Mega Man 11

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Mega Man 11 is an interesting experience, it surpassed the low expectations some people had. Initially I had low expectations but they grew higher as I heard more praise for the game. It grew to a point where I was a bit disappointed with it after completion.

The main issue this game has, are the controls. They should have learned from Mega Man 8 not to have long detailed animations, where you have to wait until the animation is over before the action is complete. It’s noticeable and undeniably there, Mega Man 7 had mostly good controls why couldn’t this one. Unlike the annoying knock where you can be so good that you rarely get hit, the mediocre controls will always be there.

Enemy design is a bit lacking, most stages have just a few enemies, being repeated over and over in ever so slightly different scenarios. I wasn’t surprised to see a lot of recycled enemy designs from previous games, most of which are made worse due to lower hp or making enemies laughably easier. I was pleasantly surprised that the enemies unique to this game are very well made.

I had a fear that the weapons would be like Mega Man X, where they waste time making two weapons into one, usually both being mediocre, is mostly not present here, some weapon designs could have been better with their power gear buffs, but not many. People may agree or disagree on the quality of the weapons, but most of them are rather unique, that is undeniable.

The stages are long, challenging and have a good flow, though the game really drops the ball at the final two Wily stages. It’s really disappointing for a climax, so the game is rather short for its price value, DLC is probably on the way, but that’s stuff you’re gonna pay for while the main game still suffers from lack of content.

Overall, I’d say that the game is a must play for any Mega Man fan or platformer fan. It has problems, tons of annoyances which can understandably tick off players to downright hating the game. It depends on your tolerance to these issues, I myself absolutely despise the knock back and the controls, they make me fueled with rage. I still like the game, makes be forget the issues for a minute or two, it’s just good old plain fun most of the time.

Game Rating
Bobby The Froggy

Mega Man 11 is something that all fans of the blue bomber should check out. The new 2.5d aesthetic is refreshing and give the game a unique feel and look compared to other entries in the series. All the backgrounds and foreground look great and every stage sticks out from one and another in someway. As for the music, if we’re talking about the instrumental rearrangements, then I’d say it’s pretty good stuff. If we’re talking about the original soundtrack, then I’d probably have to say it’s not the best Mega Man soundtrack out there and is boring to listen to most of the time. That’s mostly due to the instruments being used and not the compositions themselves.

There’s not much to say about the controls. Overall they work pretty well, although the slide feels like it goes just a little too short of a distance, and climbing ladders does feel too slow. The double gear system works well and integrates it’s self into gameplay naturally. While the speed gear does feel more beneficial most of the time than the power gear. Because the speed gear can slow down time, allowing more time to react to attacks. The power gear can also be of great use as it can charge up weapons into powerful versions of themselves, which can help turn the tides in your favor. Speaking of the weapons, the weapons are probably one of the best set of weapons so far. They’re all very fun to use and you can never just rely heavily on one weapon, as they are all very balanced. Although the power gear does make them a bit too op.

For the stages, while not the most original in terms of theming. They are still very enjoyable and the gimmicks and enemy placement will keep you on your toes in your first playthrough, maybe even more. The stages for the most part end right before you start to get tired of the gimmick. Some of the stages are sort of unbalanced in terms of difficultly though.

The bosses of the stages are probably the best in the series. They all have attack patterns that are very fun learn to learn and that satisfaction of defeating a boss with only a slither of health is still there. All the bosses in one form or another have sort a desperation attack. Where they use the double gear system and become faster and more powerful, which is a refreshing twist and is a welcome addition.

However, the end game is pretty disappointing. There’s only two real wily stages, as the third one is a boss rush with no real stage, and the fourth one is just a small stretch to wily. While the first two wily stages are a pretty good test on how well you know how to use your weapons, that still doesn’t excuse the shortness of the end game and it feels like they just gave up once they realized that they had two more stages to go.

Despite all that, Mega Man 11 is still a great game that has a lot of replay value, for those who are into that stuff.

Game Rating

I really loved the game, despite the stages have been built for the Double Gear System,the game doesn’t force you to use it. I was afraid that the game could do that, but fortunately, it didn’t.

The main problems I have with the game are:
1.- The game is too short, even if the stages are longer that they are expected to be, the experience is disappointing in that sense.
2.- You can spend some few bolts on the shop and be fully armed. This makes the game a walk in the park, and that’s not funny

On the other hand, the game is pretty good, I can say it’s one of the 5 best of the Classic Series. If you are a fan of this franchise, don’t playing Mega Man 11 is a sin.

Game Rating

After 8 years of silence a new Mega Man was released, this time without the 8-bit aesthetic, sporting it’s own modern visual style and sound, something that pleases me for the most part. While yes the new style helps give this entry a truly new feel that a new game should have, it seems that the music is somewhat more generic, having a more “rave” kind of sound than the usual catchier style Mega Man games are known for, making the music and the game itself have a less memorable feel. Visuals on the other hand I’m more comfortable with, as even though sometimes levels can seem a bit bland in their color choices and have models that are too small for my liking, I think they did a good job keeping everything visible on the screen so the player can judge distances and threats well despite the new visuals.

The focus on being fair doesn’t end with the camera work however, as almost the entirety of the game is designed to keep fairness in mind. Levels almost always present your challenges in advance so you can plan your movements, bosses all have telegraphs an astute player can keep an eye out for. I think this is the most learnable Mega Man I have ever seen, which made it a lot of fun to master. For a game to still present plenty of challenge while ensuring that its possible for the player to reasonably learn and master the game is excellent, and does a good job of keeping veterans enjoying the game, while keeping newer players when they realize the fairness in the game’s design. Newer players can also use the shop to help them out of tough situations but the shop can be ignored as usual (even if the prices are a bit too low for my liking). Even the tough situations such as the hectic fire-wall sections in Torch Man’s stage present challenges in advance however, though in this case, it feels like one of the parts in the game that wants the player to use the new Double Gear System, with one gear powering up special weapons and the buster, and another more useful gear slowing down time to make hectic platforming challenges easier. While yes, there are sections that seem designed for the gears to be used, they can be done without the speed gear at the cost of the game being a bit cheaper in its design as a result.

The weapons in the game are a treat, especially with the double-gear mechanics at play. I can think of use and purposes for almost all of them which again shows how well they’re designed. Even the “worst” weapon in the game (chain blast) can become a powerhouse if the gear is used. In a series full of borderline useless weapons, it sure is nice to have such a nice arsenal to reward the player for beating boss battles, and the incentive to use the weapons is increased by a new demo mode allowing the player to practice weapon usage at their leisure, something that should be in every Mega Man game. There is quick switch function that uses the second analog stick to shift between weapons without having to scroll through ones you don’t want, although the shoulder button scrolling is still available. Some other quality of life changes I appreciated was the mapping of rush to a button to reduce the menu scrolling present in most Mega Mans, and a slide button perfect for modern players used to a dedicated dodge button present in many modern games, or for people used to the X series.

The biggest flaw of the game in my opinion is it’s length. It’s one of the shortest games in the series, sporting one of the shortest Wily Fortresses in the series. It’s basically one large level, another level with some platforming and the same mini-boss repeated a few times, re-fights, then Wily himself. Considering this game costs 30 dollars, more than double of what Mega Man 9 and 10 costed on release, I would have expected more than a 4 hour romp through a seemingly incomplete final fortress, along with some extra modes that are mostly padding. Still I can’t deny the fun I had with this title. No other Mega Man has given me as much joy to master as this one, and no other Mega Man has presented challenge as fair as the one this game provides, making it a good recommendation to newcomers as well. It may be missing a bit of that difficult to describe “special game charm”, but what is here I believe to be a solid entry for the franchise. Here’s hoping Mega Man 12 has a proper fortress next time.

Game Rating