterns if you fight them without their weakness but who fittingly break down if you use the right weapon on them. -Portraying Protoman as a proper enigma who must be found with some exploration after the first meeting.
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Re: Review: Mega Man 7 (New 3DS / SNES)
MM7 is in my top 3 favorites in the entire Classic Series, next to MMV for Gameboy and MM5 for NES. While "the fives" have my favorite bosses and level designs, MM7 made so many creative choices that make it stand out, such as:
-The utility of the weapons (charging machinery with Thunder Bolt, Noise Crush's sound wave bouncing, Danger Wrap's mine feature, etc.)
-An improved grasp on the branching paths used in MM4 and MM6.
-Bosses with multiple different attack patterns if you fight them without their weakness but who fittingly break down if you use the right weapon on them.
-Portraying Protoman as a proper enigma who must be found with some exploration after the first meeting.