Title: Mega Man 11 Post by: NovaMan XP on 4 December 2017, 19:45:39 Mega Man 11 was announced. (https://youtu.be/3aSC5A726f0)
Not 8-bit, but 2.5D. Would've preferred 2D HD sprites, but I can't help but be hyped. Coming out late 2018 for PS4, Switch, Xbox One and PC. Mega Man Legacy Collection 1 & 2 come out on Switch in Spring 2018. EDIT: Mega Man 11 is releasing on October 2nd, 2018! Title: Re: Mega Man 11 Post by: Mikero on 4 December 2017, 19:48:12 I still genuinely hate 2.5D but this is probably the tightest gameplay I've seen in that style. That said, I don't like the animations here. Specifically there's something stiff about his jump and his proportions are a little odd.
But I'm all for a new game. Yes I copy-pasted this response from earlier. Title: Re: Mega Man 11 Post by: NovaMan XP on 4 December 2017, 19:56:50 Both Legacy Collections are coming to Switch as well! That plus X1-4 and I'll have so much Mega goodness on Switch to keep me entertained until 11 comes out.
Title: Re: Mega Man 11 Post by: Mikero on 4 December 2017, 20:00:05 Both Legacy Collections are coming to Switch as well! Hotdamn I was hoping for that! I never got the Legacy Collection on any platform before. Not sure if it's decent but I don't mind. I'm even able to forgive the Anniversary Collections. Title: Re: Mega Man 11 Post by: Abominator on 4 December 2017, 20:00:45 Looks really nice, I was all set up to be super disappointed but the art style is decent and the devs have good pedigree so I'm looking forward to it. Shame it's still a year away!
(also amiibo support for Legacy Collections on Switch!) Title: Re: Mega Man 11 Post by: NovaMan XP on 4 December 2017, 20:06:25 First collection was okay, second one was pretty good.
I think the first collection would've been excellent if they ported the Complete Works versions with all the extras. Title: Re: Mega Man 11 Post by: Mikero on 4 December 2017, 20:11:55 Ah OK, I'll be getting it either way. The Switch is a perfect MM console.
Back to MM11: They really need to tweak the animation. Trying to recreate the spirit of sprite poses in 3D is very difficult. If you look at Mega Man's jump zoomed in (seen in this thumbnail (http://http://fandom.wikia.com/curated/mega-man-11-announcement-trailer)), it's incredibly stiff and the pose has a rigid line of action. It has a lifelessness to it. For contrast, Mega Man's animation in Smash Bros. 4 were incredibly well adapted from the his 8-bit poses. Title: Re: Mega Man 11 Post by: saldite on 4 December 2017, 20:17:59 Pretty excited about the news myself. Gameplay looks slick so far, here's hoping everything else is.
the devs have good pedigreeWho's doing it? Is it an external team that Capcom contracted out to? Title: Re: Mega Man 11 Post by: Xero on 4 December 2017, 20:41:29 Thank #####ing god it wasn't that Man of Action abomination.
But also ##### YES New Mega Man. The only gripe I have is Mega Man's walking animation. It looks clunky and slow. Title: Re: Mega Man 11 Post by: NovaMan XP on 4 December 2017, 21:37:59 Legacy Collection 1 on Switch will have the rewind feature from the Disney Collection. (https://twitter.com/tigresaa/status/937777804686508032)All other versions of LC1 (except 3DS) will get it via a patch apparently.
Title: Re: Mega Man 11 Post by: Abominator on 4 December 2017, 21:49:01 Who's doing it? Is it an external team that Capcom contracted out to? Looks like in house Capcom. Top dude made Ghouls and Ghosts and the Mickey Mouse Magical Quest games back in the SNES days, and lots of other MegaMan alums are involved. You guys are right about the animations as well, almost reminds me of the Network Transmission running and jumping! (ick!) Title: Re: Mega Man 11 Post by: TheRedPriest on 4 December 2017, 22:15:14 I will buy the Switch version of Legacy Collection if they are retail. No reason at all to get them if they're digital.
Same for X collection, which I hope to ##### is retail on at least ONE #####ing platform. I'll buy. I hope this time they use the SNES version of X3 and not the PS1 version. Mega Man 11. Disappointed it's 2.5D. Christ that is the WORST way to do a 2D game. It NEVER looks good. I don't know that this looks awful, but it's not great. As was said, animations look stiff and inferior to Mega Man's Smash Bros. 3D stuff. I dig the art style so far. It's not classic classic, but it's not that horribly drastic (and utter #####) departure from the usual style that X8 pulled. Maybe they'll fix things up before next year. Pleased, but I honestly can't say excited. PLUS there is the issue we don't even know if it's retail or digital only garbage (unless I missed that in all the articles I read). Could be better, could be much, much worse. I'll be watching. <edit> Regardless, holy #####! Maybe Mega Man amiibos?! I would murder every single one of you for a Mega Man, Roll, Dr. Wily, Dr. Light, and Rush amiibo set... Title: Re: Mega Man 11 Post by: SB on 4 December 2017, 22:40:52 CoE posted the trailer for MM11, for people that skipped the stream due to expecting another round of corpse parading like the last time Capcom said they had big news for the series.
https://www.youtube.com/watch?v=3aSC5A726f0 I'm surprised they're going to put effort in with 3D modeling this time around, since I really expected them to cop out and do 8-bit again when it was MM11 announced, especially with the fake out at the start. Seeing that Rock has the charge shot again makes me especially happy that Inafune's gone and they're no longer fellating MM2 as some unsung masterpiece of what the series needs to be, and I hope the slide is in as well, since having iconic abilities tied to DLC characters was bull. Something that surprised me is the voiced grunts, which lends itself to possible voice work again. As far as the collection ports go, since they're all headed to the Switch, I look forward to having them on the go, especially with the X addition. A new generation will be able to hear "BURN TO THE GROUND" on an endless loop while complaining about how bad X7 is, and that kind of sadism puts a smile on my face. Too bad the X compilation is lacking Command Mission, and Xtreme 2 would have been a neat addition, but I suppose they go on the misc pile with Battle & Chase, as well as the Power arcade titles. Title: Re: Mega Man 11 Post by: NovaMan XP on 4 December 2017, 22:45:30 <edit> Regardless, holy #####! Maybe Mega Man amiibos?! I would murder every single one of you for a Mega Man, Roll, Dr. Wily, Dr. Light, and Rush amiibo set... I'd probably let you murder me for that too. My Smash Mega Man and Gold Mega Man need more buddies anyway. Also, remember when Mighty No. 9 was supposed to be a giant middle finger to Capcom? Now Mega Man 11 looks like a giant middle finger to Inafune. Hopefully it doesn't crash and burn like MN9. And considering Legacy Collection 1 and 2 got physical versions I'd say its likely MM11 and X Collection will have them as well. Also, slide and charge shot for Mega Man are definitely back according to the trailer, so no worries there. Title: Re: Mega Man 11 Post by: Speed Racer on 4 December 2017, 22:51:34 I'm #####ing psyched as hell, especially since my oldest son will be 4 when it comes out. Perfect time to get him into Mega Man games.
Title: Re: Mega Man 11 Post by: TheRedPriest on 4 December 2017, 23:02:00 <edit> Regardless, holy #####! Maybe Mega Man amiibos?! I would murder every single one of you for a Mega Man, Roll, Dr. Wily, Dr. Light, and Rush amiibo set... Capcom has been ##### about things though, Resident Evil Revelations Collection for Switch, the RETAIL version has the 2nd game as a download title. You only get the first game retail. If they try to pull that ##### with a retail version of the Switch Legacy Collection they can go shove a hot iron rod up their asses. Title: Re: Mega Man 11 Post by: SB on 5 December 2017, 01:17:08 Game Informer is going to be doing daily updates documenting MM11's development through their website, for those interested in learning more about the game.
http://www.gameinformer.com/p/megaman.aspx Today has the making of their December cover, which features all the various USA Megamen from the box arts. Title: Re: Mega Man 11 Post by: NovaMan XP on 5 December 2017, 05:23:52 <edit> Regardless, holy #####! Maybe Mega Man amiibos?! I would murder every single one of you for a Mega Man, Roll, Dr. Wily, Dr. Light, and Rush amiibo set... Right. That is a good point. I'm going to hope since LC1 and 2 don't take up too much space that we may not have to fear that bull#####, but Capcom will be Capcom. ...at the very least we should grateful Mega Man 11 isn't an FPS. ...yet. Title: Re: Mega Man 11 Post by: Majikn on 5 December 2017, 17:51:34 I really hope they don't bother with voice acting and avoid gameplay interruptions that don't add anything. Those were probably my biggest peeves with Mighty No. 9.
I think if anything my biggest concern is if this gets cancelled. I really hope that doesn't happen. Title: Re: Mega Man 11 Post by: Mikero on 5 December 2017, 17:57:21 On the subject of them not doing 8-bit again, I would not have minded if they used the Mega Man 7 art style. It was a really robust and appealing move for the franchise that was sadly only used in one game. There's a reason so many sprite artists got their start with that as a base.
Still, I'm open to this. Just skeptical. Title: Re: Mega Man 11 Post by: Majikn on 5 December 2017, 18:13:33 I don't think I mind either way. It would be cool if retro style was a visual mode you could just select prior to playing, but in the worst case I imagine there's gonna be someone willing to create a "demake" of the final product if people want it so much. Or maybe the company will see that as a DLC opportunity or something. If it was DLC I'd be willing to pay like $5 MAXIMUM for a retro skin, but I imagine if they do something like that in reality it'll be at least like $13 and everyone will complain about the fact that there's DLC.
I think ideally, if they want to make it look newer, high-definition hand-drawn sprites are the way to go and I'm not super passionate about the difference but I'd definitely be more excited for that. Title: Re: Mega Man 11 Post by: Mikero on 5 December 2017, 18:32:50 If they don't build the game with that in mind then a skin won't be worth much. I'm not saying I need the game to look retro, but I've rarely seen 2.5D work for a game that's meant to as tight and fast as MM. I'm glad they didn't just do 8-bit again because I'm all for switching it up but gameplay should come first, especially in a Mega Man game.
I'm not a huge fan of hand-drawn sprites, to be honest, but could make the action faster, that's true. They make every game look like a Newgrounds one to me and the way they animate and move in gameplay is not to my taste but it's fine. As long as they iron out the stiffness in this 2.5D stuff and maybe tweak the character design then I'm all good. Title: Re: Mega Man 11 Post by: TheRedPriest on 5 December 2017, 18:41:17 2.5D is my biggest gripe about Bloodstained too, and it's one of the better looking 2.5D games. But my GOD, can you imagine how beautiful it would look in 2D?
Title: Re: Mega Man 11 Post by: NovaMan XP on 6 December 2017, 00:06:49 I wonder if anybody else will be playable aside from Mega Man, since 9 and 10 did bring in extra characters. I'd at least hope for Bass being playable for the different gameplay. If Proto Man is back, I hope they make him different from his 9 & 10 versions. Or hell, give us Roll with the broom like in Powered Up.
I would also hope they aren't DLC but this is Capcom so we know they will be. Title: Re: Mega Man 11 Post by: TheRedPriest on 6 December 2017, 00:09:30 I want the game MADE to be played with Mega Man. If you design stages around 3 different characters who play differently you get ##### level design. Other characters are fine, but build it to run with Mega Man first.
Title: Re: Mega Man 11 Post by: NovaMan XP on 6 December 2017, 00:14:30 I think 9 and 10 did that well, since the other characters did play similarly to Mega Man. But I agree, I'd rather have solid stage design than 3 characters and bland design.
Title: Re: Mega Man 11 Post by: Mikero on 7 December 2017, 17:07:39 Really, in the end, my only worry is the dissonance between what a Mega Man should be and what this will be.
I know I come off like a curmudgeon 90% of the time, and that's only partly true; I'm all for putting in a new art direction, but I look at things like how small Mega Man is on screen vs. how much BG there is, and how unpolished his jump is (especially the classic "his leg looks like it grows" issue) and I have to be a skeptic. We've been burned so much on the 2.5D platformers with this franchise that I'd be more comfortable if they just took a stab at a new Battle Network. Title: Re: Mega Man 11 Post by: TheRedPriest on 7 December 2017, 17:19:15 Actually, I agree that Mega Man is WAY too small on screen. People complain that MM7 he was too big and slow, but I thought it still worked well. But this is just 90% bad 3D backgrounds and not enough detail on Mega Man and enemies because they're so tiny.
Title: Re: Mega Man 11 Post by: White Shadow on 8 December 2017, 13:12:52 Let's hope it's better than nothing.
Title: Re: Mega Man 11 Post by: TheRedPriest on 8 December 2017, 19:10:56 I see what you did there...
Title: Re: Mega Man 11 Post by: Xero on 8 December 2017, 20:01:11 If anyone cares, Megaman 11 will be a physical release and it may cost less than the usual $59.99.
https://www.youtube.com/watch?v=2WuiCcI5ftM It starts at 4:00 if you want to hear it. Title: Re: Mega Man 11 Post by: NovaMan XP on 9 December 2017, 04:15:21 Now we just need confirmation that the Legacy Collections are going to be physical releases on Switch, and the X games. Definitely picking up MM11 on Switch for sure.
Title: Re: Mega Man 11 Post by: Majikn on 9 December 2017, 15:54:06 I'm not a huge fan of hand-drawn sprites, to be honest, but could make the action faster, that's true. They make every game look like a Newgrounds one to me and the way they animate and move in gameplay is not to my taste but it's fine. As long as they iron out the stiffness in this 2.5D stuff and maybe tweak the character design then I'm all good. I'm surprised you feel this way. It never occurred to me that the amateur Newgrounds look might be something inherent to hand-drawn stuff. Did you feel that way about Wario Land for Wii? Title: Re: Mega Man 11 Post by: TheRedPriest on 10 December 2017, 20:23:00 Retail doesn't even mean retail anymore. Look at Resident Evil Revelations Collection. Half of it is digital. LA Noir for Switch is literally unplayable from the cartridge unless you download the rest of the game code from online. Not just extras or DLC or updates, but the base game. They only put like 75% of the game on the cart. That isn't a retail release.
And that's now the new challenge we will face. If MMLC 1 and 2 only have one or two games on the cart and you have to download the rest, it's not a retail release, full stop. I hope it all works out though. Title: Re: Mega Man 11 Post by: NovaMan XP on 10 December 2017, 23:20:01 It really pisses me off since one of the things I loved about the Switch carts at launch was that there were no mandatory installs when you insert a game. On the PS4 and Xbox One, you have to install the full game on your hard drive even if you bought physical. And yet we're still getting them anyway on the Switch from 3rd parties.
Title: Re: Mega Man 11 Post by: Mikero on 11 December 2017, 21:13:38 I'm not a huge fan of hand-drawn sprites, to be honest, but could make the action faster, that's true. They make every game look like a Newgrounds one to me and the way they animate and move in gameplay is not to my taste but it's fine. As long as they iron out the stiffness in this 2.5D stuff and maybe tweak the character design then I'm all good. It's funny, you'd think I would love hand-drawn anything right? There's something about this type of movement that doesn't feel right for me. Rayman Legends for example. I just checked out Wariolan for Wii for the first time, it's a lot better than what I'm thinking of. Maybe it's a framerate thing? On the flip side I love how they combined hand-drawn animation with spritework for Street Fighter 3, for example. And framerate doesn't seem to bother me with sprites, like Sonic Mania. It's some kind of valley of "too crisp and smooth" even though that should be a good thing. It makes some sort of dissonance in my brain, the game-world looks less cohesive. Title: Re: Mega Man 11 Post by: NovaMan XP on 11 December 2017, 23:20:27 I think the problem is when they draw the arms and legs as separate, slap them over the sprite body and then have the arms and legs rotate during animations instead of drawing each frame individually.
...if I'm not making sense, Fire Emblem Heroes is a good example of what I mean. The little tiny sprites are cute and look decent enough, but the animations themselves for them look lazy and like flash animation. Title: Re: Mega Man 11 Post by: White Shadow on 12 December 2017, 10:28:48 ...if I'm not making sense, Fire Emblem Heroes is a good example of what I mean. The little tiny sprites are cute and look decent enough, but the animations themselves for them look lazy and like flash animation. They do. For hundreds of individual sprites, it's forgivable though, IMHO. Title: Re: Mega Man 11 Post by: TheRedPriest on 12 December 2017, 14:17:51 I do not forgive. I do not forget.
Title: Re: Mega Man 11 Post by: Majikn on 13 December 2017, 00:13:21 It really pisses me off since one of the things I loved about the Switch carts at launch was that there were no mandatory installs when you insert a game. On the PS4 and Xbox One, you have to install the full game on your hard drive even if you bought physical. And yet we're still getting them anyway on the Switch from 3rd parties. It can't be a question of capacity, can it? I mean with technology as it is, it seems hard to believe anything couldn't fit on those carts. I was a bit disappointed to find out that the Switch wouldn't have a mechanism for patching their own carts. Imagine being able to buy DLC and just... having it on the same original cart you bought the game on. That could have been like a new golden age for the end user and game collectors. Maybe there are so many reasons that wouldn't work, but it seemed like such a good idea. I don't mind expansions but I know I'm not the only one who appreciates a time when you only have to buy a game once to have all of the content available for it, in one place, without having to wait an extended period of time just to buy some complete edition. As to hand-drawn stuff I'll admit there seem to be very VERY few games that have actually pulled it off, but I always assumed that was for lack of effort. I dunno. I think for me it's just a consistency thing. I like Rayman Legends visually though; I think that's on the higher end of what I think you're talking about. When you say Newgrounds flash I'm immediately thinking of 20XX. Title: Re: Mega Man 11 Post by: SB on 15 December 2017, 05:13:35 It really pisses me off since one of the things I loved about the Switch carts at launch was that there were no mandatory installs when you insert a game. On the PS4 and Xbox One, you have to install the full game on your hard drive even if you bought physical. And yet we're still getting them anyway on the Switch from 3rd parties. The capacity issue is history repeating from the N64 era, where Nintendo has a pretty stiff charge for cart sizes and other companies are passing the expenses onto the user. Evidence seems to suggest that a regular Switch cart is about 30 GB at max, while carts with more memory cost enough that even major third party titles are refusing to use them. It's created weird scenarios like the new RE Revelation pack having a 12 or so GB game on the cart, while having users download the other game that's 23 GB worth of space to an SD card. There's obviously stupid cases like that one basketball game from EA having an 18 GB save file, but perhaps this space issue will resolve itself over time so we don't have oddities like how one needs to download DOOM's multiplayer from the internet in order to have access to a standard gameplay feature. As far as MMLC 1 & 2 goes, 1 was outsourced to Digial Eclipse, while 2 and supposedly the new X situation are being handled internally at CoA, which was revealed by a tweet from the head of the company that created MMLC1. The only reason I could see any issues about having them on a single cart is possibly licensing & royalty stuff we'll normally never know about, which hopefully doesn't turn into a situation like the RE double pack due to "Buy it and get MMLC2 on the cart, then download MMLC1 from the eShop so we don't have to pay those other guys as much", since both collections bundled are just about 8-9 GB in size for modern consoles. If anyone cares, Megaman 11 will be a physical release and it may cost less than the usual $59.99. That's because Capcom is expecting the bulk of people to throw some dinero on the DLCs, since 9 & 10 were surprisingly cheap until the extra content was added in. I wouldn't doubt Capcom having something like DLC gears that impact the gameplay, since it's Capcom. Title: Re: Mega Man 11 Post by: TheRedPriest on 15 December 2017, 16:22:59 It's also just how games are designed now, with DLC from the get go. It's AWFUL design and damages the quality of games, but that's sadly how it is now for the most part. The fact it's so horribly abused makes it even WORSE. It's not will Mega Man 11 have DLC, it's HOW MUCH DLC will it have.
Title: Re: Mega Man 11 Post by: TriggerUNIT on 26 December 2017, 11:48:16 A bit late, but I’ve been following this closely, and right now I must say, I’m not at all disappointed with my gameinformer sub. This managed to grab the spotlight and that retro-advertisement cover is now mounted on my wall.
I dunno how DLC will be treated, but this announcement being hot on the heels of DLC scandal after micro transaction scandal ad nauseam makes me doubt DLC will be interfering with the overall quality of the product. Scummy DLC practices seem tethered to specific publishers, not to mention that these anchor franchises seem to be treated with a great deal more respect (at least as far as products that actually reach our hands go). Though, there was that one time with on disc DLC for Bad Box Art MM... Meh. All the classic franchise reboots have been handled well, and it’s not like movie properties that change hands and publishers like a cheap call-girl (Star Wars). I feel fairly secure. Title: Re: Mega Man 11 Post by: Bertram on 6 February 2018, 08:28:31 I want you to understand this more content to more accurately without having to read several times.
Title: Re: Mega Man 11 Post by: Mikero on 6 February 2018, 13:57:34 I see there's a new post and I get excited.
I read the new post and I get depressed. Title: Re: Mega Man 11 Post by: TheRedPriest on 6 February 2018, 14:59:20 That's how I feel when any of you post.
Title: Re: Mega Man 11 Post by: White Shadow on 7 February 2018, 11:19:48 You should see a therapist about that.
Title: Re: Mega Man 11 Post by: TheRedPriest on 7 February 2018, 15:51:59 No.
Title: Re: Mega Man 11 Post by: Mikero on 7 February 2018, 20:59:12 Certainly a timely reference.
Title: Re: Mega Man 11 Post by: LCrazy11 on 8 February 2018, 11:19:35 Capcom acknowledging Megaman?
what parallel world did I step in? WHEN MMX 9? Title: Re: Mega Man 11 Post by: TheRedPriest on 8 February 2018, 14:23:50 Never, hopefully, if they keep using Axl, Sigma is really "dead", and it's in 3D.
Title: Re: Mega Man 11 Post by: Winged Warrior on 8 February 2018, 17:25:56 Oh Rez, You think too highly of Cacpom. If we get a new MMX, it's going to be in the graphical style and maybe even storyline of between X2&X3.
Given I didn't play Classic 9 or 10, so I don't know if they continue the story of Duo and Rock's growing sense of evil... but I'd honestly expect X to follow the same theme of cheaply made nostalgia bait if it got a late 2010s release. Title: Re: Mega Man 11 Post by: TheRedPriest on 8 February 2018, 19:14:37 *uses Tomatoe Stick to putt you back into mauling tent like a birdy on the 14th hole*
Title: Re: Mega Man 11 Post by: LCrazy11 on 8 February 2018, 22:07:43 This place is amazing
you ban people with a "Tomatoe stick" and send them to a mauling tent Title: Re: Mega Man 11 Post by: Winged Warrior on 9 February 2018, 00:41:54 Nothing personnel kid, but I'm as banned as a zombie is dead.
We're celebrating a decade of dribble here at Winged & Warrior industries, and I'm not letting bejeweled pimp cane with a CS-Go nametag derail the freight train of crap referred to by my doctor as an "odd way of expressing humor" No but we have fun here. and back on topic, Unless Capcom starts selling 9/10/11 games at < 5$ a pop on steam like any half-decent NES remake/fangame... I just can't see myself caring about the new game. I mean, I love to see that name pop up in the upcoming games list, and it being an NES remake means there's ALOT less opportunity for the game to be botched harder than an anime fan on prom night... but... At the end of the day all I see is an overpriced, cheap to produce, nostalgia bait game to keep the copywrite active and the shareholders happy. Wake me up when Capcom takes a page from Sega and produces a fan-game made by people who give a ##### about the IP (and don't ruin it like they did with MML3). Title: Re: Mega Man 11 Post by: Mikero on 9 February 2018, 13:43:51 Megaman 11 isn't NES style though?
Given I didn't play Classic 9 or 10, so I don't know if they continue the story of Duo and Rock's growing sense of evil... They completely abandon the storyline of MM8, IIRC. Title: Re: Mega Man 11 Post by: TheRedPriest on 9 February 2018, 15:19:45 Now they just need to completely abandon the "story" of MMZ, Axl, and X5 and up for the X series and things will be great again! Together we can Make Mega Man Great Again!
Title: Re: Mega Man 11 Post by: LCrazy11 on 9 February 2018, 16:20:55 its simple to do that have MMZ be a noncannon timeline and have the X8 villain posses axl and kill axl
Title: Re: Mega Man 11 Post by: Majikn on 9 February 2018, 21:08:15 Oh Rez, You think too highly of Cacpom. If we get a new MMX, it's going to be in the graphical style and maybe even storyline of between X2&X3. I'd say you're missing out. I love both 9 and 10. Their events have almost nothing to do with anything preceding. Duo is nowhere to be seen. They're standalone games focused on player fun. X9 could very well ditch Axl, but I really don't care if he's in there or not. Alive, playable, dead, KIA, or just missing. Like easy mode in MM10. I don't care for it but I don't have to use it. Not that I expect there'll be an X9. There's a certain fan game for the X series that's been in development since like... at least 2009 that I'm still interested in. What I'm hoping for right now (and kind of expecting) is MM11 to have an MM7ish quality to it. Title: Re: Mega Man 11 Post by: TheRedPriest on 9 February 2018, 21:13:24 If you mean Corrupted, the sprite art looks beautiful and spot on SNESy, but by god the Mavericks look like #####. And the villian screams "edgy as #####". The Metroid style world is an interesting idea, but I don't know that it really works. Basically, the sprite work is the only thing that looks slamming about that game.
Title: Re: Mega Man 11 Post by: Majikn on 9 February 2018, 21:25:28 It's a little more than sprite work and the music, I'd say. I think there's a lot of focus on polish. I couldn't speak to the quality of the level design until I actually play it.
I don't recall even seeing the villain. Some of the mavericks look no worse than some of the sillier official mavericks, and some are a bit worse, but I can shrug that off. I don't know about the Metroid style world either and I'm not sure a fan could just pull that off. Benefit of the doubt. It still at least looks way better than that MM X Street Fighter that I couldn't be bothered to finish. Title: Re: Mega Man 11 Post by: TheRedPriest on 9 February 2018, 22:17:38 I wouldn't say it looks better than SFxMM, apart from the sprite work. The mavericks are most definitely far worse than any official design, even Tornado Tonion, Soldier Stone Kong, or Wire Sponge.
Title: Re: Mega Man 11 Post by: Snare on 13 February 2018, 17:44:26 Wire Sponge is a great maverick. In what other series does one fight a luffa?
I mean, he IS a luffa, not actually a sea sponge. And leave Tonion alone. Title: Re: Mega Man 11 Post by: LCrazy11 on 13 February 2018, 18:21:31 At least those corrupted mavericks aren't (shudders) flame hynieard
Title: Re: Mega Man 11 Post by: TheRedPriest on 13 February 2018, 18:28:33 Hynieard's design was just fine. Even his "terminal malfunction" prognosis was kinda cool. Then they just took all that and decided to BURN TOTHE GROUND BURRRRRN BURN BURN TO THE GROUND BURN TO THE GROUND BURN BURN BURRRRNNNN BURN TO THE GROUND BURN TOTHE GROUND BURRRRRN BURN BURN TO THE GROUND BURN TO THE GROUND BURN BURN BURRRRNNNN BURN TO THE GROUND BURN TOTHE GROUND BURRRRRN BURN BURN TO THE GROUND BURN TO THE GROUND BURN BURN BURRRRNNNN BURN TO THE GROUND BURN TOTHE GROUND BURRRRRN BURN BURN TO THE GROUND BURN TO THE GROUND BURN BURN BURRRRNNNN BURN TO THE GROUND!!!!
Title: Re: Mega Man 11 Post by: LCrazy11 on 13 February 2018, 19:33:06 MMX7 PTSD flashbacks intensify
Title: Re: Mega Man 11 Post by: Winged Warrior on 14 February 2018, 01:57:42 Oh, I guess I should apologize a bit. I finally got around to actually watching the MM11 teaser and I'm now a bit hype. I had assumed it was another #####ing 16 bit game that go so much traction way back in like 2010 or whatever.
I'm still super wary that Capcom will ##### the pooch, I'm going to probably wait until... like... a year after release where the hype has calmed down and people are more willing to give honest postmortems. If the game is good enough, is on the right platforms, and is cheap enough to fit my budget I'll pick it up. Title: Re: Mega Man 11 Post by: TheRedPriest on 14 February 2018, 02:13:14 Look, so far 11 looks like it's at LEAST as good as 8. And even though 8 is my least favorite main classic game, it's still got a charm and fun to it. And the 2.5D is about on par with the super floaty art style used in 8 aside from the awful perspective effect rendering in 3D gives.
I don't see why it won't be an ok game at this point. Title: Re: Mega Man 11 Post by: Mikero on 14 February 2018, 15:38:47 Well WW, Megaman 9 and 10 were actually 8-bit, but I would much prefer 16-bit to 2.5D. I'd even accept 32-bit like MM8. I don't see why that would be a bad thing, it wouldn't be "retro for the sake of it" like some indy games are criticized for. It was pixel graphics to begin with and I can't think of a single 2.5D Mega Man game that really worked.
Even in 3D... MML only works because it's a completely different gameplay style. Still, I can't completely write off MM11 yet. I do not like 2.5D side-scrollers, and I still have issues with the animation, but otherwise nothing says this game won't be perfectly fine. Title: Re: Mega Man 11 Post by: TheRedPriest on 14 February 2018, 16:14:21 I also strongly dislike the particle effects and super generic sound effects. I hope the latter is fixed later in production, but the #####ty particle effects are likely a lock as that's just how you have to do things in 2.5D.
Title: Re: Mega Man 11 Post by: NovaMan XP on 15 February 2018, 01:48:35 I don't think I've ever seen a 2.5D platformer game for a previously 2D series that has ever felt right, which is why it makes me a bit uneasy. Big examples being X8, New Super Mario Bros. and Sonic Generations.
I still think it'll be fun, but I really want it to play more like the better classic games, so basically anything like 1-6 or 7. I wouldn't mind a 16-bit MM7 style game, myself. Title: Re: Mega Man 11 Post by: TheRedPriest on 15 February 2018, 04:20:31 Honestly, I also think the art NEVER looks as sharp in 2.5D as it does in 2D. Bloodstained comes to mind there recently. I just look at it and think how beautiful it would be if it had been done in full real 2D and not 3D.
Title: Re: Mega Man 11 Post by: NovaMan XP on 19 February 2018, 23:11:22 So, Capcom did pull the same crap again. MMLC Collection for Switch has the first collection on the cart, and the 2nd one is a digital code. And it's 40 bucks for the "physical" copy, despite half of it being digital.
Now I'm expecting the X Collection to do the same. Title: Re: Mega Man 11 Post by: TheRedPriest on 20 February 2018, 01:25:58 X Collection on Switch will all but certainly be a fake "retail" release with large parts of it as a download.
Capcom doesn't seem to understand what a "retail release" is, because making you download part or or most of your purchase is just as bad as a digital sale, and not a retail release. They can go ##### themselves. Right. Up. The. Ass. Now I own both on PS4, but by GOD I want them on the Switch and this is just more Capcom horse ##### for no good reason that we won't have them. Title: Re: Mega Man 11 Post by: NovaMan XP on 20 February 2018, 06:05:06 Europe isn't even getting the psuedo physical copy it seems.
Guess I'll wait until its on sale since I'm not paying 40 bucks for a half digital copy of stuff I've owned countless times over already both physically and digitally. I just foolishly hope X1-4 are in a physical release. Title: Re: Mega Man 11 Post by: TheRedPriest on 20 February 2018, 15:04:32 Switch is region free at least. I guess you could settle for a retail of 1-6, but I sure as ##### won't be buying it new, on sale or not, because I will rot in hell before I give Capcom one cent of money for this ##### show of a release. It leaves such a bitter taste in my mouth I don't even want to own the #####ing cart used, because it's a reminder that this "collection" only has half the game on it.
Same reason I skipped and won't be getting Resident Evil Revelations "collection". Same reason I didn't and won't be getting the US version of Bayonetta 2 +1 Then there's L.A. Noir, that is LITERALLY unplayable unless you downolad half of the game after you put in the cartridge. The Switch is going to be in real trouble if this becomes a trend, because if will essentially make it a digital only platform. Title: Re: Mega Man 11 Post by: Mikero on 21 February 2018, 13:19:38 NBA2K18 does the same thing. What I really hate is the boxart has to have the ugly bar on it that says you need to download stuff on it.
I don't claim to understand the tech involved, but I thought Nintendo would be making the bigger game cards by now. You could have one that's got more space than a blu-ray, I don't get the delay. I'll still be getting MMLC. Title: Re: Mega Man 11 Post by: TheRedPriest on 21 February 2018, 14:25:00 They do make cards big enough for all of the games. They just cost more, so companies don't want to pay for it and use a cheaper, smaller card and make the rest of it download. THAT'S the issue. Cheap as ##### companies. Do they think we wouldn't have paid an extra $10 to actually have all the games on the card? That's why we choose retail and not #####ing digital. Retail SHOULD cost more than digital, and the benefits you get from it are WELL worth the extra cost.
I honestly STRONGLY urge all of you to NOT buy MMLC for Switch though. We can't support Capcom when they do this #####. Title: Re: Mega Man 11 Post by: NovaMan XP on 21 February 2018, 15:29:01 What's even more frustrating is that the smallest Switch cart is apparently 8GB, which is more than enough for both Collections. The first Legacy Collection was under 1GB, and I recall the second one is about 5GB... so unless they did some really terrible optimization, it should all fit on one cart.
And it also will have the ugly bar on the box saying you have to download #####. Title: Re: Mega Man 11 Post by: TheRedPriest on 21 February 2018, 16:55:36 That "hey u haf 2 download 2 use" bar at the top of those types of "retail" releases are a crime against cover art.
Title: Re: Mega Man 11 Post by: Mikero on 21 February 2018, 19:04:13 I know they make cards big enough, I was saying that it's a wonder Nintendo hasn't yet solidified their use. I remember an article recently about Nintendo saying they were delaying 64gb cards until 2019, so apparently they're trying to square off deals with companies to make those sized cards cheaper to produce. But that is an incredibly silly timeline.
The thing I'm not understanding is if both Legacy Collections can easily fit on the existing game card, what is the excuse for the download? Have they given any reason for this? Even green doesn't really make much sense in this scenario since it'll be the same card either way. I don't have MMLC in any other form. Title: Re: Mega Man 11 Post by: TheRedPriest on 21 February 2018, 20:37:21 Go PS4. It's the second best console Sony has put out.
Title: Re: Mega Man 11 Post by: NovaMan XP on 22 February 2018, 02:33:10 I think it all just boils down to pure laziness. If both Collections were on the cart, they would have to program in a menu to select which collection, since they're technically two different games made by different people.
Ideally, they would've just combined both games into one big collection with everything... but again, that's work Capcom would prefer not to do. I assume LC2 is digital only as well in Japan, but if it isn't, I might consider importing just for an actual cart. ...I just hope Capcom includes English options for the Japanese versions of Ace Attorney so I can actually have physical copies of that series again someday. Title: Re: Mega Man 11 Post by: TheRedPriest on 22 February 2018, 17:52:31 The 3DS collections do have english, but the 3DS was region locked. Thank god the Switch isn't.
Title: Re: Mega Man 11 Post by: Xero on 29 May 2018, 17:04:52 https://www.youtube.com/watch?v=v2PAI5JNAT8
NEW TRAILER!! HOLY #####ING #####! I'm impressed. Game looks balls to the wall difficult, but in a good way. Voice acting is neat and shows they are going all out on this. I like the double gear system idea too. Posted on: 29 May 2018, 15:11:44 https://www.youtube.com/watch?v=1BYJxXwEo_s More gameplay. They still haven't fixed Mega Man's walking animation which bugs me, but other than that everything looks solid. Looks like they are going the MM9 route as far as weapon usefulness goes. I am pleased. Title: Re: Mega Man 11 Post by: NovaMan XP on 29 May 2018, 17:06:29 New Mega Man Amiibo!
Title: Re: Mega Man 11 Post by: Xero on 29 May 2018, 17:09:21 *Blots out robot master names*
Well played Capcom. Well played. Title: Re: Mega Man 11 Post by: NovaMan XP on 29 May 2018, 17:13:22 Also, I might be remembering wrong, but the running animation seems to be better now.
Overall, it looks like it'll be fun. Title: Re: Mega Man 11 Post by: Xero on 29 May 2018, 17:21:05 And it's only $29.99. Good call on Capcom. I'll pick up the Switch version for sure. Not sure about the amiibo though.
Title: Re: Mega Man 11 Post by: NovaMan XP on 29 May 2018, 18:15:29 Official website (http://www.megaman-11.com/us/) is up as well.
I'm getting whichever version for Switch that comes with the amiibo, and possibly also the PS4 version because why not. Title: Re: Mega Man 11 Post by: TheRedPriest on 29 May 2018, 18:48:37 If the Switch version is one of those "download required" horse ##### deals Capcom and other publishers have been doing, I'll skip Switch and go PS4.
THAT SAID I have preordered the Switch collector's edition because it's the only way to get the MM11 Amiibo. Either way I'll still get MM11 on PS4, since Capcom has abandoned Switch for retail releases and PS4 has them. While I still detest the game is 3D, it's shaping up to look like one of the better 3D games even if it's well short of looking as good as any of the 2D games. I'm liking the bosses so far, although the size difference between Fuse Man and Mega Man is extremely jarring. Fuse Man looks like he should be on par size wise with Mega Man design wise, but he looks like he's a good 25-50% bigger because he's a "Boss" and bosses have to be big. Scale just looks way off between them. I'm still cautiously optimistic about this. Hopefully they don't load it down with DLC modes/characters. Again. Oh who am I kidding. They will for sure. Title: Re: Mega Man 11 Post by: Xero on 29 May 2018, 18:51:42 i think it's all physical forms.
As far as music, not too keen on it. Maybe it will grow on me. Title: Re: Mega Man 11 Post by: TheRedPriest on 29 May 2018, 19:59:11 Yes, but Switch "retail" versions have a growing number of "not really retail because literally part of the games final code is not on the cartridge and is literally unbootable/playable in any way shape or form without downloading the rest of the game" or "Portions of the game or games are actually digital downloads even though this is a retail release" releases.
If Mega Man 11 for Switch is one, I'll be skipping buying one to play, and will only have bought it to get the amiibo, which is held hostage with in a "retail" bundle. Title: Re: Mega Man 11 Post by: NovaMan XP on 29 May 2018, 22:27:13 Preordered the amiibo edition as well. Hoping the Switch cart has the whole game as well. If not, I'll be getting it on PS4 too.
And I really like Fuse Man's design, but I do agree that his size looks off. Title: Re: Mega Man 11 Post by: Xero on 30 May 2018, 00:19:57 Is it me or do all the bosses look edgy (Like Shadow the Hedgehog Edgy)?
Title: Re: Mega Man 11 Post by: NovaMan XP on 30 May 2018, 01:12:56 The blue one on the right and the ice bot definitely have that feel in their design, the rest look normal to me.
Title: Re: Mega Man 11 Post by: Xero on 30 May 2018, 12:43:54 Some people seem to assume the robot masters are the following
*The Two we know of* Block Man Fuse Man *The Green one* Acid Man *The one with crystals* Tundra Man *The Blue Edgy One* Blast Man *The Red Fire One* Torch Man *The One With The Spike On Its Head* Impact Man *The Astro/Galaxy Eyes One* Bounce Man Title: Re: Mega Man 11 Post by: Panda on 30 May 2018, 15:57:44 Looks good, and I'm excited to see how intuitive the double gear system feels. Call me cautiously optimistic!
Title: Re: Mega Man 11 Post by: Xero on 30 May 2018, 16:34:35 I really hope it does well and sells well. I don't think Mega Man has ever had a game sell over 2 million units.
I can only think that this is due to poor marketing on Capcom's part, even for the games that are good. Where Mario (Who is obviously a household name), and Sonic (despite modern games being complete #####), sell like hot cakes, because they are more advertised. But I could be completely wrong and just talking out of my ass. Who knows really. Title: Re: Mega Man 11 Post by: Mikero on 30 May 2018, 18:14:21 This looks so much better now than before. Gameplay actually looks tight enough and I surprising am into the voice acting for the most part. Double Gear looks a bit like an easy mode but whatever.
They definitely wanted to modernize stuff, for better or worse. Not a fan of 2.5D but I can deal with it. Is it confirmed you need to preorder to get the amiibo? I had to import my Megaman one from Japan so I never took it out of the packaging (it looks so nice), it would be nice to have a usable one... I just detest preordering. Think any of these new RMs are female? Splash Woman was fantastic. Edit: Took a closer look, I don't like that run cycle or his animations in general but I'm willing to look past it. Title: Re: Mega Man 11 Post by: Xero on 30 May 2018, 18:16:35 No female robot masters around this time.
Maybe X9 will have a female maverick (Optic sunflower was female? & Berkana doesn't count) Title: Re: Mega Man 11 Post by: NovaMan XP on 30 May 2018, 20:47:49 I wish they went and made another female robot master for this game but it seems there were no plans for one again.. At the very least maybe Roll will be playable in this game.
Also, Japan's getting a much more expensive (costs about $120) Collector's edition that comes with a few more things plus a 1-up. Title: Re: Mega Man 11 Post by: Xero on 30 May 2018, 20:54:10 Looks neat. I think I'll buy it physical for the swtich, digital for the PS4 (I have a 1TB drive so why the ##### not). Hopefully there will be other ways to get the Mega Man Amiibo by itself.
Title: Re: Mega Man 11 Post by: TheRedPriest on 30 May 2018, 21:49:12 I hope the US gets the amiibo stand alone. But at least since Japan is, we know there will be box art for it this time and not just a white card (though I'm grateful to have gotten it on card at all).
Also, if we never get another female robot master I can die a little less bitter. Title: Re: Mega Man 11 Post by: Panda on 30 May 2018, 22:14:13 In the Game Informer interview they said that they designed heaps of potential robot masters (at least one of which was female) but they cut them down to eight based off which designs and elements fit well together, and no females made the cut this time.
Title: Re: Mega Man 11 Post by: TheRedPriest on 30 May 2018, 22:20:13 I remember reading that article.
Title: Re: Mega Man 11 Post by: Mikero on 31 May 2018, 13:16:52 if we never get another female robot master I can die a little less bitter. I don't see the problem with female robot masters. Title: Re: Mega Man 11 Post by: TheRedPriest on 31 May 2018, 14:56:17 The whole gimmick is "Theme" Man. They're all male. It's a significant difference to me and I don't like it.
Title: Re: Mega Man 11 Post by: Xero on 31 May 2018, 15:11:09 I don't see the harm of having a female robot master once in awhile.
Maybe in the next X game we'll have a rock/mineral based maverick. Title: Re: Mega Man 11 Post by: NovaMan XP on 3 June 2018, 02:04:57 Looks like some people were trying to guess the Robot Master names that were blurred out, and it seems like the names could be the following:
[Spoiler]- Acid Man / Glue Man / Gas Man - Blast Man / Edge Man / Sharp Man - Torch Man / Blast Man - Impact Man / Builder Man - Bounce Man / Cosmic Man - Tundra Man / Quartz Man / Icicle Man[/spoiler] Title: Re: Mega Man 11 Post by: Mikero on 4 June 2018, 14:12:06 If there's any creedence to these, the most simplistic names are the most likely ones. Megaman doesn't get complicated with this stuff.
I highly doubt "Glue Man". I highly doubt fan guesses in general, but there's nothing about that design that is evocative of "glue". Of the guesses there, Acid Man is likely the closest. Everything about his design speaks to toxicity; Green fluid with bubbles accented by purple with a sharp point on the head, it's the common colour scheme and shapes for this type of character. If he's something other than acid/radioactivity/toxic then it's a waste of the design. As for "Gas Man", well he's clearly got a fluid in those tubes rather than a gas. If they're thinking of "gas" as fuel.. then it's typically illustrated more yellow-ish than green, and we've already had the controversial Oil Man, but I could see them bending it that way. The whole gimmick is "Theme" Man. They're all male. It's a significant difference to me and I don't like it. They're all robots. Actually more important they're all drawings of robots. I really don't see the difference between "Theme" Man and "Theme" Woman. If it changed anything about the established universe or gameplay I could see the problem. Making some of them "female" only opens up the art direction, instead of stifling it which is clearly happening at this point since we seem to have Astro Man Jr. and Edgelord Form Gemini Man coming in MM11. Title: Re: Mega Man 11 Post by: TheRedPriest on 4 June 2018, 18:11:10 The whole gimmick is "Theme" Man. They're all male. It's a significant difference to me and I don't like it. We'll agree to disagree. Vehemently. Title: Re: Mega Man 11 Post by: Panda on 5 June 2018, 11:38:52 It's Robot Masters, not Robot Mistresses!
(Actually, I wouldn't mind playing a game like that... ;)) Title: Re: Mega Man 11 Post by: NovaMan XP on 5 June 2018, 17:06:57 It seems like the Switch version in Europe is digital only. No word on the other platforms yet.
Title: Re: Mega Man 11 Post by: Xero on 5 June 2018, 17:50:50 That sucks.
Anyways I've already preordered the switch version. I really hope there is a playable demo so we can gauge if the game is going to be bad or not. But from what I've seen, I don't think it will be bad. Title: Re: Mega Man 11 Post by: Mikero on 5 June 2018, 19:25:34 Title: Re: Mega Man 11 Post by: TheRedPriest on 5 June 2018, 21:48:05 I do everything vehemently.
And it's sad to see Europe getting the extra screwage again, as they usually get the short end of the shaft (but at least they got stand alone Bayonetta 1 retail for Wii U and a retail Fatal Frame 5 for Wii U), but at least Switch is region free so they can import. It's still more Capcom horse ##### though. Title: Re: Mega Man 11 Post by: Panda on 6 June 2018, 11:54:44 Looks like a the amiibo might be NA exclusive as well?
Disappointed... Title: Re: Mega Man 11 Post by: Xero on 6 June 2018, 12:50:17 I fail to understand why Capcom does things like this. Do they think it might not sell well in Europe? It makes no sense. Although I know not much from a marketing standpoint, I really don't understand why they limit promotions to certain regions and the only thing I can guess is that it is cost related.
Title: Re: Mega Man 11 Post by: TheRedPriest on 6 June 2018, 15:13:36 Yes, Europe gets screwed on Mega Man 11. Japan gets the Amiibo and the US does, but it looks like it won't release in Europe at all for some reason. Also the game itself is digital only in Europe. I don't see how you can be a gamer in Europe, to be honest. And while importing sucks, at least it's an option for the retail game and amiibo.
Capcom is ##### in most of their decisions. They never did a retail for Mega Man 9 or 10 back in the day. They moved Ace Attorney to digital only outside of Japan. All of these would have sold more than enough to make a profit, but it wouldn't be "enough" profit to make it "worth their while". That mindset is the core problem for most of their awful decisions. Title: Re: Mega Man 11 Post by: LCrazy11 on 6 June 2018, 16:33:06 DAMN YOU CAPCOM! I'M STILL TECHNICALLY IN EUROPE BUT THAT WILL CHANGE SOON BUT ANYWAY I STILL WANT A PHYSICAL COPY
Title: Re: Mega Man 11 Post by: Xero on 6 June 2018, 16:59:37 Calm down. You can still import the game. But still it's lame.
Posted on: 6 June 2018, 15:47:54 On a different note. https://www.youtube.com/watch?v=n6Tb9-YgObw Developer interview. It's in Japanese, but from the gist of it, it looks like they are trying to emulate the classic games as close as possible from Mega Man's movements. Good to know they are following the source material VERY CLOSELY. But still, that walking animation needs to be fixed. It still irks me. Title: Re: Mega Man 11 Post by: TheRedPriest on 7 June 2018, 02:00:19 Needs to go back to 2D to really get there though.
Title: Re: Mega Man 11 Post by: Xero on 7 June 2018, 10:04:11 Sprites or Hand drawn art like Wario Ware Shake it?
Title: Re: Mega Man 11 Post by: Mikero on 7 June 2018, 17:57:37 Sprites. Personally, hand-drawn is still not the same the tightness, it only works well (in my opinion) when the whole game is designed around it like Cuphead. Shantae: Half-Genie Hero did a really good job converting to hand-drawn from the sprites though (but I still prefer the animation of Shantae And The Pirate's Curse more).
If you're going to try to emulate Mega Man's 2D movements 1:1 in 3D, you have to be cool with dropping frames (I mean "frames" in terms of animation, not framerate). So far, this was best done in Smash Bros., since they animated pose-to-pose very quickly. Anyway, Capcom clearly thinks "Megaman doesn't do well in Europe historically" but doesn't realize that's 100% due to their own #####erage with the European market. Title: Re: Mega Man 11 Post by: Xero on 13 June 2018, 12:17:42 https://www.youtube.com/watch?v=6_uafKElLVo&t=9s
Block Man Stage gameplay. Looks really good here. Only complains are walking & ladder climbing animation, but they are more nitpicks than anything. I'm really liking what I'm seeing. Title: Re: Mega Man 11 Post by: Mikero on 13 June 2018, 14:17:07 Definitely warming up to the look overall, especially since they're clearly tweaking and tightening the animations as they go. That run cycle is still a bit off though.
I see what you mean about the climbing, Xero. I kinda like it and kind of don't. It's just a bit... It seems like there's less frames there than for everything else, but I kind of like that it's a little stuttery. That mini-boss thing was really well animated with a good character design. Actually I think I really like everything's animation outside of MM himself, gotta hope they keep tinkering. Love: The design of green wheeler dude. Don't love: Mega Man screaming when he dies. Oh and that stage started to look a bit reminiscent of the MMX opening stage at one point, that was nice. Stage backgrounds are real nice looking. Title: Re: Mega Man 11 Post by: Xero on 14 June 2018, 15:26:56 Also Block Man's stage sounds pretty good. Chill like MM8's soundtrack.
Posted on: 13 June 2018, 13:41:46 Looking at this game more and more. I'm getting Mega Man 8 vibes, but better in nearly every way. Even the bosses have silly pun dialog. October 2nd can't come soon enough. Title: Re: Mega Man 11 Post by: TheRedPriest on 14 June 2018, 16:35:17 I've also thought it had a very "Mega Man 8 but much better" vibe to it. Not that I dislike Mega Man 8, but it was the weakest of the main series games. Now Rockman & Forte, that might just drop down into dislike territory, as it's "Mega Man 8 but much worse".
Title: Re: Mega Man 11 Post by: Xero on 14 June 2018, 17:21:05 Played Mega Man 8 recently. I liked it, but it's not the best. I hate having to backtrack for bolts because I don't have the right weapon. It's like X3 all over again.
Title: Re: Mega Man 11 Post by: TheRedPriest on 14 June 2018, 21:37:46 But X3 was MUCH better than MM8.
Title: Re: Mega Man 11 Post by: Xero on 16 June 2018, 00:57:29 I mean in terms of backtracking.
Posted on: 15 June 2018, 00:05:42 Mega Man 11 apparently one various "Best Of E3" Nominations. This is #####ing awesome. Title: Re: Mega Man 11 Post by: TheRedPriest on 16 June 2018, 16:56:31 ...did you mean won?
Title: Re: Mega Man 11 Post by: Xero on 19 June 2018, 14:39:35 i don't know if they won any, but the fact they were nominated at all shows good promise.
Still being cautiously optimistic. Title: Re: Mega Man 11 Post by: Mikero on 19 June 2018, 18:44:42 He meant because you said they "one various 'Best Of E3' Nominations"...
Title: Re: Mega Man 11 Post by: Xero on 20 June 2018, 12:19:46 https://www.youtube.com/watch?v=ep8_ytSJmiY
Fuse Man Stage Gameplay. I like how you can see what is going to happen if you pay attention to the level layout. Games need to do this more often rather than having to go through blindly like the Zero series. Title: Re: Mega Man 11 Post by: Mikero on 20 June 2018, 13:52:44 This person stinks at Mega Man.
Something I've been thinking about the sound design in this game that's kinda cool; The approach to the SFX and music parallels the visual approach of the game. It's reminiscent of classic Mega Man tunes but it's undeniably polished in a very modern way, just like how the game has this effect-heavy 2.5D look. I don't know if any of the music really grabs me yet but it's clear they are really trying in all aspects of the game to make sure they don't ##### this one up. Still not sold the bosses talking during the fight, but cheesy lines like "prepare to diode" don't help. Hearing the other people playing in the background is funny. One guy seems to be getting his clock cleaned by this game. I like how you can see what is going to happen if you pay attention to the level layout. Games need to do this more often rather than having to go through blindly like the Zero series. I have just diagnosed you with sequelitis. Title: Re: Mega Man 11 Post by: Xero on 3 July 2018, 17:15:13 This person stinks at Mega Man. I actually just watched that this morning. RIDING ON CARS!!! Posted on: 20 June 2018, 13:31:29 https://www.youtube.com/watch?v=bXJov_SVIag https://www.youtube.com/watch?v=wMTHtbcCSKo Episode 2 & 3 of Mega Man 11 development are up. Episode 2 focuses on Mega Man's design, while Episode 3 focuses on stage design. Posted on: 21 June 2018, 11:05:09 New info: Blast Man: The Edgy robot master whose lair is an abandoned amusement park/movie studio (Didn't Clown Man do this already?) His stage gimmick is dealing with multiple explosives throughout the stage. Also included is a roller coaster mini-boss (I'm guessing every stage is going to have a mini-boss or something). His weapon is Chain Blast, which allows Mega Man to make multiple bombs float and stick to enemies, they can be chained together to stronger explosions and the Power gear makes those explosions even larger. Also Time Attack is returning and a new mode called Balloon Mode. You have to destroy every red balloon while avoiding every blue balloon. Sounds neat. Title: Re: Mega Man 11 Post by: NovaMan XP on 3 July 2018, 17:27:54 If I'm not mistaken, Blast Man is the first instance of a brand new Robot Master who already has a Battle Network counterpart. There was a BlastMan.EXE in BN6.
I don't really care much for time attack mode, but the balloon mode could be fun I guess. Title: Re: Mega Man 11 Post by: Xero on 3 July 2018, 17:52:14 The next should be Torch Man but in name only. (The dub of NT Warrior renamed Fire Man to Torch Man)
Title: Re: Mega Man 11 Post by: NovaMan XP on 3 July 2018, 18:56:59 I was going to say we already got Torch Man from that crappy Mega Man 3 DOS game, but I remembered that game also had an Oil Man, Blade Man, and Shark Man, so they may very well make a real Torch Man someday.
Title: Re: Mega Man 11 Post by: TheRedPriest on 3 July 2018, 19:50:14 The Mega Man sized/styled Robot Masters still look really off putting to me scaled up to be bigger than Mega Man.
Title: Re: Mega Man 11 Post by: Xero on 4 July 2018, 12:11:11 I like Blast Man's design. And it appears his stage is pretty cool too, but the idea is semi-recycled from Clown Man, though I have to say it looks better. I'll have to see it in action I guess.
Posted on: 3 July 2018, 23:47:01 https://www.youtube.com/watch?time_continue=20&v=LV5pbsjVKe4 Blast Chain in action. It's basically a superior version of Danger Wrap. Posted on: 4 July 2018, 01:40:33 Oh #####ing hell! Not these enemies again. Title: Re: Mega Man 11 Post by: Mikero on 4 July 2018, 15:18:31 I hate fighting them, but at the same time I'm glad they're there if you know what I mean. The challenge is what this series is about.
Title: Re: Mega Man 11 Post by: Xero on 4 July 2018, 20:20:08 They will be easier though due to slide and charge
Title: Re: Mega Man 11 Post by: LCrazy11 on 4 July 2018, 21:10:43 but what if for no reason you cannot slide between the legs of the suit?
Title: Re: Mega Man 11 Post by: NovaMan XP on 4 July 2018, 21:38:56 You probably can slide under it when it tries to jump on you. If it still jumps at you anyway.
Title: Re: Mega Man 11 Post by: Xero on 5 July 2018, 01:41:54 So far the returning enemies are as follows
MM1: Pickelman, Sniper Joe MM2: Metall (Can be for any MM game), Sniper Armor, Batton MM4: Wall Turret MM5: Lyric, Tatepakkan MM7: Baccone (May be a new variant) Also alot of new enemies too. Title: Re: Mega Man 11 Post by: Mikero on 5 July 2018, 14:47:17 What other stage enemies would you all like to see return?
Have to assume Sniper Joe will be back, so I put my votes in for Matasaburo/Fan Fiend, Batton, and MM2's Monking. Title: Re: Mega Man 11 Post by: Xero on 5 July 2018, 14:50:04 I would think Shield Attacker, or a variant of will be back. It's been in since 4.
Title: Re: Mega Man 11 Post by: Mikero on 5 July 2018, 18:23:11 But would you like it to return?
That's one of those enemies I find the least inventive, but I guess should be in. They're in every MM clone pretty much anyway. Title: Re: Mega Man 11 Post by: Xero on 5 July 2018, 18:53:29 It wouldn't be the same without them.
I would more personally like to see more animal like enemies like Ratton, Sumatran, Au-Au, etc return. Title: Re: Mega Man 11 Post by: TheRedPriest on 5 July 2018, 19:33:27 That armor rider looks too turned to the side. It should be more left or right facing. Other than that I love it though.
My #1 wish would be for the MM1 Big Eye to come back. Those things creeped me the ##### out back in the day. No other "gate guardian" large enemy has ever really captured that same feeling of fear/dread as those Big Eyes. Title: Re: Mega Man 11 Post by: NovaMan XP on 5 July 2018, 21:30:24 Big Eyes were such a nightmare for me to handle as a kid. And then when Wily Stage 1 had three in a row... thankfully you had Ice Slasher to freeze them in midair.
And I agree, the other Big Eye type enemies were usually really weak or slow and easy to handle. Title: Re: Mega Man 11 Post by: Xero on 10 July 2018, 16:35:32 It looks like the big jumper enemy this game has a hidden compartment that hits you with a spring loaded fist. My personal favorite was Jumbig from MM4.
Posted on: 6 July 2018, 01:31:01 Just wanted to bring something up. When I was really young, I didn't think any of the enemies or bosses had eyes, it was just a giant white w over their faces. Even in 11 it looks like they have giant white w's on their face. Stupid I know, but just wanted to share that. :D Title: Re: Mega Man 11 Post by: TheRedPriest on 10 July 2018, 16:49:47 What you saw vs what it was
Title: Re: Mega Man 11 Post by: Mikero on 10 July 2018, 20:27:57 Capping it off with an emoticon of MM with his eyes closed is genius.
Title: Re: Mega Man 11 Post by: Xero on 11 July 2018, 13:43:06 I mean am I wrong? The ways the eyes are set up in the NES sprites make it look like a white lower case W for enemies and some bosses.
Title: Re: Mega Man 11 Post by: TheRedPriest on 11 July 2018, 14:21:55 You are wrong, yes.
Title: Re: Mega Man 11 Post by: Mikero on 11 July 2018, 16:03:56 I mean am I wrong? The ways the eyes are set up in the NES sprites make it look like a white lower case W for enemies and some bosses. I tried. I tried really hard. I tried really hard to see what you see. I tried really hard to see what you see and I couldn't see it. Title: Re: Mega Man 11 Post by: Xero on 11 July 2018, 16:05:06 Keep in mind this was like when I was 5 to 6 years old.
Title: Re: Mega Man 11 Post by: TheRedPriest on 11 July 2018, 19:16:17 Excuses are unexcuseable.
Title: Re: Mega Man 11 Post by: NovaMan XP on 12 July 2018, 03:13:55 I mean am I wrong? The ways the eyes are set up in the NES sprites make it look like a white lower case W for enemies and some bosses. Same, I couldn't either. But I had a similar experience where I thought HeatMan.EXE's mouth was his eyes and didn't realize otherwise until i saw official art of him. So... I kinda get how it could happen. Title: Re: Mega Man 11 Post by: Xero on 18 July 2018, 00:47:05 Seeing that the Sniper Armor is back, do you think we'll be able to use it like a Ride Armor this time around? Might be cool.
Title: Re: Mega Man 11 Post by: NovaMan XP on 18 July 2018, 07:47:49 Could be fun if handled right. Wasn't there art of it with a 4 on it, implying it was planned to be Item-4?
Title: Re: Mega Man 11 Post by: Xero on 18 July 2018, 13:30:18 Legacy Collection databases state that it was originally created for Mega Man to use.
Posted on: 18 July 2018, 11:34:42 Gameplay footage of Blast Man Stage going on right now at CapcomTV Stream!!! https://www.youtube.com/watch?v=-xYkm9NGgdo Edit: It was short, but pretty neat. Looks like Sniper Armors explode upon defeating the Sniper Joe that pilots them. So much for that. Another returning enemy: Propeller Eye from MM6. Now it can fire shots. The Rollar Coaster mini-boss appears to be unable to take damage directly. You probably have to destroy the bomb-bots it drops and have it explode when the coaster comes by. AT times, they will change direction and try to collide into you. Title: Re: Mega Man 11 Post by: Mikero on 18 July 2018, 13:34:02 Looks like when he killed the Sniper Armor just now the whole thing just blew up, so I guess the ride armor idea is out of the question.
I still don't like MM's run animation at all in this, but at least the game looks fast and tight. Title: Re: Mega Man 11 Post by: Xero on 20 July 2018, 00:52:22 Also to note: The music for Blast Man's stage appears to be the same music heard in the Pre-Order trailer when Dr.Light explains the Double Gear System.
Posted on: 18 July 2018, 12:42:53 And as many have predicted, the Fire Robot Master is indeed Torch Man https://www.youtube.com/watch?time_continue=27&v=kQnVfhhQM2U Here is gameplay footage of Torch Man in Action. I love how the bosses are tough this time around. I still want a playable demo though. Title: Re: Mega Man 11 Post by: TheRedPriest on 20 July 2018, 17:18:46 I'm now squarely in the opinion I do NOT like how the bosses are giants compared to Mega Man. They're at least twice as big as they should be compared to Mega Man. It is visually very jarring. It may not have been as noticeable in 8bits, but this style is extremely stick out.
Title: Re: Mega Man 11 Post by: Xero on 20 July 2018, 18:16:09 Yeah he is a bit too tall there, but it doesn't bother me that much. I'm more jarred about Mega Man's walking and ladder animations. Other than that no other complaints.
Title: Re: Mega Man 11 Post by: NovaMan XP on 20 July 2018, 18:54:55 Mega Man being tiny is definitely weird. I get that the bosses are normally bigger but Block Man is supposed to be short and yet he's enormous compared to Mega Man.
Title: Re: Mega Man 11 Post by: Mikero on 20 July 2018, 19:09:24 I'd care about it if they were established bosses from the past. Changing their size would change the gameplay. I don't really care what sizes the NEW bosses are. Looks like they just went back to Mega Man being kid-sized.
Title: Re: Mega Man 11 Post by: TheRedPriest on 20 July 2018, 20:11:36 The difference was never that much for a similarly designed mostly human shaped Robot Master. Most of them were maybe 3-5 pixels taller than Mega Man outside of your bigger less human shaped bots like Hard Man, Guts Man, and Frost Man.
Even comparing them to Mega Man, look at the scale for Light, Roll, and Auto. The robot Masters would be bigger and taller than Auto. They make Dr. Light look small. No, the Robot Masters in 11 are just sized too damn big and it looks really really bad and out of place. Title: Re: Mega Man 11 Post by: Xero on 26 July 2018, 16:41:04 Footage of Blast Man & Torch Man + you can hear part of their music theme.
https://www.youtube.com/watch?v=YtiWiKEEy8I Title: Re: Mega Man 11 Post by: Mikero on 27 July 2018, 14:33:55 WHAT is with the aspect ratio of this video? I guess they formatted it for instagram... But now you can't really see a whole screen at once ::)
Anyway I definitely see Rez's point about sizing when it comes to RM's like Blast Man. It is a bit odd because of his proportions. For Torch Man however I don't really care, he's just taller. Maybe it's something about his specific design, but they're all robots anyway so I don't really mind if their sizing isn't 100% uniform. Title: Re: Mega Man 11 Post by: Xero on 1 August 2018, 14:25:28 Balloon Attack mode footage
https://www.youtube.com/watch?v=Zalt6e5h0JU Title: Re: Mega Man 11 Post by: NovaMan XP on 1 August 2018, 19:27:33 I get that some people are not as good at Mega Man games, or video games in general, but everytime I watch people play it's so painful.
Title: Re: Mega Man 11 Post by: Xero on 1 August 2018, 19:33:06 Either they are deliberately playing #####ty, or they really are that bad a video games. I can't tell anyways.
Title: Re: Mega Man 11 Post by: NovaMan XP on 1 August 2018, 19:38:00 Either that or maybe when playing in front of people they make more mistakes. I know I sometimes play #####tier when too many people are watching me play.
Either way, Balloon mode will probably be fun, at least for a bit. Title: Re: Mega Man 11 Post by: TheRedPriest on 1 August 2018, 21:25:22 It would be nice if they got people who could play to do some of these.
Title: Re: Mega Man 11 Post by: Xero on 2 August 2018, 13:34:43 The official Japanese (AND ENGLISH!) websites updated with voice samples for revealed characters for Mega Man 11. They give the Japanese CV's for each character the we don't know anything about the English voice actors yet...
http://www.megaman-11.com/us/ It's been confirmed that Todd Haberkorn (Jaco in Dragonball Super, Either Yun or Yang) is the voice of Fuse Man. Sounds like Ben Disken (Numbah 1, Numbah 2, Shoutmon, Nova, Eddie Brock/Venom) is the voice of Mega Man I think Cristina Vee (Ophilia from Octopath Traveler) is the voice of Roll. Maybe Travis Willingham (Guile, Thor, Knuckles) is the voice of Block Man. No idea about Blast Man, but maybe Kyle Hebert (Ryu, Gohan) is the voice of Torch Man. Can't really tell. Not sure about Wily either, but whoever did Light in MVC: I is reprising his role again. I'm getting Mega Man 8 vibes and I love it! Anyways I think Wily sounds pretty decent (Of course nothing will EVER hold a candle to Scott McNeil's portrayal of Dr.Wily) Title: Re: Mega Man 11 Post by: Mikero on 2 August 2018, 14:46:08 I cringe as much as you all when watching this guy play Mega Man, but let's remember he's clearly trying to demo the game mechanics to the uninitiated more than anything else. That includes messing up so the audience understands the game better. It's also not fun for the people who haven't already decided to buy this game (unlike us) to see someone breeze through it.
Not to mention that watching someone play and actually playing are so, so, different. Just watch a Let's Play; Even though the player might actually be good, you're going to notice more than them because you aren't concentrating the same way. It's a pretty common thing, and as Nova said I'm definitely #####tier with a group of people watching me. But yeah, long winded take aside this balloon mode thing looks way more fun that I expected. Title: Re: Mega Man 11 Post by: TheRedPriest on 2 August 2018, 14:52:05 Roll does sound very Opheliay. But Jesus H. Christ "Mega" sounds horrid. I get that they're just shorting Mega Man, but I think it would have been better to just say Mega Man or just use his name, Rock, rather than Mega. It sounds too much like Powered Up's changing his ACTUAL name to Mega.
Title: Re: Mega Man 11 Post by: Mikero on 2 August 2018, 14:55:54 Personally, I can't stand when they give him an "actual name". Whether it's games or comics, when they call him "Rock" or "Mega" it sounds so silly to me. Which is saying something, since this is a series about a weaponized boy robot.
Title: Re: Mega Man 11 Post by: Xero on 2 August 2018, 15:08:40 Someone needs to draw Roll dressed up like Ophelia calling Dr.Light "Your Excellency!" :D
Title: Re: Mega Man 11 Post by: Speed Racer on 9 August 2018, 14:53:23 DEMO COMING IN ONE MONTH!
https://www.trueachievements.com/n33908/mega-man-11-demo-coming-to-the-xbox-one-next-month Title: Re: Mega Man 11 Post by: Xero on 9 August 2018, 15:27:16 *Xbox*
*No Word of PS4 or Switch* That's some #####ing bull##### right there Title: Re: Mega Man 11 Post by: TheRedPriest on 9 August 2018, 19:22:13 I GUARANTEE you Xbox will dead last in sales for this. Switch followed by PS4 followed by Xbone is how it's going to go. It makes... zero sense to do a demo only on the platform you won't see many sales on.
Title: Re: Mega Man 11 Post by: Majikn on 10 August 2018, 00:17:19 Xbox will be dead last regardless.
Title: Re: Mega Man 11 Post by: Mikero on 10 August 2018, 14:28:13 Perhaps if there's an XBox demo there will be at least a PC one.
It's assuredly a Switch purchase for me, but I'm not using the demo to test the game on specific hardware, I just want to get a feel for if the actual game is a good time or not. Title: Re: Mega Man 11 Post by: Xero on 10 August 2018, 14:39:49 Perhaps if there's an XBox demo there will be at least a PC one. Basically this. From what I've seen looks very VERY promising, but I can't truly judge until I can try it out. I hope it lives up to the hype its generating. Title: Re: Mega Man 11 Post by: TheRedPriest on 10 August 2018, 15:13:11 I'm skipping the demo regardless of platform(s). I know I'm getting it and I want to start it with the whole game and not having played one stage to death when it comes out.
Title: Re: Mega Man 11 Post by: Mikero on 10 August 2018, 19:00:36 I'll play it once. I can resist playing it to death pretty easily but I'll be pissed if I buy the game and the gameplay is very unsatisfying (like an MN9 situation or something). I'm not really a collector, so I don't already know 100% that I'm getting the game.
Title: Re: Mega Man 11 Post by: Speed Racer on 12 August 2018, 03:58:20 I GUARANTEE you Xbox will dead last in sales for this. Switch followed by PS4 followed by Xbone is how it's going to go. It makes... zero sense to do a demo only on the platform you won't see many sales on. Or maybe Microsoft forked over some cash to give their userbase a first taste. They seem to be going HAM on exclusives as of late, and perhaps while they couldn't persuade Capcom to make it a timed exclusive, they could've gotten a demo out of it. Just conjecture, because I don't see any other point in a demo as well. Title: Re: Mega Man 11 Post by: NovaMan XP on 12 August 2018, 04:32:19 I don't recall there being any official announcement of the demo, so it probably just leaked for Xbox only so far and they'll announce the demo all platforms once they want to officially announce it. At least I would assume...
Title: Re: Mega Man 11 Post by: TheRedPriest on 12 August 2018, 19:57:41 I GUARANTEE you Xbox will dead last in sales for this. Switch followed by PS4 followed by Xbone is how it's going to go. It makes... zero sense to do a demo only on the platform you won't see many sales on. Mega Man 11 is not the type of game most of Xbox's user base gives 2 #####s about. Those people are almost exclusively Switch and PS4 users. And they're not getting an Xbone just to play Mega Man 11 a year before they can on the console that has games they actually want. Title: Re: Mega Man 11 Post by: Xero on 15 August 2018, 13:44:30 The switch is the best console IMO for Mega Man & Mega Man X at this moment. Being able to play X4 & X8 on the go is awesome. Of course X1-X3 are perfect as well.
And of course the legacy collection is great. Posted on: 12 August 2018, 23:25:40 Jump Saver Mode Gameplay https://www.youtube.com/watch?v=2fRb04xo2uE&t=155s Looks like you have to see how little you jump when clearing a stage. Not sure what the point is, but neat I guess. Title: Re: Mega Man 11 Post by: TheRedPriest on 15 August 2018, 14:25:13 Did you see the jumpless run on Super Mario Odyssey? The game has a jump counter in it to tell you how many times you jumped.
Title: Re: Mega Man 11 Post by: NovaMan XP on 31 August 2018, 17:40:16 Impact Man Trailer (https://youtu.be/bur7A72tO9c)
Title: Re: Mega Man 11 Post by: Xero on 31 August 2018, 18:13:40 I like his weapon. That pile driver is like an air dash for Mega Man
Does he have a french accent? Title: Re: Mega Man 11 Post by: TheRedPriest on 31 August 2018, 18:45:50 There is a bit too much "transforming" for my liking from what they've shown between Block Man and Impact Man. Not a fan of that when done to that level of them turning into a giant #####ing stage boss size.
Title: Re: Mega Man 11 Post by: LCrazy11 on 1 September 2018, 11:55:18 watch out he's a Japanese transformer! you can tell because he yells transform and turns into a weird floating shape
Title: Re: Mega Man 11 Post by: Xero on 1 September 2018, 17:13:29 Aren't we supposed to be getting a demo?
Title: Re: Mega Man 11 Post by: NovaMan XP on 4 September 2018, 16:07:27 In Japan Impact Man is known as Pile Man. Which explains why his move is called Pile Driver...
Title: Re: Mega Man 11 Post by: TheRedPriest on 4 September 2018, 20:29:05 That's pretty close to Pie Man.
Title: Re: Mega Man 11 Post by: Mikero on 5 September 2018, 20:08:07 Does he have a french accent? He does roll his R's but that's not a french accent, or if that's the attempt it's pretty bad (whether they're trying France, Quebec... Haiti, none of those sound like that). I've seen people say he sounds like an overdramatic and over-stereotypical Scandinavian (aka Tornbjorn from Overwatch). To be honest I wouldn't be surprised if the accent was trying to be Turkish or something either. Regardless, I hope I can mute that #####. He's delivering lines like every dwarf in every fantasy film ever. Title: Re: Mega Man 11 Post by: NovaMan XP on 7 September 2018, 01:19:11 Demo is out on Switch now, PS4 and Xbox One tomorrow.
Also, Bounce Man. Title: Re: Mega Man 11 Post by: Xero on 7 September 2018, 02:36:53 Downloading the demo now. Will post opinion once finished.
Posted on: 7 September 2018, 01:09:21 Played the demo, the games controls are tight and responsive as they should be. Feels like a classic Mega Man game. The game does push your ##### in hard, but it's still manageable. You don't need to really use the gears at all. I did game over since I'm a little rusty, but all in all I'm satisfied. Title: Re: Mega Man 11 Post by: NovaMan XP on 7 September 2018, 04:03:13 I got a game over twice, one near the end of the level, and second I got to Block Man with no health and no lives... went down to casual and then beat it. Thankfully casual seems to only lessen how much damage you take and doesn't change the stage design.
Overall, it seems fun. I'm a bit tired of games having lives systems though. Title: Re: Mega Man 11 Post by: SB on 7 September 2018, 04:47:58 After playing the demo on my Switch, I feel the game is suffering from the same flaws that make me unable to fully enjoy MM8, such as the lackluster music, graphic style throwing gameplay off at points that would be spot on with the original looks, as well as just feeling like a $30 game. Also encountered two points in the demo that are very much dick moves meant to kill unaware players, which are not "ups and downs" from pits, so that's a great way to sell their product. One point involves an enemy that spawns and rides over a cliff edge, but respawns if you back up just a bit to re-allign your jump after the first major puzzle area, and before that was an otherwise impotent enemy with a hammer on a belt. Possibly a third if you get screwed by the new physics while doing the second block puzzle and the game registers you in a different spot from where you should be when jumping up to blast a way out.
I refused to use the gears and was pleased that beating the stage was possible, though from all the clips out for MM11, it's obvious the game is designed for their use in core stage elements to make them much easier. Same deal with the boss himself, as his cues were a bit too fast to regularly dodge at a certain point during the fight. I agree with Nova that lives should have been discarded by this point in time along with the yoku blocks, since old design for the sake of it doesn't really function in this age of platformers. Getting to the end of an otherwise longer than needed stage just to die to the boss and restart it all over again isn't flowing too well with me after sinking time into the X Collection and having the later games start me back at a check point upon retrying. If X7 can get it right and start me right back at a boss, then I hope that the final product does as much. Also noticed that Super Guard item that halves damage for a stage, so expecting either MM7 Wily Capsule-tier fight at some point or sadness for such an item to exist. tl;dr - I went in expecting another solid MM9 or MM10 after nearly a decade, and instead had something more akin to MM8 / MM&B due to the new gear system and art style making it hard to judge hit boxes. Title: Re: Mega Man 11 Post by: TheRedPriest on 7 September 2018, 06:35:04 It's not the art style, it's the fact it's in 3D. The art style doesn't help though. MM8 also was difficult to judge edges and what not due to the art style, just imagine if it had been in 3D as well (the ps1 x games also suffer from this, though not quite as much).
Title: Re: Mega Man 11 Post by: Xero on 7 September 2018, 10:19:23 Beat the demo.
Impressions +Controls are very responsive and tight. +You don't need to use the gears at all. They are useful in situations, but are not forced upon you. +Level design is good, you know what's coming when you see it ahead of you. Any time you get hit or die, it's your fault. No bull##### suprises +Weapons are MM9 levels useful. Pile Driver is great for getting hard to reach items when horizontal distance is concerned. Thunder Scramble is great for enemies above and for those wheel enemies. +Rapid Fire is an option and tears though enemies and mini-bosses +Boss has predictable pattern that you can memorize thus following the classic boss formula +Voice acting is decent, but you can turn off the voices or even change to Japanese voices if you wish -Gears are "Press" and not "Hold" so you have to press it again to turn it off. A bit of an annoyance. -Knock back is a bit of an ass so if you get hit by a pit, you're as good as dead. Thankfully there will be a power part that will prevent knock back when hit so it's forgivable. -Boss Power Gear is hard to dodge but I probably need to fight him a few times. Why it doesn't let you slide under him is beyond me. -Music is meh and samey. Or at least I dislike the choice of instruments. -Minor nitpick but Mega Man's walking and ladder animations are a bit jarring -You don't transition in the air when going through a boss door. Game is #####. #####ING DROPPED But I kid, This game is going to be MM8 tier. And I liked MM8 so I'm happy. Then again I probably have ##### taste since I like X8 and the ZX series :D Title: Re: Mega Man 11 Post by: TheRedPriest on 7 September 2018, 14:21:25 Then again I probably have ##### taste since I like X8 and the ZX series :D Can confirm. Title: Re: Mega Man 11 Post by: NovaMan XP on 7 September 2018, 23:28:49 I think my biggest disappointment is the music being kinda bland. Control wise the game seems fine... aside from some possible input lag, at least on Switch. I'll have to try out the demo on PS4 to see if it runs better or not.
Either way, I'll probably give up and play Casual mode in the full game because I don't have enough time to be replaying whole levels because of a game over anymore. Especially since the levels are rather long. Also... Bounce Man is known as Rubber Man in Japan... I think it's safe to assume why they changed the name. Posted on: September 07, 2018, 01:40:15 PM So, Casual in the West is Advanced in Japan... so Casual is actually Normal and Normal is actually Hard. No wonder enemies hit for a #####load when I played it. Casual it is for me then... Title: Re: Mega Man 11 Post by: Xero on 8 September 2018, 00:59:31 I did it on Normal mode. Wasn't really difficult once you get use to it. Also it helps to turn on Rapid Fire and map it to a button. Makes mince meat of everything including the mini boss.
Title: Re: Mega Man 11 Post by: NovaMan XP on 8 September 2018, 02:11:26 I ended up switching the Gear buttons with weapon switching because I don't like using ZL and ZR for switching weapons at all... and I did have Slide mapped to A like the Complete Works games, though I never used it, so maybe I'll map Rush Coil to it and then have X be Rapid Fire...
Title: Re: Mega Man 11 Post by: Xero on 8 September 2018, 09:39:28 Also you don't really need to use Rush in this stage. The E Tank can be grabbed by using the Pile Driver and dashing over to it. I thought that was awesome.
Title: Re: Mega Man 11 Post by: ChaosVortex on 8 September 2018, 11:07:38 I played the Demo at PAX (seen here (https://www.youtube.com/watch?v=yDX_xfTL16A)) and what's not shown here is the day prior, I was cocky and tried Blast Man, only to keep dying to the mini boss 3 times.
My deaths were because the CAPCOM reps there hand you a terrible PS4 Mini controller for little tykes to play a modern day re-imagining of something brutally expected aimed at 20+ year-olds at an event literally crammed with 30+ year-olds. Seriously, where was the start button on that thing? It's a tiny black button, and where I'm playing isn't exactly well lit. Blaming the controller aside, I tried Impact Man the next day for footage as seen in the link above, as it was the level least covered among the four bosses we had to select from. I died from poor controller into a spikes, then the rest were my bad involving pits. Then one last death into spikes cause I thought, "##### it. Let's demonstrate the weapons on camera" in an area where I really shouldn't have. Dying in pits also comes from the knock-back when taking damage. It's absolutely brutal in this one. If you're at the edge of a platform, prepare to drop straight down without a thought. Everything is solid so far. I'm forgiving the 3D design for now until I get an overall picture of the direction they're going with it. As for the music though, it's kinda lackluster. At least it was until I put the headset down at PAX and walked away, then bits and pieces of the song was a tad catchy. Difficulty-wise it is good, but I do have some more negative opinions I am choosing to withhold until I live stream it on release ASAP. Until then, I'm practicing the hell out of Block Man's stage to the point where I WILL be embarrassed if I choke. And to anyone who remembers me beating Mega Man 10 and getting number one on the leaderboards (temporarily): Yes, I am intending to do that again. I don't know if there's even going to be a leaderboard this time, but I don't care. I wanna beat this as faster than anyone else's blind attempts, cause you only get one shot at it. Although... having played three stages already isn't exactly 100% blind... I am aware. Title: Re: Mega Man 11 Post by: Xero on 8 September 2018, 14:08:05 My only real complaint is the music. I doesn't sound Mega Man to me. Every other issue is minor nitpicks that can be overlooked. Everything else is top notch.
I really hope this sells well. Title: Re: Mega Man 11 Post by: Speed Racer on 8 September 2018, 16:23:06 Downloaded the demo last night on my Xbox One, will be playing it this evening. Not thrilled with the $30 price tag.
Title: Re: Mega Man 11 Post by: Xero on 8 September 2018, 18:09:02 Be thankful it isn't $59.99.
I just hope we get extra hidden content aside challenge modes and what not. And I want a #####ing proper boss fight with Bass. Bass's whole motivation was to prove he was the strongest and he just was nowhere in 9 and playable in 10 as his own character. The rivalry needs to continue. Title: Re: Mega Man 11 Post by: ChaosVortex on 8 September 2018, 21:13:40 I really hope this sells well. Not to sound like advertising/bragging or anything but if you could, take a look at my Youtube channel for a quick second. Look at the views of videos and my low subscriber count. In particular, look at the PAX videos. The videos gathering the most attention are Mega Man 11, Jump Force, and Super Smash Bros Ultimate. There is also comment activity in those three if you wish to compare those, but comparing view count is easier. Given my low sub count, and the amount of attention Mega Man 11 is getting, it's safe to say people are checking that video out NOT because of the content creator, but the content itself. Also to add that everyone I've heard who has played the demos, has made positive reviews. In short, it IS going to do well. You don't even have to hope. Also: Part of it's success I think has to deal with something CAPCOM has coincidentally done that they should have been doing for years. Part of the hype around this game is akin to Mega Man 9, where there was a waiting period between Mega Man games and NOT a release every year or two. Title: Re: Mega Man 11 Post by: Xero on 10 September 2018, 12:00:23 The thing with Mega Man is that despite how good it is it just never sells well. I keep thinking it is because it was never advertised properly back in the day (The Japanese would get adverts while the US and Europe were more or less left in the dark. Only a handful of Mega Man games made it over 1 million.
Seeing how the US and Europe are actually advertising the game (Not to mention Nintendo, Sony, and Microsoft themselves), it's appears to be getting a lot more exposure. Could this be the first Mega Man game on its own (Not including re-releases) that breaks 2 Million? I hope so. Title: Re: Mega Man 11 Post by: TheRedPriest on 10 September 2018, 14:20:56 2 Million? Pfttt. Capcom is planning on this baby to sell over 10 million copies. That's a low estimate too. Of course if it doesn't meet that very reasonable sales goal it will obviously show no one cares about Mega Man and it's a dead end franchise and the entire effort was a waste of time and resources.
Title: Re: Mega Man 11 Post by: Mikero on 10 September 2018, 14:35:18 And I want a #####ing proper boss fight with Bass. Bass's whole motivation was to prove he was the strongest and he just was nowhere in 9 and playable in 10 as his own character. The rivalry needs to continue. Totally agree. Bass was set up to be the Vegeta of this series and they just kind of bailed on it. It's a bummer. Bass has one of the best character designs in all the MM franchises. Have yet to play the demo because I've been swinging around NYC... Title: Re: Mega Man 11 Post by: TheRedPriest on 10 September 2018, 14:49:19 A swinger's life isn't all it's cracked up to be my friend, believe me. You're better off with Mega Man.
Title: Re: Mega Man 11 Post by: Xero on 10 September 2018, 15:12:25 2 Million? Pfttt. Capcom is planning on this baby to sell over 10 million copies. That's a low estimate too. Of course if it doesn't meet that very reasonable sales goal it will obviously show no one cares about Mega Man and it's a dead end franchise and the entire effort was a waste of time and resources. Well you're just a ball of sunshine ain't ya :D Title: Re: Mega Man 11 Post by: Mikero on 10 September 2018, 20:17:19 A swinger's life isn't all it's cracked up to be my friend, believe me. You're better off with Mega Man. Until I play the demo and know for sure, I think the assured safety of thwips is better than the potential pews. Title: Re: Mega Man 11 Post by: Xero on 14 September 2018, 15:10:52 Been playing the demo some more and I'd like to remove one of my nitpicks.
Even the bosses powered up form has easy telegraphed attacks. It just took some time to figure out. Block man can barely touch me now. Bounce Man's stage and theme is Cute! CUTE! But the boss that would most likely be Acid Man looks the best by far. Like Snake Man levels of awesome. Posted on: 12 September 2018, 09:27:56 The amiibo functionality is #####ing #####. It better do more than just give me a free daily item. I could have used my Mega Man Smash Amiibo instead. Title: Re: Mega Man 11 Post by: NovaMan XP on 14 September 2018, 16:48:04 I was only getting the amiibo for collecting purposes anyway, I've never been a fan of locking content behind amiibos.
Title: Re: Mega Man 11 Post by: Mikero on 14 September 2018, 16:50:39 I don't care about the amiibo thing much, I personally just think it was better in past games that E-tanks weren't just given out so plainly.
Title: Re: Mega Man 11 Post by: Xero on 14 September 2018, 17:19:55 I'd rather just get my E-tanks the right way.
Title: Re: Mega Man 11 Post by: TheRedPriest on 14 September 2018, 17:36:46 From Dr. Wright?
Title: Re: Mega Man 11 Post by: Xero on 14 September 2018, 17:55:42 Yeah. But every time I go to him he keeps trying to solicit me to become the mayor.
Title: Re: Mega Man 11 Post by: Mikero on 14 September 2018, 18:25:11 The Wright* way
Title: Re: Mega Man 11 Post by: TheRedPriest on 14 September 2018, 19:45:57 I DEEPLY disappointed they didn't add Dr. Wright to Skylines: Cities for Switch.
Title: Re: Mega Man 11 Post by: Xero on 14 September 2018, 20:07:51 It's funny that he is in Smash.
Isn't Dr.Wright a Maxis property? Title: Re: Mega Man 11 Post by: Mikero on 14 September 2018, 20:41:18 I believe he's owned by Nintendo, as he was created specifically for the SNES version of Sim City. Plus a character based on him appeared in a couple Zelda games.
Title: Re: Mega Man 11 Post by: LCrazy11 on 16 September 2018, 10:23:15 i just tried the demo on newcomer and it was a lot of fun
Title: Re: Mega Man 11 Post by: Xero on 16 September 2018, 17:51:37 Newcomer is too handholdy, in my opinion. Play on Casual if you want to start.
Title: Re: Mega Man 11 Post by: NovaMan XP on 17 September 2018, 01:31:37 Newcomer is fine, honestly. It doesn't change the stage design at all, unlike Easy Mode in Mega Man 10. Aside from Beat saving you from pits and taking less/dealing more damage, it's the same game.
Personally, I'm going to play Casual so I can take my time and enjoy the game instead of getting frustrated. I'd rather save my normal run once I know everything the game is going to throw at me. Besides, I'm playing it on both PS4 and Switch so I'll do one Casual run and then a Normal run. Title: Re: Mega Man 11 Post by: ChaosVortex on 17 September 2018, 12:46:13 Newcomer just means spikes and pits don't kill. If you fall into a pit it can be abused with invincibility and fly anywhere in the room. Plus an Energy Balancer.
The others just modify how many lives and whether you have an Energy Balancer or not. Title: Re: Mega Man 11 Post by: Majikn on 18 September 2018, 07:44:44 When I played Mega Man 10 I did Proto Man on normal, then Mega Man on hard. I was definitely bad at abusing Proto's shield so while it made the game easier for some, that wasn't the case for me. The double damage really hurt.
I loved that game though I had plenty of game overs. For me that was just part of the experience, because overcoming the challenge really added to my enjoyment of it. I'm not sure how I'd feel about the difficulty now. I'm definitely more of a casual gamer today than I ever have been, but I think if the controls are as tight as I would expect then I'll enjoy the difficulty. Title: Re: Mega Man 11 Post by: Xero on 20 September 2018, 02:16:37 New Robot Master: Tundra Man
https://www.youtube.com/watch?v=qjFQdUcoJhM HOLY ##### HE'S #####ING PERFECT!!! Title: Re: Mega Man 11 Post by: NovaMan XP on 20 September 2018, 07:00:54 And the last Robot Master is Acid Man. Now we know them all.
Mega Man 11 is so close... hoping the Final Stages are interesting. Title: Re: Mega Man 11 Post by: Xero on 20 September 2018, 11:07:50 Those feet on Acid Man look strange.
But I love Tundra Man's design and personality. It looks like Acid Barrier is the token shield weapon and is the same usefulness in the vain of Jewel Satellite and Rolling Shield. I don't think there are any bad weapons this time. Title: Re: Mega Man 11 Post by: Mikero on 20 September 2018, 13:36:47 Didn't expect to like Tundra Man but he's cool. I didn't really dig the design intially but now seeing that he's a figure skater it all works well. I don't know if the weapon you get from him is really appropriate to his character--That spinning move or the skating dash would have been better (especially the dash because that could give MM a more X-like momentum move), but it's all good.
... I still don't like the RM's talking constantly during the fight. Title: Re: Mega Man 11 Post by: Xero on 20 September 2018, 13:46:35 You can turn the voice acting off as it is its own separate option from sound and music.
And it reminds me of MM8 so I'm cool with it. Title: Re: Mega Man 11 Post by: TheRedPriest on 20 September 2018, 15:54:19 The bit of what I would presume to be Tundra Man's theme in his video didn't really strike me as very "ice/cold/frozen" as well as other ice themed robot masters. Kind of disappointed.
Title: Re: Mega Man 11 Post by: Xero on 20 September 2018, 16:41:28 Probably because they're using the same instrument synth for every theme which is a let down. This would have been acceptable if it was an 8-bit game but sometimes trying to follow the nes games with limitations when making a game up updated everything doesn't always work. The music needs more instrument variety than just techno rave synths.
Title: Re: Mega Man 11 Post by: Mikero on 21 September 2018, 17:43:40 You can turn the voice acting off as it is its own separate option from sound and music. Good to know. I still haven't played the demo or anything to see. Title: Re: Mega Man 11 Post by: SB on 22 September 2018, 00:25:17 I've been mulling over the possibility of just what kind of final boss this game will grant, given the demo couldn't strike a good balance between the gears and going gearless, and I'm thinking we may get another MM7 Wily Saucer kind of death match going as a result. Not an exact replica, but rather something cobbled together from Inafune's monster that might be nearly too fast and hard without gears but still a decent challenge with stuff like time slowing during certain moves.
Can't wait to find out what it is on the 2nd, as well as the missing $30 worth of DLC to fill the price point out. Title: Re: Mega Man 11 Post by: NovaMan XP on 22 September 2018, 04:10:06 Can't wait to find out what it is on the 2nd, as well as the missing $30 worth of DLC to fill the price point out. The sad part is how this is basically guaranteed. But at the very least the main game itself should be fun overall. I forget to use the gears, but a lot of my deaths probably could've been avoided by using them... Title: Re: Mega Man 11 Post by: Xero on 22 September 2018, 12:30:00 Just give me Bass and Protoman. The game feels incomplete without them. Duo would be a nice bonus, but Bass and Proto are necessary.
Title: Re: Mega Man 11 Post by: LCrazy11 on 22 September 2018, 18:48:38 you could make them play differently than before like this:
protoman: same as megaman but with the shield jump and instead of charging he holds his shield in front of him, and he does not take double damage like in 9 and 10, power gear will let him charge and speed gear will work same as rock, also give him item 1 to work the same as rush coil bass: same as 10 but instead of a spring he can air dash and double jump, (he cannot air dash upward like the x3 armour) power gear turns his rapid fire into a high damage beam the ignores i-frames but over heats fast, speed gear will not slow down time but instead let him air dash unlimited times without hitting the ground give all characters a super adaptor/treble boost ability, time protoman gets one Title: Re: Mega Man 11 Post by: NovaMan XP on 23 September 2018, 01:15:57 Build the game for Mega Man, and then just let Proto Man and Bass break everything with their abilities.
Proto Man should have a shield ram dash instead of sliding, and Bass should have his double jumps back, yeah. Roll could be added too, and use a melee weapon like in Powered Up except faster and more combo friendly like Zero. Title: Re: Mega Man 11 Post by: ChaosVortex on 24 September 2018, 08:50:30 Been practicing and learning to optimize on Block Man for when I go tackle the whole game blind as fast as possible. If anybody wants to see three runs on that, this is for you (https://youtu.be/qXgTvdiIdiM). I'll be hitting up more live on twitch this weekend.
Title: Re: Mega Man 11 Post by: Mikero on 24 September 2018, 15:14:41 I would actually prefer if a character could wall-jump over double jump.
Roll should work like a Dustforce character. given the demo couldn't strike a good balance between the gears and going gearless, Lost power for a few days this weekend so I finally cracked open the demo and this was my big issue. I don't really want to use the gear system, but I felt very much forced to. Title: Re: Mega Man 11 Post by: ChaosVortex on 24 September 2018, 17:48:02 I don't know. I'm able to handle the demo gearless. In fact at PAX, I tried to avoid it as much as possible because I knew of a downside but wasn't quite understanding what that entailed. I just assumed double damage. Once the demo came out, I understand the downsides. The cooldown for a single gear is only being forced to wait it out. There are no other cons, so there is no risk-reward system. You either abuse them or you don't.
The double-gear however is a separate issue. Designed to be a last resort, if it cools down, you're most likely absolutely #####ed. No better way to put it. Good luck firing one buster shot and no charge for a while. Other than that, you can probably do all eight bosses minimum without any gears unless you're trying to be fast. To be fast, the Power Gear is the best and most abusive. The Speed Gear is really for those who want to be on the safe side. You can't handle the platforming of a section so you need it "toned down" for a quick second for example. It's definitely the "handicap gear" in my honest opinion. The gears however do drastically change how bosses work. I'm not even sure weakness weapons are even effective anymore, which would be detrimental to the series if this is the case. Hopefully you can do the game without gears, but we all know CAPCOM expects mastery of your abilities unlocked by the time you play the Wily levels. This is why weapons are necessary to progresss in Wily Levels like Mega Man 2, Mega Man 9, etc. Posted on: 24 September 2018, 16:22:46 Not directly related to the game, but check out some good "demake" music tracks people have made. I would love to see an 8-bit version of this game like they did with MM7 and MM8. Main Theme (https://www.youtube.com/watch?v=XDvM_BFNJao) Stage Select (https://www.youtube.com/watch?v=v1r7g563Kss) Fuse Man (https://www.youtube.com/watch?v=1lCqzpnBmPc) (This guy in particular works on several tracks for Mega Man Maker) Block Man (https://www.youtube.com/watch?v=bhYeE0Jds-8) Boss Battle (https://www.youtube.com/watch?v=62kyFdn4Qi4) There are of course others, but I feel they're usually trash compared to these. Title: Re: Mega Man 11 Post by: Mikero on 24 September 2018, 18:55:58 That part were you're trying to jump on all the falling the blocks feels like they really just want to make you use the speed gear. It's certainly doable without, but it's obvious they want me to play that way and I don't like the way that kind of design feels. Otherwise the demo is decent.
Title: Re: Mega Man 11 Post by: ChaosVortex on 24 September 2018, 19:27:59 I thought the same at first at PAX, but given they give you Rush Coil and given the assumption they would probably design the game to be "gearless", I was fine with it. The levels so far don't really force you to use gears, but Block Man seems to be the choice level for demo and introducing players to mechanics through good level design. This can all change by the time we see Wily levels though, so it's too early to judge the game based on the demo alone.
If I were to bash on the whole gear mechanic in some sense, it's definitely boss battles. The Block Man fight can be summed up in 3 phases. Given the second phase, it doesn't feel so much as a "recommendation" to use the gears, but more like a salesman at my door trying to sell the mechanic to me. The first phase: Normal boss battle with a pattern just like your classic Mega Man. The second phase: HEY GUYS I HAVE A POWER GEAR. REMEMBER YOU HAVE GEARS GUYS. LOOK AT MY POWER GEAR. POWER GEAR. The third phase: Desperation attack, which isn't too new. It's welcoming. Except for Block Man, that's all he does. Hopefully that's just because he seems to be a very weak and desperate type of character. Title: Re: Mega Man 11 Post by: Xero on 24 September 2018, 19:58:00 I never used the gear against the boss since the Charge Shot is more than enough to damage him. Plus his attacks are so easily telegraphed. It took awhile to figure it out
Title: Re: Mega Man 11 Post by: TheRedPriest on 24 September 2018, 20:36:46 I never used the gears either. I really don't think you need to. Though the game is designed to make parts a LOT easier if you do use them.
Title: Re: Mega Man 11 Post by: Teelio on 24 September 2018, 21:27:29 The demo was fun to sample. I believe the Double-Gear system is the extra sandwich layer on top of an easier difficulty for players that may be highly rusty or just newcomers to the series itself. I believe somebody already made that statement earlier...
Enjoying what seems to be levels with much more length and extensions to them than past installments. The frequent save points may be a blessing or a curse, depending on how well you enjoy challenge and/or repetition. Title: Re: Mega Man 11 Post by: Xero on 25 September 2018, 13:51:06 I just wish there was a way to turn off the gears. I don't want to "accidently" use them.
Title: Re: Mega Man 11 Post by: TheRedPriest on 25 September 2018, 14:09:06 Put spikes on your triggers then.
Title: Re: Mega Man 11 Post by: Mikero on 25 September 2018, 21:57:31 I like the longer levels but I think it's silly still have lives be a thing in 2018. It's like having a time limit. Something I like in modern games are when the game is tough but I can just keep going. Like Super Meat Boy. Though I guess it could be difficult to have a Mega Man game without limiting lives.
it's too early to judge the game based on the demo alone. Your point is sound but there's little else to do for now :D Gotta assume the whole wheel of cheese is the same as the sample. But having seen some others play the demo now I can see better how you don't need the gears. I may have over thought it, or just didn't put the time in. I just wish there was a way to turn off the gears. I don't want to "accidently" use them. A "classic" mode would be nice. You could even take off the power selection wheel and some other things just to give it an extra nostalgia feel without sacrificing anything. (And that would be a good place for a limit on lives too) Title: Re: Mega Man 11 Post by: ChaosVortex on 26 September 2018, 07:46:40 I just wish there was a way to turn off the gears. I don't want to "accidently" use them. ... I'm pretty sure you can just map your controller configurations to something else if you're THAT inclined. Speaking of gears, I thought killing this little guy (https://clips.twitch.tv/CreativeHelplessHamburgerPanicVis) NEEDED the Speed Gear but clearly I was wrong 15 minutes ago. Title: Re: Mega Man 11 Post by: Xero on 26 September 2018, 09:08:13 I just wish there was a way to turn off the gears. I don't want to "accidently" use them. Rapid fire is so satisfying to use. Almost makes charge shot obsolete Title: Re: Mega Man 11 Post by: ChaosVortex on 27 September 2018, 03:38:25 If you mean the rapid fire button, I have never used it. That's all me.
Assuming it's the same type of rapid fire from the Legacy Collection, it's actually slower than my manual trigger finger. Posted on: 26 September 2018, 22:36:17 If you guys want to see what I currently think is the most optimized fastest way to fight Block Man, here is roughly the quickest fight I've had of him: [spoiler] https://clips.twitch.tv/MushyGleamingZebraPRChase [/spoiler] Title: Re: Mega Man 11 Post by: NovaMan XP on 27 September 2018, 06:58:26 Rapid Fire in 11 is super broken on Newcomer since you don't have a limit to how many shots you can have on screen. It's kinda fun.
Title: Re: Mega Man 11 Post by: Xero on 28 September 2018, 13:57:38 Acid Man intro if anyone cares.
https://www.youtube.com/watch?v=mgCqOgIcNF4 Title: Re: Mega Man 11 Post by: ChaosVortex on 1 October 2018, 09:05:04 A MM11 Block Man Demo speed run as well, if anyone cares.
https://youtu.be/fq6LrpRmRTw Posted on: 29 September 2018, 13:04:27 Even faster Block Man: https://clips.twitch.tv/InterestingNaiveClipzKappaClaus Title: Re: Mega Man 11 Post by: Xero on 1 October 2018, 10:00:42 The review embargo lifts today.
I'm gonna say the game will receive a metacritic score of between 75 and 85. This game wont break any records, but it will still be a solid game overall. From the very least it will be much better than Mighty No. Nothing Title: Re: Mega Man 11 Post by: TheRedPriest on 1 October 2018, 14:35:38 Frankly, it doesn't NEED to break any new ground. It's Mega Man. That's what people WANT. They have subseries that play different or do different things if you want something different.
Title: Re: Mega Man 11 Post by: Teelio on 1 October 2018, 18:27:14 Metacritic gave the PS4 version an 81% while the Switch received a 79%.
GameSpot rewarded a 9/10 while IGN went for a 7.5 rating. Not terrible, I suppose. Title: Re: Mega Man 11 Post by: Xero on 1 October 2018, 18:37:55 I figured as much, but that's very good for a Mega Man game.
Title: Re: Mega Man 11 Post by: ChaosVortex on 1 October 2018, 19:33:38 I don't trust reviews from websites that can't bother to finish a Crash Bandicoot game, claims Mario is "a hard series", doesn't know whether Sonic sucks or not, but treats Call of Duty like the holy grail of gaming.
You can ask me what I think about it later today, cause today is bustin' day! (In 9 hours) Title: Re: Mega Man 11 Post by: NovaMan XP on 1 October 2018, 21:00:16 Honestly, a 7.5 isn't even bad. People seem to view anything under an 8/10 as awful or unplayable for some reason though...
Title: Re: Mega Man 11 Post by: Xero on 1 October 2018, 23:00:23 But then you have reviews like this.
https://www.slantmagazine.com/games/review/mega-man-11 I know it's bait but still pisses me off. Title: Re: Mega Man 11 Post by: ChaosVortex on 2 October 2018, 02:54:11 I literally came to post the same article. I haven't even played the game yet and could tell it was a load of horse manure.
Posted on: 2 October 2018, 01:12:59 I will be live now to play Mega Man 11. After I'm done, I'll be back here to drop my thoughts on everything. Title: Re: Mega Man 11 Post by: Majikn on 2 October 2018, 03:33:28 I'm never having what that guy's having.
At least he gave ample information as to how much I ought to value his opinion. I refuse to get cranked up to 11 over how a video game is rated, though. Title: Re: Mega Man 11 Post by: SB on 2 October 2018, 05:56:06 For those that are curious for the Steam release and still wish to save money, GreenManGaming has a 23-25% off code for preorders and will likely still run discounts for the next week or so. I would imagine the bulk here will be getting it on the Switch or PS4, but there's always the occasional outlier.
Thanks to all the embargo talk and people rushing to get their MM10-tier gameplay out to the Youtubes with early copies, my hype has actually amped up a bit more due to there being some specials in the extra menu that nobody has unlocked at this point in time, which probably means a romp through the hardest difficulty modes and the gearless mode that has me hoping for a thrill much like unlocking Protoman in MMPU back at US launch. Even if it's not that, there is still the matter of the teased Anniversary Costumes from the earlier promos such as Star Force skin and the like that has gone under the radar. I'm hoping there's something there beyond "Piano Preorder DLC" and a barebone $30 price tag. Title: Re: Mega Man 11 Post by: ChaosVortex on 2 October 2018, 06:00:01 Nintendo Switch's E-Shop service sucks.
Gamestop sucks. PS4 won't capture. https://youtu.be/z0g2bMLCxk4 I have to ASSUME the game releases on Nintendo's end in 3 hours... even though it's already released everywhere else. Title: Re: Mega Man 11 Post by: SB on 2 October 2018, 07:03:31 Nintendo Switch's E-Shop service sucks. Whoever helms the eShop for Capcom releases on the Switch needs to be given a parade where they're dragged out into the street and beaten like a pinata, since they pulled this with MHGU as well and made it clear this system is busted, while every major Nintendo release gets midnight EST / 9 PM PST releases. Now I'm just hoping that it's indeed mightnight on the west coast before they unlock it, since the hunter community was afraid we'd have to wait til noon the next day due to it not being a first party title. Now I'm just watching a certain Matrician play through on Super Hero Mode to burn time until the game unlocks. Title: Re: Mega Man 11 Post by: Xero on 2 October 2018, 09:44:52 Listening to the music while I wait for after work to pick 11 up from #####ING GAMESTOP.
Tundra Man's theme is the best by far. The other themes are nice, BUT are marred by the poor use of instruments, or lack their of. The composer needed to use different instrument variety. Hopefully the instrumental versions with the preorder will be better, but holy ##### Tundra Man's theme gave me chills. Pun very much intended. Title: Re: Mega Man 11 Post by: TheRedPriest on 2 October 2018, 14:42:10 IT'S MEGA MAN 11 DAY!!! We have to RUSH to Gamestop to get it! We don't want to ROLL in late and miss it! We are going to ROCK some fun tonight! I BASS this on what I've seen so far, of course, but I will definitely BEAT the game!
Title: Re: Mega Man 11 Post by: ChaosVortex on 2 October 2018, 15:24:21 On the Nintendo Switch version, I finished beating the game, beating the game on Super Hero mode, and I'm #1 on multiple Time Attacks (temporarily)
I made sure to snag Block Man too. 3 minutes and 30 seconds. I'll have video footage uploaded soon, or just check the VOD on twitch. Title: Re: Mega Man 11 Post by: Xero on 2 October 2018, 15:32:38 How does it rank among the Classic Series?
Title: Re: Mega Man 11 Post by: TheRedPriest on 2 October 2018, 17:19:16 My guess is it won't dethrone 8 as the "worst" Classic game. I'm betting I will rate it solidly in the middle overall. Depending on the music, maybe lower middle.
Title: Re: Mega Man 11 Post by: NovaMan XP on 2 October 2018, 17:55:15 I've only played through 4 Stages so far because lolwork but so far it's fun. I'd say it plays better than 8, but might be inferior in stage design. I'll have a better opinion when I've played for more than an hour...
Title: Re: Mega Man 11 Post by: Mikero on 2 October 2018, 19:49:37 I'mma wait a bit to get it but I'm glad it's not horrible. Stage design is a big thing though, and I wasn't impressed by the demo in that way. I don't trust reviewers full-stop, so I like hearing what you guys say about it.
Title: Re: Mega Man 11 Post by: Teelio on 2 October 2018, 20:58:01 Mega Man 11's voice-acting is a sure far cry from 8's. It's not perfect, but nowhere near as hemorrhoid-inducing as 8.
The level design is extensive as hell. Though there are many elements that would encourage the Double-Gear ability, doesn't necesarrily FORCE you to use the perks, despite some added difficulty if you choose otherwise. 2 bosses down, and I can say this Mega Man title easily wipes floors with some of the past's inferior additions (7, 8 specifically) As a Mega Man fan, whether hardcore or casual, it's surely one not to miss. Title: Re: Mega Man 11 Post by: Mikero on 2 October 2018, 21:10:50 I actually really love MM7, don't see what other people dislike about it.
Title: Re: Mega Man 11 Post by: Xero on 2 October 2018, 21:26:37 imo, There has never been a bad classic Mega Man game. Even the "Worst" was still very good and enjoyable.
I loved them all and hopefully 11 will be no different. Title: Re: Mega Man 11 Post by: NovaMan XP on 2 October 2018, 21:49:45 I personally don't like Mega Man 5 or Mega Man & Bass but even so they're still decent. Mega Man 7 is great, I find it odd people think its bad.
Bounce Man's Stage is definitely the worst I've played so far though. Title: Re: Mega Man 11 Post by: ChaosVortex on 2 October 2018, 22:17:06 I'll give my full opinion on the game later. I'm actually still exhausted.
Here's my full blind speedrun: [spoiler] https://youtu.be/tXcGFnaXQTY [/spoiler] My first time speedrunning Super Hero Mode will be coming soon... ... and it's even faster. My Block Man time attack: [spoiler] https://www.twitch.tv/videos/317620967 [/spoiler] At the very least, DO watch my Time Attack attempt. Title: Re: Mega Man 11 Post by: Xero on 3 October 2018, 01:14:59 Just did Block Man (again...) and Acid Man.
I tried Blast Man's stage but the boss #####ing killed me. Also I love the gallery. It gives you detailed descriptions of the enemies and bosses. It even tells you where the robots were built!!! [spoiler]Tundra Man was built by Dr.Cossack[/spoiler] Title: Re: Mega Man 11 Post by: NovaMan XP on 3 October 2018, 02:34:35 I'm done with the 8 bosses and I'm at the end now, will probably finish it tonight.
[Spoiler]Wily Stage Select is pretty cool, didn't want to have to play every stage in a row once again.[/spoiler] Title: Re: Mega Man 11 Post by: TheRedPriest on 3 October 2018, 03:39:37 ##### Torch Man's stage. That is all.
Title: Re: Mega Man 11 Post by: NovaMan XP on 3 October 2018, 04:32:02 I just beat it, my thoughts, spoilers ahead:
[Spoiler]Overall the game is fun, but some stages and some sections are pretty tedious or cheap, which is unfortunate... The lack of both Proto Man and Bass is weird. Neither one shows up at all. Yellow Devil again, because why not... Most levels are pretty doable without the gears, but Acid Man's Stage has some pretty cheap spike traps laid about in later sections... Wily Stage 1 is also pretty annoying in general. [/spoiler] Basically, non-spoiler version: It was fun, but some of the stages aren't designed very well balance wise. Title: Re: Mega Man 11 Post by: ChaosVortex on 3 October 2018, 06:44:45 The Super Hero run I did:
[spoiler] https://youtu.be/xzZAQ9SaNgA [/spoiler] Fatso also informed me that none of my runs hold as a world record because people with advanced copies have sub hour records. So the only thing that my run holds value is it's probably the fastest blind run out there, which I'll take at least. Unlike MM9 and MM10, the playing field wasn't even when it comes to record holding. My Block Man Time Attack was beaten on the Steam release as well. 3 minutes and 4 seconds. But still, I was number one in several spots while I still could. Title: Re: Mega Man 11 Post by: Xero on 3 October 2018, 13:25:23 Finished Impact Man & Bounce Man stages.
Acid Barrier is a godsend. Especially on Impact Man's stage. I also noticed that items are permanently gone once you acquire them. Did that happen in 7 and 8? I know it didn't happen in the NES games or 9/10. Bounce man stage is FUN! FUN!!! Had little trouble with the bouncy balls. Reminds me of Spring Man's level in MM7. Posted on: 3 October 2018, 09:37:27 Fuse Man, Tundra, and Torch Man done. Tundra Man's stage was fun and the wind mechanic actually works very well with the stage. For anyone having difficulty with Torch Man's stage check the spoiler [spoiler]You can use tundra storm to temporarily halt the wall of flame for a good 5 seconds giving you ample time to distance yourself from it[/spoiler] Title: Re: Mega Man 11 Post by: Mikero on 3 October 2018, 13:30:18 I read the spoilers here 'cause I didn't really expect them to be plot based, which they aren't really, but I'll tag this just in case.
[spoiler]To be honest I'm not surprised about Bass and Proto Man not showing up. It honestly seems like any new installments we get to the classic franchise will shy away from moving the actual story further. Obviously, Mega Man is more about the gameplay but part of why we're STILL here talking about MM has to be attributed to the charm of that design and world building. Unfortunately, the last time we really had any evolution to the story beyond "bad robots! go kill!" was probably Power Fighters with it's Zero stuff. MM9 and MM10 do nothing to increase the lore beyond what we had in MM8, and for me that's kind of a shame. I don't need an MM game to be plot HEAVY, but it kind of sucks that every new Mega Man game doesn't have much other than the gameplay. It's not 1985, we can have both the solid gameplay and a nicer story than "uhh... Roboenza?" [/spoiler] Title: Re: Mega Man 11 Post by: Xero on 3 October 2018, 15:29:46 https://www.youtube.com/watch?v=d94YMRbnQmA
Why couldn't we have had 8-bit remixes instead of instrumentals? Title: Re: Mega Man 11 Post by: NovaMan XP on 3 October 2018, 16:08:41 I actually really like the piano themes much more than the originals, but unfortunately only the 8 Main Stages are changed... the rest is still the techno stuff.
Title: Re: Mega Man 11 Post by: Vinchenz Rock on 3 October 2018, 17:10:24 I've only beat 3 stages thus far but so far so good. Playing on Casual because I don't have time to replay stages but it is certainly a lot easier than NES games this way.
I skipped the demo so wasn't sure what to expect controls-wise but it's very solid. Feels very close weight-wise to the NES games. The knock-back feels a bit more harsh however. Rush Coil being on at all times is very good, though I miss being able to use the buster and weapon at the same time like in 8. Anyway, hopefully I'll be able to beat it tonight or get close. Title: Re: Mega Man 11 Post by: Teelio on 3 October 2018, 19:59:56 Knocked down 5/8 Robot Masters... Tundra, Torch & Blast Man remain.
I side with Nova on Acid Man's excessive spike traps. A few well-placed ones are fine, but man... Seemed like they were everywhere in the underwater portions. Some stages feel more drawn-out than others (Block Man's for example), but the sub-bosses add an extra fun challenge to the stages. None I've come across are too difficult. I am guilty of having to resort to the Speed Gear in a few situations.... Title: Re: Mega Man 11 Post by: Xero on 3 October 2018, 20:11:43 I have yet to use the Gears. But ##### me I die alot. Torch Man's stage is hell but with Tundra Storm it's doable.
Title: Re: Mega Man 11 Post by: TheRedPriest on 3 October 2018, 21:00:03 I spent a #####ing hour on Torch Man's stage. Finally beat it. I might save it for after Tundra Man's stage. The only two major issues I've had so far with the first 8 levels are with Torch Man's horse ##### insta death fire wall sections (3 of these #####ers), and the spike fest of Acid Man's stage. I only died in one section (that first one where you go down blindly into the spikes) and THAT section was just MMZ tier garbage stage design, but the other spike sections were just overdone and not necessarily badly designed.
Some of Bounce Man's stage bordered on aggravating rather than fun in lining up your bouncing. Some of Fuse Man's stage was a BIT overdone on dodging everything from every angle in parts. Other than that I think it wasn't too bad. I'm not digging the music so far, but I need to listen to it more to make a call. I don't hate it, but it's not really standing out to me. I think the inevitable 8bit remixes might fix that. Title: Re: Mega Man 11 Post by: Xero on 3 October 2018, 21:03:04 I think it's the instrument really. 8-bit would probably fix most. I really like Tundra Man, Acid Man, Fuse Man, and surprisingly Bounce Man's theme. But the synth is too much.
Title: Re: Mega Man 11 Post by: SB on 3 October 2018, 21:42:03 Between the composition and some of the "hidden power ups" being tied to repeat deaths, this game is reminding me more of the Gameboy entries. We have the piano variants of the songs that sound really good, yet the imported synth versions sound pretty meh ala MMII GB, and those power ups are straight out of MMIV & V GB.
I also have a sneaking suspicion that some of these stage hazards were made with a cheap editor program that may have survived from that Mega Maker-type game a few years ago, since stuff like Torchman's stage has some very simplistic but overly blocky designs. That, or they were forced to use MMPU to design some stage elements early and just expanded the screen size later on. Beyond all that, I'm surprised they snuck a new Cossack number into the mix, which is a neat easter egg in the boss entries for those keeping up with them. Title: Re: Mega Man 11 Post by: ChaosVortex on 3 October 2018, 22:58:25 Routing is already being worked on. According to fastatcc, we'll be doing Tundra first and then weakness order. Possibly work around to Acid and then Impact, given how necessary Impact's weapon is in the run.
Given this, I won't be jamming to Tundra's theme as often, since I'm going to probably get sick of hearing it from resetting in the run. Best not to ruin it early on. Title: Re: Mega Man 11 Post by: Xero on 4 October 2018, 01:20:24 The weapons in this game are fantastic. Best weapons in the series probably. Metal Blade and Jewel Satellite have some major competition.
Title: Re: Mega Man 11 Post by: Speed Racer on 4 October 2018, 03:49:26 Since Capcom has now made a bundle for Xbox available that includes MM Legacy 1 and 2, MMX Legacy 1 and 2, and MM 11 for $60...I'm now waiting for the next Capcom sale before I drop money on all of that.
Title: Re: Mega Man 11 Post by: TheRedPriest on 4 October 2018, 04:47:33 The weapons in this game are fantastic. Best weapons in the series probably. Metal Blade and Jewel Satellite have some major competition. NOTHING in 11 beats Metal Blade or Jewel Satellite. Torch Man's weapon in particular is hard to be usefull because of the fixed angle it has. Jewel Satellite is MUCH better than Acid Barrier. Title: Re: Mega Man 11 Post by: NovaMan XP on 4 October 2018, 07:31:47 Yeah, I do like Block Dropper, Tundra Storm and sometimes Scramble Thunder, but the rest of them are kinds meh or hard to use correctly.
No shield weapon will ever beat how broken Jewel Satellite was. Title: Re: Mega Man 11 Post by: LCrazy11 on 4 October 2018, 08:23:28 i haven't got the game yet but i feel like impact mans weapon from the demo (forgot what it was called) really helped in platforming, like an air dash that hurts enemys
Title: Re: Mega Man 11 Post by: ChaosVortex on 4 October 2018, 10:46:10 Hey, you know how stupid and bland Block Man's theme is?
Cosmic Gem made it better. (https://www.youtube.com/watch?v=TB5FzA_hz2Y) Title: Re: Mega Man 11 Post by: Xero on 4 October 2018, 10:48:09 The weapons in this game are fantastic. Best weapons in the series probably. Metal Blade and Jewel Satellite have some major competition. Torch Man's weapons can destroy enemies even shielded. Not only that but Acid Barrier power gear destroys enemies on contact and still lets you fire acid globs. They are good, but may not beat Metal Blade or Jewel Satellite. Title: Re: Mega Man 11 Post by: ChaosVortex on 4 October 2018, 10:56:52 I'd agree more with Rez. Yes, these weapons are better than Mega Man 10 as a whole sure. They have a lot of utility. But nothing beats the arsenal and balance Mega Man 9 had and the legendary status that Thunder Beam and Metal Blade have.
Also, I'm thinking about doing a stream where we just talk about Mega Man 11. Who would be interested in joining in on something like that and talk about it? I figured that would be best for me to formulate an opinion on the game. Title: Re: Mega Man 11 Post by: Xero on 4 October 2018, 13:49:03 I'd agree more with Rez. Yes, these weapons are better than Mega Man 10 as a whole sure. They have a lot of utility. But nothing beats the arsenal and balance Mega Man 9 had and the legendary status that Thunder Beam and Metal Blade have. I love games where I ENJOY using the weapons. MM9 and MM11 got it right. We need more games in the future like this. Especially in the X series. Posted on: 4 October 2018, 12:34:27 Also *Roulette Power Ups* *Becomes E-Tank when I grab it* :D :D :D Title: Re: Mega Man 11 Post by: Mikero on 4 October 2018, 15:22:34 My issue is a well composed musical score should sound good regardless of the particular instrument. I've heard great songs where all the actual intruments were swapped (for example instrumental to digital and vice-versa) and they remained great songs. I think "fixing" it b making it 8-bit is just a poor workaround, it just should be done right in the first place. It's unfortunate that it's even a conversation.
I also have a sneaking suspicion that some of these stage hazards were made with a cheap editor program that may have survived from that Mega Maker-type game a few years ago, since stuff like Torchman's stage has some very simplistic but overly blocky designs. That, or they were forced to use MMPU to design some stage elements early and just expanded the screen size later on. Now that you mention it I can see that. Certain parts felt a bit hastily put together and less designed in the demo even. Title: Re: Mega Man 11 Post by: TheRedPriest on 4 October 2018, 16:58:27 The weapons in this game are fantastic. Best weapons in the series probably. Metal Blade and Jewel Satellite have some major competition. Breaking shielded enemies is pointless if you can't line up the awful angle of the shot. There were MANY places where an enemy was below and infront of me that I wanted to take out, but I couldn't get to the right spot to hit the fixed angle Torch Man's weapon had, a few of them LITERALLY impossible to get to that spot (1 block wide stands between pits). Acid Barrier is subpar WITHOUT the power gear, and if you have to use a gear to make it as good as a base weapon from another game, it's not that good. Also, Blast Man's weapon is so god damn slow compared to the amazing Flash Bomb. It's so slow (moving, not even talking about the timer to blow) it's not really practical to use in fast fights or moving enemies. Having to use ANOTHER 2 button combo to detonate them early doesn't help either. Title: Re: Mega Man 11 Post by: ChaosVortex on 4 October 2018, 20:15:45 My issue is a well composed musical score should sound good regardless of the particular instrument. I've heard great songs where all the actual intruments were swapped (for example instrumental to digital and vice-versa) and they remained great songs. I think "fixing" it b making it 8-bit is just a poor workaround, it just should be done right in the first place. It's unfortunate that it's even a conversation. Cosmic Gem gave the song more spirit and skipped the unnecessary part of the composition that literally added nothing to it. Then he gave the song more of a spirit. Then skipped the ending sequence. It improved the song as a whole, 8-bit or not. Title: Re: Mega Man 11 Post by: Xero on 5 October 2018, 02:35:16 https://www.youtube.com/watch?v=reDXlPOcEC0
I want 8-bit remixes so badly Tundra Man & Wily stages sound so good. Title: Re: Mega Man 11 Post by: NovaMan XP on 5 October 2018, 04:24:20 Honestly I was a tad bit disappointed that there was only one Wily Stage theme, but I guess the song itself isn't bad so it's fine.
Kinda wish the piano tracks bonus remixed all the tracks, that'd be nice... Title: Re: Mega Man 11 Post by: TheRedPriest on 5 October 2018, 15:09:46 There were really only 2 Wily stages too, as 3 was just a hall and teleporter room and 4 was a quick cart ride and Wily Fight. The Wily Stages were REALLY lean on this, which is a disappointment. That said, at least the stage theme WAS pretty solid, so that helps. That begs the question though, if there was only one Wily stage theme, why not piano remix it so EVERY stage of the game had a remix with the bonus themes? You do the 8 Robot Masters but not the 1 Wily stage? Seems odd.
Title: Re: Mega Man 11 Post by: Xero on 5 October 2018, 15:34:15 Currently on Wily stage 2. I love the roulette power ups. E-Tanks for days.
Title: Re: Mega Man 11 Post by: NovaMan XP on 5 October 2018, 17:36:29 I wonder if the type of enemy decides what the roulette consists of, sometimes I see E Tanks but sometimes it's just regular life capsules or energy capsules. Or maybe it's entirely random.
Title: Re: Mega Man 11 Post by: TheRedPriest on 5 October 2018, 19:21:02 I haven't come across any roulette power ups yet.
Title: Re: Mega Man 11 Post by: Xero on 5 October 2018, 19:28:13 Normal mode has them. Are you doing Superhero mode?
Title: Re: Mega Man 11 Post by: TheRedPriest on 5 October 2018, 19:35:41 No, I started a casual run first.
Title: Re: Mega Man 11 Post by: Vinchenz Rock on 5 October 2018, 19:42:27 Beat the game last night. I only played it on Casual so it was pretty easy; honestly kind of wished I could play on Normal difficulty damage-wise with infinite lives; the biggest reason I only played on Casual was because I didn't want to replay levels.
Anyway, found it really fun! I think it's exactly an average Mega Man game (on-par with 4, 5, and 10) and level-design wise, it was really varied. They were really long stages compared to the older games but just long enough to not overstay its welcome. The mini-bosses were fun and the gimmicks were very much done in the style that this series has perfected. Acid Man & Bounce Man stages were probably the weakest stages, with Tundra Man being my favourite. Wily stage spoilers: [spoiler]Wily stages were a bit of a disappointment but considering how long the stages got it's probably for the best. Yellow Devil was hard but learning his pattern really made it satisfying when I beat him.[/spoiler] A lot of the weapons this time around are some of my favourites in the series! They all had a lot of utility to them, and thanks to the weapon switching being easier than ever I found that I used them way more than I did with the past games. Block Man's and Impact Man's being so useful that I was almost always using them, heh. I kept forgetting to use the Speed gear a lot of times so I mostly just brute-forced my way through a lot of some sections. The amount of damage you get in Casual mode made it really easy to do so anyway (shrug). Power gear similarly I just basically used on bosses when I remembered. They were nice utility but nothing rememberable. Oh, and the music was easily the weakest part of this game. I think the compositions are fine but the style & instruments make it really samey and forgettable. Anyway that's my scattered thoughts on this game, time to go back into hiding. Title: Re: Mega Man 11 Post by: NovaMan XP on 5 October 2018, 20:00:22 Honestly I played Casual for the same reason. Customizable difficulty in a game like this would be great. Would've preferred to play Normal but with infinite lives, but eh.
Title: Re: Mega Man 11 Post by: Xero on 5 October 2018, 20:09:40 My Mega Man rankings are as followed. Keep in mind that all of the games are good.
4 > 11 > 9 > 10 > 5 > 6 > 3 > 7 > 2 > 8 > 1 I'm having alot of fun with 11 and it's definitely in my top 3. Title: Re: Mega Man 11 Post by: NovaMan XP on 5 October 2018, 21:47:51 Mine would be something like:
7 > 2 > 1 > 3 > 4 > 10 > 9 > 11 > 6 > 8 > 5 Title: Re: Mega Man 11 Post by: Vinchenz Rock on 5 October 2018, 22:59:44 IMO:
7 > 9 > 2 = 3 > 10 > 11 = 4 = 5 = 8 > 6 > MM&B > 1 Something like that. MMIV (GB) and V would probably be between 9 to 10 while III > I > II would be around MM&B for me. Mega Man 7 is my absolute favourite, and it astounds me that it was made in such a short amount of time. But 11 ain't half bad! Title: Re: Mega Man 11 Post by: TheRedPriest on 6 October 2018, 00:50:31 The biggest weakness in 11 is the lack of endgame. There are essentially on 2 Wily stages, so the game never had much to offer once you had all your weapons, and it didn't give you a lot to work for to upgrade and have game left to use it all in. At the VERY least the Wily stages should have had 4 stages with the boss rush at the end of 4 and then a short 5th stage with Wily. Or 4 full levels with 4 bosses and stage 5 the boss gauntlet + Wily. The fortress stages were SEVERELY lacking in variety too. The single stage theme doesn't' help. I would have enjoyed a fuller fortress portion.
Title: Re: Mega Man 11 Post by: Xero on 6 October 2018, 01:59:31 Finished the game.
[spoiler]Game has new game+ or a free play mode like Maverick Hunter X and Power Up had where you can fight the bosses over and over again to your hearts content. In addition there are 2 power ups you can get in the shop. One gives you unlimited weapon energy so you can use the weapons over and over, and one that lets you use the gears without them heating up. Both cost 3000 bolts each.[/spoiler] Title: Re: Mega Man 11 Post by: LCrazy11 on 6 October 2018, 09:01:15 well blot grinding time it is! unlimited speed gear will be very useful
Title: Re: Mega Man 11 Post by: ChaosVortex on 6 October 2018, 09:20:47 [spoiler]
Yes, I already got those items. I'm grinding bolts at Wily 2 while sleeping by lodging the rapid fire button in my dresser, while unlimited Power Gear is active with Block Drop.[/spoiler] BTW, this is my first ever recorded RTA speedrun (https://www.twitch.tv/videos/319029530). Title: Re: Mega Man 11 Post by: Xero on 6 October 2018, 15:05:05 well blot grinding time it is! unlimited speed gear will be very useful Wily stage 2 is the best to grind. The conveyer belt and the Lyrics. Title: Re: Mega Man 11 Post by: TheRedPriest on 7 October 2018, 16:51:05 With the bolt part, you can get like 10,000 bolts in 5 minutes in Wily Stage 2.
Title: Re: Mega Man 11 Post by: Xero on 7 October 2018, 20:34:02 Doing Superhero Mode now.
It is actually a lot of fun. Makes you appreciate the double gear more. Title: Re: Mega Man 11 Post by: TheRedPriest on 8 October 2018, 15:50:50 Power gear is largely irrelevant in the game. Speed Gear is what most of the game was built around using. There are very few places a Power Gear Master Weapon is needed.
Title: Re: Mega Man 11 Post by: SB on 8 October 2018, 16:40:04 It would help if Power Gear did for the buster what it does for the weapons, and that's being stupidly OP. By the time one charges up fully in Power Gear, the bar is filled out almost and allows a single double shot, when regular shots should have been charged variants with how silly the special weapons can become. Due to this oversight, assigning rapid fire to a button while using speed gear will demolish non-bosses faster than almost any Power Gear variant beyond the ice storm.
The only thing more useless than Power Gear on its own is the Double Gear, since I've yet to see anyone online use that, as the series has groomed people to just down an E-Tank and power through bosses, or just accept death and try again with more energy. Title: Re: Mega Man 11 Post by: Xero on 8 October 2018, 16:57:52 All the better reason for the Gear system to be optional rather than mandatory. I never had to use gears during Normal mode.
Title: Re: Mega Man 11 Post by: NovaMan XP on 8 October 2018, 16:58:24 I've used Double Gear once but only when the boss was basically dead, using it too early is literally a death sentence since you end up being useless afterward.
And yeah, I never use Power Gear either. Like you said, it burns way too quick to make it worthwhile. Title: Re: Mega Man 11 Post by: Teelio on 9 October 2018, 00:14:52 Finished the game today. First half of Wily Castle was entertaining (Yellow Devil has an extra attack sequence!) and as stated by another, the latter half was feeling empty. Quick jumps into the second 8-boss rodeo and the Wily fights.
MM9 is still my favorite, then 2, 10, 11.... et cedra, et cedra. Off-topic, the newest Matrix member (Instant Online Loans) is the best username ever conceived. Title: Re: Mega Man 11 Post by: Xero on 9 October 2018, 01:23:00 I love how stupidly OP you become once you beat the game and get the OP parts.
Unlimited Gear usage + Infinite Weapon energy + Speed Gear Booster = Quick Man on steroids. Fighting the bosses in slow time allows you to study the boss patterns. Title: Re: Mega Man 11 Post by: Mikero on 9 October 2018, 14:46:51 time to go back into hiding. Don't. We miss you. My Mega Man rankings are as followed. Keep in mind that all of the games are good. Didn't expect that order at all. Definitely a more unique take than mine would be, especially with MM1-3. Title: Re: Mega Man 11 Post by: Xero on 9 October 2018, 14:53:22 time to go back into hiding. 4 to me had the perfect length I liked the either that someone other than Wily "could" be a villian. Plus the robot masters were nice especially Skull Man & Dive Man. Title: Re: Mega Man 11 Post by: TheRedPriest on 9 October 2018, 15:57:36 I liked Skull Man conceptually, but his weapon is really kind of #####. I generally hate the "barrier" style weapons, and I don't think Skull Man really thematically mixed well with that weapon type.
Title: Re: Mega Man 11 Post by: NovaMan XP on 9 October 2018, 16:34:04 Did Skull Barrier even have any practical use? Even using it as Dive Man's weakness was probably more dangerous than going Buster only...
And I agree, the shield weapons are generally bad... I think only Jewel Satellite and Junk Shield are the ones I'd actually use outside of boss weaknesses. Title: Re: Mega Man 11 Post by: Xero on 9 October 2018, 16:49:52 I like their designs. Not their weapons (Although Dive Missile is pretty useful)
Title: Re: Mega Man 11 Post by: Mikero on 10 October 2018, 14:17:43 No I definitely think 4 is a great one, love the RM designs in it. I just think 1-3 and 7 are much better than, say, 10. But MM3 is probably my favourite one at this point.
Title: Re: Mega Man 11 Post by: TheRedPriest on 10 October 2018, 17:00:40 4 and 7 are my top two games, probably. 11 is solidly in the middle of the list though. I wish the music was stronger, and Wily's stages had more content (even 1 has more Wily stage content than 11).
Title: Re: Mega Man 11 Post by: Xero on 10 October 2018, 18:12:10 The thing with Mega Man (At least the Classic Series goes), because every game is enjoyable to play, there is no end-all be all ranking. Everyone is going to have a differing opinion on which their favorites are. Sure 1 and possibly 8 are going to be towards the lower end, but every game is genuinely a blast to play.
Title: Re: Mega Man 11 Post by: TheRedPriest on 10 October 2018, 19:10:11 That's true, there really aren't any BAD classic games. While I'd argue 8 is the WEAKEST of them, I still enjoy playing it.
Apart from that, the Gameboy games and side games (ala R&F) can be much more all over the place in quality. Title: Re: Mega Man 11 Post by: Mikero on 10 October 2018, 20:57:13 The thing with Mega Man (At least the Classic Series goes), because every game is enjoyable to play, there is no end-all be all ranking. Everyone is going to have a differing opinion on which their favorites are. Sure 1 and possibly 8 are going to be towards the lower end, but every game is genuinely a blast to play. I agree to an extent. There's no BAD classic MM games and everyone will thus have a different order of favourites but I think it's still fun to discuss. For me personally I can't put MM1 at the bottom just because it doesn't have some of the newer features of the others. If I'm looking purely for a fun-time, I would probably pick MM1, and even MMII, over MM8. It's all personal, but I find MM8's story (voice acting aside) better than it's actual gameplay in the end. Title: Re: Mega Man 11 Post by: Xero on 11 October 2018, 13:12:08 MM1 is good, but there are some issues, the fact that your jump isn't altered in the water is jarring, but water is only in Ice Man's stage. I played MM2 first so this took some getting used to. Also the fact that you have no invincibility frames after getting hit so if you fall into spikes your dead.
Title: Re: Mega Man 11 Post by: TheRedPriest on 11 October 2018, 14:22:59 I don't think that's true. You can damage boost in MM1, but spikes are just a OHKO even if you have I frames. They just literally don't matter on spikes in MM1. Part of me really likes that there is NO surviving spikes, invincible or not.
Title: Re: Mega Man 11 Post by: Xero on 11 October 2018, 14:59:25 Still caught me off guard the first time playing it.
Title: Re: Mega Man 11 Post by: Vinchenz Rock on 11 October 2018, 16:22:32 The insta-killing spikes in MM1 always reminded me of how in Sonic 1 the spikes would insta-kill you regardless of your I-frames, and how both series "fixed" that with the sequels. Luckily, in both games, there's really not too many places where that bit of design purposely screws you over (aside from Cut Man's stage and one of the Wily stages).
I think MM1 is an important game especially for building the foundations of the series but I honestly don't get much joy out of its sticky controls and level design. Both of which were vastly improved in the sequel (and refined even further with 3 & 4). Though I always did kinda prefer how both MM1 and MMX1 had you fight the boss refights through the final stages rather than dumping them all together at the end. Title: Re: Mega Man 11 Post by: NovaMan XP on 11 October 2018, 19:34:31 I personally really love MM1, but I'm super biased since it was one of the first games I ever played as a kid. It does have its flaws, but overall it was still pretty solid. I think my only hated parts back then were fighting Yellow Devil and the Copy Robot.
Title: Re: Mega Man 11 Post by: ChaosVortex on 13 October 2018, 02:31:51 Power gear is largely irrelevant in the game. Speed Gear is what most of the game was built around using. There are very few places a Power Gear Master Weapon is needed. Been routing my speedruns before I actually attempt to beat my PB. So far from what I've learned, is two things. [spoiler]1) From a casual playthrough/perspective, the Speed Gear is a handicap made to assist you into platforming better. The game is designed to be harder in order to promote this mechanic, such as areas in Torch Man's stage, Block Man's stage, Wily Stage 2, and more. Bosses that declare "Speed Gear" are also designed to be countered with your own Speed Gear. Like or dislike this mechanic, this is clearly the pressured design choice they were going for, which is something Mikero disliked (and I kinda don't like as well). You can still be a purist and not use the gears but I just watched someone's blind playthrough with a heart rate censor who refused to use the gears. Their heart rate went from low 90s to 127 in Torch Man's stage alone. The Power Gear is as you said, very much underused unless you're skilled enough to know it can output x3 the damage if used properly. The Double Gear is a last resort and from what I have seen, is either completely forgotten about or refusal to utilize due to the risk involved. 2) Now let's discuss the SPEEDRUN perspective. Speed Gear is used to cheese mini bosses. Since the Speed Gear actually makes you slower, it's only utilized to out synch enemies on screen so you can slide under them with just enough slow down so you don't have to stop or damage boost, or out synch a weapon they use so you can move past unhindered. Mini bosses have no I-Frames so you just Speed Gear, unload a Rapid Fire button, and you can one cycle the Block Man mini bosses or the Mammoth in Tundra Man's Stage. This is the first Mega Man game where competitive play needs a rapid fire, it's definitely faster than my trigger when using Speed Gear. Power Gear is utilized with weapons like Tundra, Impact, Block, and others. They beat bosses faster or you calculate weapon usage so strategically, you know when to Power Gear your Impact to cross gaps just enough to gain time. Double Gear is never used except for one route used to gain the World Record where you intentionally take damage along the way in Block Man's stage so you can "Double Gear Final Charge Shot" the boss and skip phase 2 and phase 3 of the fight entirely. If you want to really use the gears for fun, speedrun the game. But from a casual sense, I'd just suggest doing a "no-gear" run. I'm curious if theres an alternate ending via dialogue with Wily for not using gears.[/spoiler] Title: Re: Mega Man 11 Post by: Xero on 13 October 2018, 13:47:03 I'm curious if theres an alternate ending via dialogue with Wily for not using gears. [spoiler]sadly, there is not. A missed opportunity there honestly[/spoiler] Anyways, I'm glad that the Double Gear system is optional because as we know a forced gimmick ruins a game. Look at X6 and the #####ing nightmare system, or Star Fox Zero and the forced Wii U pad usage. I never used the gears until after I beat the game. Title: Re: Mega Man 11 Post by: ChaosVortex on 13 October 2018, 22:15:34 I used them because I was trying to be the fastest clear time blind among everyone playing, and usually it was to gain a boost for Impact, screen clear with Tundra, or being paranoid in sections like Wily 2 with Speed Gear.
Title: Re: Mega Man 11 Post by: Xero on 18 October 2018, 13:39:24 I'm trying to do Dr.Light's trial now. It's hard stuff.
I really want an endless attack mode in the future if DLC is coming. Title: Re: Mega Man 11 Post by: ChaosVortex on 18 October 2018, 15:57:31 CAPCOM seems to be very hesitant on Mega Man 11 currently so we'll just wait and see. When Inafune left, he spiritually took Mega Man with him and the company lost confidence with their IP. When Mighty No. 9 ultimately failed to pick up, Inafune's credibility dropped, and CAPCOM took careful measures to pick up the ball with the Legacy Collection releases.
Title: Re: Mega Man 11 Post by: Xero on 18 October 2018, 16:10:18 And they succeeded for the most part. They did things that should have been implemented way long before this. The weapon wheel, mapping Rush to buttons, different varying difficulties are all great quality of life measures.
Title: Re: Mega Man 11 Post by: TheRedPriest on 18 October 2018, 18:33:47 Really, by the most broad measures they only dropped the ball on the Wily stages, by only having 2 actual stages. The rest is all arguable.
Title: Re: Mega Man 11 Post by: Xero on 18 October 2018, 18:46:13 Would have liked more Wily stages as well, but this is a good start for them.
Title: Re: Mega Man 11 Post by: TheRedPriest on 18 October 2018, 20:34:06 It is a good start, but I'll disagree with you about it being ok to only have 2 Wily stages. That's not really excusable regardless. Even Mega Man 1's final 2 Wily stages had more meat to them than 11s.
Title: Re: Mega Man 11 Post by: Xero on 18 October 2018, 20:58:59 You're completely right about Wily Fortress. I wasn't contesting that.
Title: Re: Mega Man 11 Post by: Majikn on 20 October 2018, 18:58:55 The main reason I've held off on buying it is waiting for some complete edition of the game. I'm with others on pretty much assuming there will be DLC.
Title: Re: Mega Man 11 Post by: TheRedPriest on 21 October 2018, 00:45:19 If they do DLC there won't be a "complete" edition. It's too small a game to repress the disc or cart with the DLC added, plus Capcom almost always just rereleases the same base disc with a #####ing voucher to download the DLC so you don't actually get it because the DLC is still separate from the game and not on disc.
Just buy it now. Title: Re: Mega Man 11 Post by: ChaosVortex on 22 October 2018, 04:01:35 Yeah you actually MISSED content by not pre-ordering the game and/or getting the game asap with the demo.
Title: Re: Mega Man 11 Post by: Xero on 22 October 2018, 13:13:43 Get the game already. It's another solid title in the series.
Title: Re: Mega Man 11 Post by: Mikero on 22 October 2018, 16:15:16 I haven't bought it yet either, I just have too much going on these days that I'm way behind or I have to justify games I REALLY want like Spider-Man or RDR2. MM11 isn't something that's going away or that I need a rush, the beauty of the game is that you can play whenever and have a fun time, like how games used to be (and still should be).
I'm totally against pre-ordering unless it's an exclusive collector's edition that comes with a physical statue or other doohickey, though. "Missing" content via not pre-ordering is some bull#####. The whole pre-order sales business is corrupt on both sides, the retailer and the developer/publisher. It abuses the consumer. If they do DLC there won't be a "complete" edition. It's too small a game to repress the disc or cart with the DLC added, plus Capcom almost always just rereleases the same base disc with a #####ing voucher to download the DLC so you don't actually get it because the DLC is still separate from the game and not on disc. While true, you're only thinking physical editions. Which I get, I prefer to buy physical as well. But they can easily "repackage" the digital version as a complete edition. Title: Re: Mega Man 11 Post by: TheRedPriest on 22 October 2018, 19:07:33 You're better off putting a bullet in your brain then buying digital.
Title: Re: Mega Man 11 Post by: Xero on 24 October 2018, 12:37:13 I will buy digital only if the file size doesn't take up too much space. But games that take up too much space will be physical.
Title: Re: Mega Man 11 Post by: ChaosVortex on 1 November 2018, 19:44:50 I'm totally against pre-ordering unless it's an exclusive collector's edition that comes with a physical statue or other doohickey, though. "Missing" content via not pre-ordering is some bull#####. The whole pre-order sales business is corrupt on both sides, the retailer and the developer/publisher. It abuses the consumer. The content you "missed" was if you pre-ordered via Playstation, a Mega Man home screen for your system. Steam, Microsoft and Nintendo offered nothing to my knowledge. Pre-ordering at Gamestop via a bundle got you stickers (which my store didn't actually give me cause they suck) and an Amiibo bundle with your Nintendo Switch version. Nintendo users have Amiibo functionality with their game. If you had the demo on any of your systems (excluding Steam because it didn't get one), you would be asked to have one-time use items on your first New Game you opt into. You will not be asked again in the future. I imagine this was something like an extra 1-Up or an E-Tank because I didn't even realize I had them on my first playthrough. All pre-ordered versions however received instrumental tracks in their options menu. You can switch the 8 robot master themes for their instrumental themes in game for free. If you missed it, it might be purchasable as DLC, but I'm not sure. Super Smash Bros. Ultimate is doing something similar. As revealed today through the Smash Direct: Those who pre-order will get a Piranha Plant fighter for free, similar how they did with Mewtwo for Club Nintendo members. It's silly. I feel Sakurai was pressured to make DLC fighters and a pre-order incentive for business alone. Title: Re: Mega Man 11 Post by: Mikero on 2 November 2018, 19:58:02 Yeah... I mean, I was talking more about pre-ordering as a general topic, not specifically MM11, but since you brought up Smash; I looked on the official site and it said this about Piranha Plant:
: https://smashbros.nintendo.com/buy/ Purchase and register your game with My Nintendo by Jan. 31 and Piranha Plant will join the battle when it’s available! And further down the page: Purchase and register the game by Jan. 31, get Piranha Plant for free! Whether that's true or not, it implies that simply buying the game at launch on December 7th and registering before January 31st will still get you the Piranha Plant for free. Though part of what they said in the direct WAS 100% about pre-ordering right now: You get double gold points if you pre-order the digital version in the next few days. Title: Re: Mega Man 11 Post by: Xero on 4 February 2019, 13:20:57 From Capcom investor relations
“In this business, the Monster Hunter series served as the driving force in improving the Company’s business performance. Feature title Monster Hunter: World (for PlayStation 4 and Xbox One) was a phenomenal success in the previous fiscal year, and continued to maintain popularity through the expansion of its user base, while the strong performance of the Steam version for PC boosted profits. Further, Monster Hunter Generations Ultimate (for Nintendo Switch), which was released in markets outside of Japan, enjoyed robust sales owing to its consistent popularity. In addition, Mega Man 11 (for PlayStation 4, Nintendo Switch, Xbox One and PC) and Red Dead Redemption 2 (for PlayStation 4 and Xbox One), a distribution title, reported strong sales, while sales of Onimusha, (for PlayStation 4, Nintendo Switch and Xbox One), which was released at the end of 2018, were also off to a good start." WE DID IT BOYS! MEGA MAN X9 HERE WE #####ING COME!!!1!!11shift+1oneoneone Title: Re: Mega Man 11 Post by: TheRedPriest on 4 February 2019, 14:54:59 I'm still honestly not looking forward to any possible X9 given how ##### Mega Man Zero is and how ##### X has been for a solid 4 games straight. Capcom's head is way too far up it's own horrible lore ass to make a good X game. I have no faith it won't be #####.
Title: Re: Mega Man 11 Post by: Xero on 5 February 2019, 09:53:17 Giving Capcom's success with Monster Hunter, and Resident Evil 2, I'm willing to give Capcom the benefit of the doubt.
Also the official numbers for Mega Man 11 apparently are at around 870,000 copies and X Collection did 920,000. There is a good chance both will break 1 million. Title: Re: Mega Man 11 Post by: TheRedPriest on 5 February 2019, 18:22:40 Capcom's net good will is still deep in the toilet. They're going to have to several years of doing it right again before they earn that back. From me at least.
And nearing a million sales on MM11 is a good sign indeed. Though I'm far more interested in Mega Man 12 than X9. Hopefully they dip their toe into a Legends Collection next. Title: Re: Mega Man 11 Post by: Mikero on 5 February 2019, 18:33:58 I don't see how Mega Man 11 having strong sales automatically equals Megaman X9 being made rather than MM12 or nothing at all.
Regardless, I don't think the prospect of X9 is at all cause for celebration and I really couldn't give a ##### less how much money Capcom or any corporation makes. Make good games, end of story. I don't know how you find a way to get hyped over Capcom's sales figures, Xero, but bless you. Your positivity knows no bounds. Title: Re: Mega Man 11 Post by: Xero on 5 February 2019, 18:38:46 I'm more or less exaggerating, but it's just good to see that Mega Man is doing very well.
Title: Re: Mega Man 11 Post by: Mikero on 5 February 2019, 18:41:12 True true true true.
I think for me I just want them to stop messing around with the beloved series of the past. I wouldn't mind something totally new instead of mediocre iterations that only remind me the halcyon days of Mega Man are over. Title: Re: Mega Man 11 Post by: TheRedPriest on 5 February 2019, 19:51:49 They're only over because Capcom decided to end it. They could make new Mega Man games. Easily. And they'd make money on them. Just not the AMOUNT of money they want to make. So they'd rather not make any money at all.
Title: Re: Mega Man 11 Post by: Xero on 6 February 2019, 12:46:49 Would it be wrong to say that the reason why Mega Man had fizzled out was because of over saturation of games (Battle Network/Zero/ZX/Star Force/) I think people were betting burned out with Mega Man.
Title: Re: Mega Man 11 Post by: TheRedPriest on 6 February 2019, 22:06:36 The quality of them had gone to ##### as well. X7 and X8 were dumpster fires. BN took a destructive pokemon turn splitting the last 4 games into 2 versions, watering down 1 games worth of content, and the gameplay was also considerably weaker than the first 3. Star Force was just #####, period. Zero was either love it or hate it, and ZX was just an objectively awful version of Zero.
Quality was just non existent AND they dumped it in too large a quantity at the same time. That's what led to the burn out. Title: Re: Mega Man 11 Post by: Majikn on 7 February 2019, 01:46:57 I'm optimistic but I'll believe X9 when I see it, and I'll believe it's worth buying when I see more of it.
Title: Re: Mega Man 11 Post by: NovaMan XP on 7 February 2019, 06:26:32 I would like an X9 only because I miss the X series gameplay. The story would probably be bad, but maybe they'll pretend X5-X8 never happened and stop the whole "the world is so #####ing ruined" stuff already.
Title: Re: Mega Man 11 Post by: Teelio on 7 February 2019, 08:30:29 Proper closure to the X universe would be welcomed, to say the least.
Title: Re: Mega Man 11 Post by: Xero on 7 February 2019, 12:58:49 As long as it doesn't lead to the elf wars...Let X be happy for once.
Title: Re: Mega Man 11 Post by: Mikero on 7 February 2019, 16:31:18 They're only over because Capcom decided to end it. They could make new Mega Man games. You misunderstand, I said the halcyon days are over. They could make easily new Mega Man games, but not necessarily good ones, or even ones that are remotely interesting. The golden era is long gone. Every new classic game (and by extension future X games) is just a lacklustre re-hash. MM9 and MM11 were ok but still don't capture anyone like Mega Man 1-7. It's not even a case where the industry has moved on or there is lack of interest. These types of games still have a market, albeit much smaller, as evidenced by the indie game world and the amount of money that individuals will pour into a Kistarter project for a WORSE LOOKING side-scroller action platformer. It's just a complete fumble on Capcom's part. Would it be wrong to say that the reason why Mega Man had fizzled out was because of over saturation of games (Battle Network/Zero/ZX/Star Force/) I think people were betting burned out with Mega Man. You're half-right. Megaman didn't fizzle out because of the amount of different series, but it WAS that they shelled out so many games with such low quality. BN and MMZ were arguably very successful in their beginnings, but dropped off as the games became samey and cheaply produced (BN4 being an incredibly example of how lazily made a game can be). Star Force and ZX were just extensions of that trend, which is why they weren't nearly as popular. And that's all after or around the same time that the X series pooped the bed. You could argue that maybe if they had less series altogether they could focus on more quality games in each, but I think it's obvious that Capcom was mainly focused on shovelling out as much MM as possible back then, since they did not take their time AT ALL with any series regardless. From 2000 to 2005, SEVEN non-remake/re-release Megaman X games were released... And the best of them was #####ing Megaman Xtreme. If you don't count those GBC games then I guess the best was X5? That is ultimately pathetic. |