|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
ChaosVortex
Super Robot
Posts: 5638
|
|
« Reply #366 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]
|
|
|
Logged
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
ChaosVortex
Super Robot
Posts: 5638
|
|
« Reply #383 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.
|
|
|
Logged
|
|
|
|
Mikero
Super Robot
Posts: 11986
|
|
« Reply #384 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: 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! Register your game with My Nintendo by Jan. 31, 2019, and Piranha Plant will join the battle when it’s available, around Feb. 2019!
How to get Piranha Plant: Buy the digital version of Super Smash Bros. Ultimate on Nintendo.com or Nintendo eShop before 11:59 p.m. PT on Jan. 31, 2019 p.m PT. (The game will automatically be registered to your account.)
OR
Buy the retail version and register the game card with My Nintendo before 11:59 p.m. PT on Jan. 31, 2019.
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.
|
|
|
Logged
|
|
|
|
Xero
Matrix Marine
Posts: 2297
|
|
« Reply #385 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
|
|
|
Logged
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Mikero
Super Robot
Posts: 11986
|
|
« Reply #399 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.
|
|
|
Logged
|
|
|
|