https://www.youtube.com/watch?v=3aSC5A726f0
This video flares up my PTSD caused by Sonic 4.
Megaman 11
- Majestic Joey
- Posts: 512
- Joined: Mon Oct 10, 2005 3:30 pm
Re: Megaman 11
yeah. I don't get the appeal of 2.5d platformers with that weird sonic 4, shiny, plastic looking, graphics. To be honest I not a fan of how Sonic 2 Hd looks either. I truly believe the sprite art of Sonic Mania looks and reads better than Sonic 2 Hd.
- Crazy Penguin
- Drano Master
- Posts: 1903
- Joined: Sat May 22, 2004 10:06 pm
Re: Megaman 11
You guys are nuts! The difference between this and Sonic 4 is night and day. I just watched footage of Sonic 4: Episode I for comparison and it's more horrid than I remembered it being. Really muddy and de-saturated, a harsh contrast with the already inherently ugly plastic sheen applied to every asset.
I generally prefer sprite based graphics for 2D games (Mega Man 8 remains an attractive game to this day), but I kind of dig what they're doing with Mega Man 11. The soft colours, whilst not exactly flat, give off a nice cartoon-like vibe. I like that they've not gone crazy with the perspective either, that the platforms and foreground elements remain at a fixed "flat" perspective, which is much preferable to the approach Powered Up took. The backgrounds look nice too!
I generally prefer sprite based graphics for 2D games (Mega Man 8 remains an attractive game to this day), but I kind of dig what they're doing with Mega Man 11. The soft colours, whilst not exactly flat, give off a nice cartoon-like vibe. I like that they've not gone crazy with the perspective either, that the platforms and foreground elements remain at a fixed "flat" perspective, which is much preferable to the approach Powered Up took. The backgrounds look nice too!
- Dr. BUGMAN
- Posts: 1526
- Joined: Wed Sep 17, 2008 11:18 am
Re: Megaman 11
https://www.animenewsnetwork.com/review ... 11/.137583
Apparently it's above decent. The major criticism is the lack of parsability at times, particularly during robot master encounters. I'm inclined to believe that would've been a non-issue had it been true 2D, like Wario Shake was almost exactly a decade ago.
The Double Gear system is intriguing, especially the one that evokes Viewtiful Joe's slow down power. There's no mention of any wall jump feature, which I thought I saw in some of the previews? In any case, consolidating the best bits of all Mega Men under one banner at this point would be wise; there's only so much one public can be asked to care about, and funds can only be allocated to so many modern-sensible titles. Moreover, a premise that sees Mega Man visit the times and continuities of other Mega Men, and thereby provide closure to their respective loose ends, would be neat.
Apparently it's above decent. The major criticism is the lack of parsability at times, particularly during robot master encounters. I'm inclined to believe that would've been a non-issue had it been true 2D, like Wario Shake was almost exactly a decade ago.
The Double Gear system is intriguing, especially the one that evokes Viewtiful Joe's slow down power. There's no mention of any wall jump feature, which I thought I saw in some of the previews? In any case, consolidating the best bits of all Mega Men under one banner at this point would be wise; there's only so much one public can be asked to care about, and funds can only be allocated to so many modern-sensible titles. Moreover, a premise that sees Mega Man visit the times and continuities of other Mega Men, and thereby provide closure to their respective loose ends, would be neat.
- Jingles
- Posts: 346
- Joined: Mon May 30, 2011 1:40 pm
Re: Megaman 11
I've got the game and worked my way through half of the Robot Masters at this point. I've enjoyed it so far, but the closest game I can compare it to is Mega Man 4 - my least favourite of the NES games - which means loads of minibosses, long-ass stages, and brutal, occasionally unfair enemy placement. The Double Gear system is exactly as gimmicky as you think it is, and there have been more than a few points where you can tell they REALLY wanted the player to use it - every level now incorporates timing challenges for the Speed Gear, and the Power Gear is nearly a requirement for taking out some of the minibosses without grinding the flow to a halt.
That said! All the weapons are fun to use, and have interesting "powered-up" variations. The character design is terrific, striking a healthy balance between 7 and 8. Meggle's movement is tight and precise, and the upgrades you can buy are useful and varied. I'm not crazy about how each Robot Master now has an X2-style "pinch" phase - especially since some of them gain additional health bars when then use it, but the fights are interesting and unique. The music sucks, sadly, but I have not listened to the arranged tracks that I got as a preorder bonus, so we'll see if they hold up when they don't sound like an 11-year-old's first project in Garageband.
I can't give any conclusive verdict as of yet, but right now it's a cautious recommendation - I doubt this will convert any newbies to the series, but if you're already a fan then it is Another Good Mega Man Game!
That said! All the weapons are fun to use, and have interesting "powered-up" variations. The character design is terrific, striking a healthy balance between 7 and 8. Meggle's movement is tight and precise, and the upgrades you can buy are useful and varied. I'm not crazy about how each Robot Master now has an X2-style "pinch" phase - especially since some of them gain additional health bars when then use it, but the fights are interesting and unique. The music sucks, sadly, but I have not listened to the arranged tracks that I got as a preorder bonus, so we'll see if they hold up when they don't sound like an 11-year-old's first project in Garageband.
I can't give any conclusive verdict as of yet, but right now it's a cautious recommendation - I doubt this will convert any newbies to the series, but if you're already a fan then it is Another Good Mega Man Game!