Mega Man 11: The Kotaku Review



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Mega Man 11 is a good game and an eleventh worthy entry in a series that has already set the bar very high for difficult platform players. It also feels strangely shallow, the last iteration of a formula that has hardly changed for decades. Mega Man 11 is great to be a Mega Man Maybe that's why it did not do much for me.

the Mega Man The formula, established in 1987, has changed very little in the last 30 years. You play as a robot with blue armor who has to fight eight other more evil robots. Each of these robots has its own theme, special power and dedicated level full of enemies and pits. You can select these levels in any order, and once you've finished them all, you'll face a last glove of obstacles and leaders on their way to the last villain, the evil robot master, Dr. Wily. .

Mega Man has acquired some new capabilities over the years. In Mega Man 3 he learned to slip, and Mega Man 4 he figured out how to load his shots to do more damage. Aside from these tips, however, very little has changed. This series is distinguished by its intelligent approach and rarely imitated upgrades: when you beat a robot, you get its power, which you can then use throughout the game. Each boss is weak for one or two of these powers and discovering their weaknesses is usually a matter of trial and error. Once you have it, the boss is a kid game to destroy.

Mega Man 11 is the first Mega Man of this generation and the long awaited return of a series that was once the king of the platform game. The thing is, the platform players have really, really good. Hypnotic flow of Celestial to the thrilling exploration of Hollow knight, the genre has evolved farther than anyone could have imagined in the 80's or 90's. Knight shovelfor example, is based on the fundamental principles of Mega ManThe 2D platform of action and adds a rich history, a sophisticated equipment system and many others. Celestial is a brilliantly interwoven work of art, full of hidden challenges and intelligent twists on its fundamental jump mechanism. On the other hand, Mega Man 11 seems basic, as if it was stuck in 1987 and could not adapt. The graphics can be sharper and the levels can be arranged differently, but I always found myself running and shooting the same way I was in 1988. Mega Man 2, fighting the same number of bosses and the same final villain.

Maybe that's why playing through Mega Man 11 I made myself feel so conflicted. I enjoyed a lot of my time with her. Levels are creative and challenging. The scene of Bounce Man, a clever circus full of bouncing balloons and flying pests, is particularly enjoyable. I also like how, as with previous games in the series, Mega Man 11 leaves very little room for error. If you come across a block and dive into a pit, you will die. Running out of lives, you will get a game over, which will require you to redo the same level as you are. It's an old school and arcade approach that raises the stakes of a given moment by giving much more meaning to death. The jumps are difficult, the enemies are irritating and it is satisfying to overcome all the stages, especially at the higher difficulty levels. (Games like this do not bother me, so be careful: the word "normal" is not a joke, the word "casual" looks more like the normal mode of other games.)

The abilities that unlock Mega Man are also fun. Destroy Block Man and you can create blocks from scratch. Defeat Tundra Man and you can summon large vertical storms on either side of your body. There is also a brand new system called Double Gear, which allows you to slow down time or increase your strength for a temporary period. It's a fun mechanism that saved me from several deaths during some Mega Man 11The toughest boss fights.

After playing the eight stages followed by a disappointing end-of-game challenge with a few extra levels and bosses, I'm done. It took me about three hours. I do not feel as if these hours had been misused, but I could not help but think how much I liked the side-scrolling games I played recently. Mega Man 11 looks like a relic, an old rusty robot that someone has dug up and brought back to life without removing all the bumps. In other words, Mega Man 11 is like Mega Man at the beginning of the game. That's good, but it can only do one thing.

My time with Mega Man 11 I've left with a long question: is it all Mega Man may be? East Mega Man 11 trapped in our expectations for which Mega Man the game must look like? We know that there will always be eight leaders, that everyone will always let go of a new ability and all the rest. What would happen if there were 10 evil master robots? Or 12? Or four? What if they introduced a backtrack, or a connected open world, or some other strange idea that would change the game? Would the fans revolt? Would players rush to Reddit to say, "This is not a Mega Man Thu!"

One of the bosses that Mega Man is fighting this time is called Block Man. As you fight it, it will suddenly turn into an imposing monster that takes up most of the screen, crushing you and striking you constantly. This is an unusual moment because Mega Man bosses do not change often. They follow specific patterns, and beating them is usually a matter of learning and conquering these patterns. I was briefly excited the first time I saw it, because it made me hope that the rest of the game would subvert my expectations in the same way.

Unfortunately, that did not happen. There were no other surprises in Mega Man 11and although it was a solid and well done game, it finally left me unsatisfied.

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