![]() ![]() The big new gameplay element here is the Double Gear System, which allows Mega Man to, for a few seconds, either slow down time - thus making it easier to navigate platforms while dodging the ever-present flying, shooting enemies - or power up his Mega Buster and subweapons. No complaints here, although it’s worth pointing out that in 11 games there’s been exactly one female Robot Master: Splash Woman in Mega Man 9. the frantic button-mashing while your eyes dart back and forth between the boss and his power bar the experimenting with subweapons the agonizing deaths where you might have prevailed if you’d only remembered to pause and use an E tank one second earlier. ![]() That uniquely Mega Man progression of going from being decimated in under 30 seconds to coming out of the first phase unscathed, rinse repeat for phase two, etc. The Robot Master battles feel familiar in the best way. As an ’80s baby whose love-hate relationship with the franchise goes all the way back to the first game, the nostalgia here is overwhelming. I mean, the developers did nail the formula. And while there are many good, some great, elements of the new-look Mega Man, and while it’s hard to fault Capcom for largely sticking with a formula that has worked for three decades, given the unprecedented number and variety of amazing platformers competing for my time and currently blister-free thumbs, Mega Man 11, in 2018, just feels a bit … boring? Into this ongoing platforming renaissance comes Mega Man 11, the first game in the main Mega Man lineage in over a decade, and the first to abandon pixel art (currently in a separate but related renaissance) for cell-shaded graphics. Nintendo's 'Legends of Zelda: Tears of the Kingdom' Takes Top Prize at 2023 Gamescom Awards
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