![]() Anyone who has ever played a Mega Man game will feel right at home, and anyone who hasn’t will quickly pick up the subtle intricacies of his motion and momentum.Īs always, you choose from a selection of eight levels, each themed around their Robot Master boss, before tackling an astonishingly difficult run of stages leading up to the final encounter with Dr Wily, the perpetual villain of the series. Tight, precise jump controls, a slide to get you out of trouble and around obstacles and a simple basic weapon – the Mega Buster – which can be fired rapidly or charged for extra damage. The Blue Bomber has long been something of a figurehead for classic, bolt hard platforming and despite the decision to go with an updated art style (previous titles, 9 and 10, opted for a look taken straight from the NES originals) Mega Man 11 feels exactly like those classic titles. The music is also very reminiscent of the ‘good old days’ and is more than happy to sneak into your ear and set up camp for the foreseeable future.Capcom have really been knocking it out of the park in regards to farming their substantial archive of legendary characters and licenses as of late, and Mega Man 11 – the first new home console Mega Man game since 2010 – continues that trend. Thankfully, after spending a little time with Mega Man 11, memories of that horrible experience should be completely overwritten by this adventure. It never looks bad, it just evokes memories of broken promises and hearts from a certain less-than-mighty number. They look pretty good, thankfully, but fans of the classic art style may feel a little uneasy with them. It leaves your weapons weakened afterwards and you have to wait for the gears to cool-down before using them again, but it is a very effective trump card to pull out. This technique has its drawbacks of course, but it allows you to launch an immensely powerful shot that trashes pretty much anything it comes into contact with. Not only that, but in the event you are down to your last sliver of health you can activate both gears at the same time. This boosts your damage and also allows you to overcharge you blaster to spit out an even larger projectile. Of course, if you are struggling to deal the damage, you can always use the other gear, the Power Gear. Some of the weapons are fantastic, like Torch Man which gives a really powerful projectile that has a useful attack path, but others can feel somewhat lacklustre – Blast Man, I am looking at you dude. In practice it isn’t that simple, but if you can defeat one of them, you get their weapon to use against the others. They have very different attacks from one another, but can all be defeated in the same way: shooting them a lot and at the right time. At the end of each level you come face-to-face with one of the various rogue robots, each of them built for something harmonious and now corrupted by Dr Wily to bring chaos. Thankfully the bosses don’t suffer from the same niggles. They are beatable, but a small stain on an otherwise reasonable game. ![]() Precision is everything here, but that’s so much harder when you are being flung off of the surfaces like a pinball. There are also a couple of points in Bounce Man’s level that feel similarly nonsensical. The underwater sections are particularly guilty of this, predominately due to the change in physics and the forced movements. Not everything feels entirely fair though, as there are sections where the instant death inflicted upon you by spikes or pits feels like utter nonsense. It makes the twitch gameplay more about planning than lightning fast reflexes. Activating the brand-new Speed Gear slows everything down, giving you a little more room to breath and blitz your way through the tricky mazes of projectiles and moving platforms. More often than not a seemingly impossible section simply needs you to reevaluate the tools you have and how to use them.
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