Mega Man, at its best, is all about the friction. It removes a lot of the friction, effectively making Mega Man 11 a two-hour sprint if you want it to be - but to do that seems to be missing the point. The challenge is never totally blunted, but should you want there's the option to have infinite lives, or more abundant currency so you can purchase energy tanks, support modules and ability-enhancing parts more readily. Mega Man 11 is a brutal game, if you want it to be, but it's also one that offers an in for newcomers via its difficulty levels. It's a neat wrinkle, though it's not been gracefully woven into the fabric of the design, feeling more like a crutch for struggling players than an essential part of your arsenal. Mega Man 11 - somewhat controversially given how straight previous entries have played it - introduces a new mechanic via the Double Gear system, a resource you can dip into that grants you more firepower, slows down time or, in last-ditch situations when you've only a little life left, gives you access to both. It's also completely skippable, or you can opt to listen to the voice acting in the original Japanese.Īnd so it's an 8-bit game with a modern makeover, and that extends beyond the visuals. There's a story, if you're that way inclined, that tells the story of a young Dr. One mid-boss encounter has you facing up against henchmen in a rollercoaster that speeds around the screen one particularly brilliant level belongs to Bounce Man, full of balloons that propel you throughout in a muscular game of pinball. It's nothing particularly new, though the implementation has enjoyed a few tweaks - it's now possible to choose abilities and their associated suits via a weapon wheel that's accessible via the right stick - and the levels and bosses themselves are often a delight. This is, at its heart, a traditional Mega Man game, with eight bosses with their own distinct levels available to select from the off (and, beyond that, a little more too), and each one granting you a new ability when bested. It feels right, too, from the timing of Mega Man's blaster - and that satisfying loop of charge and release - to the hit pause from each stricken enemy.Īnd you'll see that expertise and craft come through in the various bosses that tail-end each level. 9, both going for 2D games told with 3D graphics delivered with a toon boldness, but whereas one came off flat and drab the other simply pops - playing Mega Man 11 is like seeing the illustrations which Inafune himself would have once penned for the originals come to vivid life. There's a similarity in the art-style between this and Mighty No. Mega Man 11, for the most part, shows you how to do it right, and sometimes pointedly so. The abilities can be delightful, and there's something of classic Treasure in the carnage they enable - one suit lets you fling out sticky bombs, another giving you the power to summon blocks from the sky. 9, more often than not it fell foul of them. There's so many pitfalls to face - Mighty No. 9 proved anything, it's that crafting enjoyable and challenging 2D adventures isn't as straightforward a task as you might imagine. A lot's happened since that particular reinvention - not least of which is Keiji Inafune's own doomed attempt at a Mega Man (a game which, in a curious twist of fate, was also developed by Inti Creates - though that's a story for another time). It's been the best part of a decade since Mega Man 10 - part of a pair of 8-bit styled outings courtesy of period specialists Inti Creates that marked the series' first outing for a decade back then, and one that went down wonderfully well.
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