Reviews from

in the past


In the long time I’ve spent running this account, I’ve grown both as a reviewer and as a person. And it’s become increasingly apparent that I need to apologize for a long streak of immature behavior regarding this particular series.

I’m sorry for giving Megaman games half star ratings over something as petty as not including Dr. Light x Dr. Wily yaoi.

It’s childish, it’s messing with the average review score, and above all else, it’s a really superficial way to look at art. I still do not like most of the games in this series but I promise to offer more substantial critique in the future. As a show of good faith, below is my honest review of Megaman 11:

This game fucking sucks because it doesn’t have Dr. Light x Dr. Wily yuri. Keiji Inafune should take his stupid fucking NFTs and shove them up his ass.

Several months ago, I made the commitment to replay the classic Mega Man series. This was partly due to a sudden desire to revisit the Mega Man Anniversary Collection, and partly due to getting a good deal on Mega Man 11, which as of this writing is the most current release in the mainline series. I say that like its status as such could change at any moment, but... let's be real.

Well, I'm finally here. I'm all caught up on my Mega Mans. I am done, finally free to start other games, like the Zero series! [note: I will absolutely not play the Zero series]

Capcom retreated into familiar territory with Mega Mans 9 and 10, crafting something that was decidedly nostalgic to appeal to fans of the classic series, and those who felt that Mega Man had long strayed from what made him an icon to begin with. This back-to-basics approach was the right move at the time and helped inspire other retro-revivals in its wake, but the lack of any real advancement in the classic Mega Man series meant it would fall back into dormancy for some time after. Conversely, Mega Man 11 feels like the first genuine attempt at reimagining the series for modern audiences since Mega Man 8, but while the effort is every bit as substantial, the end results are a lot more mixed.

The core of Mega Man is certainly here. You jump, you slide, you shoot lemons that do look a bit less lemony but are still definitely lemons. That Mega Man identity is there, and Capcom clearly knows which elements are too sacred to part with, but it's all a bit smoother now. You can summon Rush Jet on square and Rush Coil on triangle, and that feels good as hell, man.

The biggest new mechanical addition is the Double Gear System, which allows you to toggle between a speed and power mode that augments Mega Man's movement and abilities. Power mode is essentially kaio-ken, while speed mode slows everything around Mega Man to a crawl, allowing for new platforming challenges. On paper, and even initially in practice, the Double Gear system is great. Unfortunately, the power mode does not upgrade every weapon power and therefor feels a bit limited in scope, and the speed mode is necessitated during sequences that are otherwise designed to be really sloppy, thus mandating its use. At a certain point, you'll find every level has a segment where you need to pop on your acid barrier and rush through in slow motion or you're just going to die.

The Double Gear system is implemented in a more interesting way during boss battles, however, as each robot master is equipped with it as well, allowing them to drastically alter their attack pattern mid-fight. Block Man turns into a towering robot that tries to crush you and gets a whole new health bar, and this legitimately threw me off the first time I fought him. It was a nice little surprise, and while not all bosses are so extravagant, I found them to be among the strongest the series has offered so far. It's a shame that their weapon powers aren't particularly interesting, and due to the presence of the Double Gear system, none of them provide new movement tech, which is something I really valued in past games. I also found I became way too reliant on the same three or so powers, with everything else feeling fine but superfluous. I've said it in past reviews, but Mega Man games are at their most fun to me when you're encouraged to use Mega Man's full arsenal regularly rather than withholding them to exploit boss weaknesses, and I don't think the design of Mega Man 11 encourages you to experiment all that much.

The item shop also makes a return, and while this is a minor point, I feel like the in-game economy is poorly balanced. I had a screw surplus the entire game, more screws than I knew what to do with, frankly! There's literally no reason to save these things, I was rolling around with about 5k screws at all times, and extra E-tanks cost like, 90. Just max those out along with your lives between every level. You do not want to be a robot master when Mega Man is rollin up with a full inventory. There's a trophy for beating the game without a game over and that sounds hard but I promise you can just brute force your way through on a single continue.

The other big changes here are in presentation. This is the first 3D game in the classic series, and it looks pretty good! The soundtrack, on the other hand, is pretty bad! Just a lot of forgettable tracks. Nothing really resonated with me and I never found anything capable of evoking a particular mood, nor do I think any one track suits the levels they appear in. Every song is kinda just there to fill space. There's also voice acting for the first time since Mega Man 8 and it's alright, though I would've preferred it to be a bit more cartoonish and "Saturday morning." It was funny to hear Keith Silverstein pop up as Dr. Wily, though, especially since I just finished up Persona 5 Royal.

I wouldn't go so far as to say Mega Man 11 is a bad game. To the contrary, it is... Acceptable. But I am underwhelmed by it, and the abundance of overly long levels with far too frequent stretches of sloppily designed platforming hold it back for me, especially when considering Mega Man 11 is meant to be a revitalization of the classic series. Regrettably, this means my marathon is also ending somewhat anti-climatically. I'm sure we'll eventually get a Mega Man 12 and I'm very interested to see what shape that takes, but for now, I'm fine. I've absorbed too much Mega Man and must purge it from my system, violently, or else I will become Mega, and I'm afraid the world just isn't prepared for that.

Everything came in line for "Mega Man 11", after a 10-year hiatus, "Mega Man" was back in force with a fully-fledged game worthy of the 21st century.

Despite a disappointing "techno" soundtrack shunned by most of the fanbase at release, an "instrumental" soundtrack was also dropped as a pre-order bonus, while neither would fit the Mega Man game; we enjoyed the relaxing instrumental tracks, which reminded us of the melodic Touhou soundtracks. Many mods are available, aiming to put the "Rock" back in "Rockman 11".

The game felt great, with content and polish we had only wished to see in Inafune's disastrous "Mighty No 9". Special weapons were useful and creative, we had the charge shot and the dash back, the levels were creative, each with their own stage hazards and thematics, and graphics stylized to modern taste. Many difficulty settings were added, considerate of die-hard fans and casual players alike. While the gear system made the game easier, you could beat the game without using it once. It was a nice feature, not forced onto players, and added plenty of depth to the game.

Bosses were unique, each equipped with a "gear system" of their own, allowing them to overdrive their robotic capabilities, gnarly. Block Man transforms into a giant cube golem midway through the fight, becoming a hair-raising opponent for unprepared players. Each stage featured a mini-boss unique to his stage, all very fruity, unique, and full of life. Mega Man 11 certainly does not lack in its soul.

"Mega Man 11" is surely one if not the greatest incarnation of the Blue Bomber, rivalling Nintendo's most significant works for his rightful title as one of the greatest gaming icon.

If I was a big fan of the series, I could see this being one of the best games in it. Unfortunately, the core design of Mega Man isn't very fun to me. Insta-kills (in the form of spikes and pits) are my least favorite thing in any platformer. Even though the platforming is precise, the enemy placement is done in a way that made me incredibly frustrated numerous times per stage. I also found the bosses to be not very fun, several had me frustrated due to not being sure how to not get hit but other than that they weren't mechanically interesting or were too easy. I guess the main challenge is supposed to be the stages but when both don't click, I don't get any enjoyment out of the entire experience. Before this I had played the first two games in the series using save states effectively the same way this game does checkpoints and I felt the same way with those two as well.

On the other hand, there are a few things I definitely didn't dislike. The special weapon system is real interesting at least and most of them are really solid, but some felt like they had little to no use (namely the acid shield and bombs without using the double gear system). Speaking of, I found the double gear system to be interesting in terms of adding some power to your weapons, plus the slowdown was nice for the platforming moments that really frustrated me. The upgrades and energy restocks are also a nice way to make the game a little less frustrating (I think I would have gone mad in the ice stage without the upgrade to slide less on the ice) and the bolts are given out freely enough for them to come pretty often. All that said, I guess Mega Man isn't for me which is a shame.

It’s crazy home much I like the Megaman X games, and how little I like the “original style” Megaman games. This just isn’t for me. There’s some of them I have more fun with, but this one just seemed kinda bland and heartless. From the forgetful stages, to the super forgetful bosses. The double gear system is an interesting idea, but doesn’t seem too fleshed out.

Also, I haven’t played all the Megaman games but I’m gonna go ahead and guess that bounceman’s stage is the worst one of all time.


Mega Man 11 is (original) Mega Man's 12th game. It consists of 8 main levels which are capped off by bosses, which are followed by an extra 3 levels (ok, in this game it's actually 2), which are then capped off by a boss rush and a final boss fight which will go through two phases. Stop me if you've ever heard this before.

Mega Man 11 is in the awkward position of being the revival game for a series that already had two revival games that preceeded it, so it's understandable that they wouldn't go the same route as 9 and 10, but at the same time their decision to stick to formula this strictly makes everything really bland. The level design is fine, even though I notice that in this game levels last a bit too long, and the basics of Mega Man gameplay are still fairly fun, just like they were 30 or so years ago, but considering that the only curveball thrown into the mix is the Double Gear gimmick, which is kinda interesting in theory but broken at best and a non-factor at worst, it makes the game feel very by the numbers, which is never a positive feeling.

At the end of the day Mega Man 11 is a game for the diehard fans that stuck through the complete drought in content that the series has gone through for almost a decade, and they will be satisfied to see that Capcom hasn't (yet) screwed up anything about Mega Man gameplay, which means that ultimately it does its job. I just wish they aimed for slightly more than "passable game that will be completely forgotten about as soon as we announce/release the next Mega Man game", but beggars can't be choosers. I guess.

It's more classic Mega Man alright, but with a twist. The Double Gear System; Speed and Power. Both are really nice additions to the series but I'd say the level design tends to use them as much as possible. Speed is most effective for levels and platforming and Power for bosses to deal more damage per second. Don't try to force your way to the end without this Gear System, it can range from being the easiest Mega Man ever to the hardest one, if you don't use it.

Boss Weapons are really useful tools not just to hit bosses weaknesses but throghout the levels. The enemies are mostly in spots that are hard to reach with the normal buster. Being able to instantly change weapons with a button is also great, that feature is carried from Mega Man 9 and 10 so playing with Boss Weapons on levels is as fun as it should've been on the NES titles.

It's a decent game overall. I also do like the amount of effort that went into the presentation in this one, looks really good. But ultimately I didn't feel anything by the end, specially knowing Capcom hasn't released anything Classic Mega Man related since this game hit the shelves in 2018. I could consider it a wasted effort on Capcom's part for not following the momentum Mega Man 11 gathered for the classic fans like myself, perphaps. It came and went like the wind.

I believe the classic formula hasn't evolved since the NES era, for the bad. It doesn't hit that charm past games had even with a modern coat of paint unless you truly want to be a tribute for the classic like Inti Creates did for Mega Man 9 and Mega Man 10. But it's just that, a throwback to simpler times.

Mega Man needs to evolve, in general. And have a modern standard beyond what the classics offered.


I love anything megaman, especially the x and zero series, but I've never spent that much time on the classic games. Still, when this game was announced I got so excited, as it meant the posible modern return of classic megaman (with regular new releases), and maybe even x9?
Years have passed and we only got xdive and some collections...

Oh yeah this game is great. I remember playing the demo a ton back then, but due to life stuff I left buying this in my to-do list. Fast forward to nowadays and megaman 11 gets added to ps plus. Finally it was time and I went all in, aiming for 100% and the platinum.

At it's core it's just another classic megaman game. It doesn't really change the formula or reinvent the wheel. For me that is a positive... the challenge is still there, the room to room stage layout, enemies strategically placed so you fall into death traps or bottomless pits... it's an authentic classic megaman game.
The big new thing/gimmick is the gear system, and in my opinion it's such a great addition. Slowing down the game can be used by casual players on easier difficulties, making the game more accessible, but don't get me wrong, speed gear does not make the game easier.
Without speed gear this has to be one of, if not the hardest classic megaman. The game is way faster overall and I had a hard time getting used to it. Using speed gear all the time is the (intended) way to go.

I had 3 playthroughs on my way to the platinum.
-My first one on normal, where I took my time and enjoyed the game a ton, without having a hard time once I got used to the game's quirks.
-The second one was the sub 1 hour speedrun... and I did it without buying upgrades. I'm not really a speed guy so this playthrough really pushed me and my execution to the max. It was incredibly tense and at the end my time was 59:52... yeah.
-My final playthrough was beating the game on superhero difficulty. By comparison this was extremely easy, even if the game didn't have health drops and everything was noticeable faster, I could just pop an e-tank or w-tank anytime.

...but I wasn't done... I still had one last challenge to get 100%. A gauntlet created by the evil mastermind Dr. Light.
Dr. Light's challenge took me a whole day of slowly pushing and getting further and further. It's 30 stages of pure evil. You just can't fuck up too many times or you're done.
Beating this challenge felt so satisfying. It had a hidden time limit that I got close to because I paused so much at the final stages...

So yeah I enjoyed my time with mm11 a lot. It's not perfect and, honestly, I don't think it's worth full price (it's a short game and aside for the Dr. Light one most challenges suck, it's really "light" on content heh), but the megaman formula works and this game sticks to that. Oh and presentation wise, the soundtrack is surprisingly mid, which is weird for the franchise. The graphics are... alright. Megaman looks kinda weird but I get that they were going for a "cartoon" look. It's kind of paradoxical, like it feels like capcom tries to market megaman to a younger audience, when the games are quite old school ruthless. I doubt small kids can beat even a single stage.

this one is actually cute??

I could say that much like 9 and 10 take inspiration from 2 and 4 - 6, this one is more akin to 7 - 8, but it honestly was able to create it's own identity, like a lot of stages are very dependent on enemy gimmicks that alter the stage in very different ways.

the only issue I had, aside from the OST being a bit weak (but not bad), is that the stages are weirdly long which wouldn't be so bad if they were not being deranged with the checkpoints. like, you'd sometimes get a span of 3 to 5 minutes of stage with a mid boss at the end and no checkpoint, and sometimes you'd get checkpoint - mid boss - checkpoint. sometimes both in the span of a single stage.

nevertheless the stage themes are actually really fun and the backgrounds and character animations are really good. I kinda remember it getting a bit of flak for it's visuals when it was announced, but I found it to be super charming

oh yeah the double gear system is cool but coming back from Bass, 9 and 10 I had a hard time remembering it existed, a lot of the challenges are doable without them too, it's just that they're much easier with the slowdown

Making a game that’s simultaneously difficult and accessible is a difficult task. There should be a safety net for struggling players, but it should be unappealing enough to where it doesn’t become the dominant strategy. A good example of this is Ratchet & Clank with its RYNO superweapon. It costs a whopping 150,000 bolts, compared to your standard weapons which require about 10,000. It takes so long to farm for it that players will fill out their standard arsenal and do the best they can before resorting to such tactics. Mega Man 11 on the other hand makes circumventing the difficulty incredibly easy. You can buy an E-Tank which completely refills your health for 80 bolts, dropped by enemies in increments of 100. You can also buy lives, weapon recharge tanks, rescues for when you fall into a death pit, a helper character who brings you whatever item you need, or a powerup that reduces the damage you take by half, along with various upgrades like reducing how much you slip on icy floors. The hardest part of the game will be your first stage, before you have enough bolts to stock your supplies. After that, it’s entirely possible to brute force your way through the game and miss out on its finer qualities. The stage design in this game is fantastic, and the amount of unique challenges and screen gimmicks really blew me away, but there isn’t much point in patiently mastering them when you can essentially give yourself infinite health. What’s a shame is that this problem was already solved in the games before Mega Man 7, where getting lives and E-Tanks required repeating a stage. Just like getting a RYNO, it was viable, but a pain in the ass. If you wanted to regulate difficulty by playing in this classic way, you’re not even allowed to, given that these special pickups are now limited to one per save file. You’re stuck in a position where you want to use some E-Tanks because they were always a part of Mega Man, but you don’t want to use a lot of them because it cheats the difficulty. I couldn’t even presume to suggest how exactly you should limit yourself, given how everyone’s experience with platformers is different. I guess the only thing I can say is that along with my recommendation to play this game, I give a recommendation to challenge yourself a little bit.

After 8 years of being dead this was a fun return to form. Glad the series has moved away from just being 8-bit for nostalgia and formed a very nice looking art style. The story is very sweet I love seeing Light and Wily's past and the final cutscene of Light saying Mega Man is basically a combination of their works is nice. The double gear system is a simply addintion but one that adds to the standerd Mega Man formula pretty well even if I found myself only really using speed gear during the levels and power gear was reserved for the bosses. The Special weapons have good variety in this game I found multiple places in the levels where switching to another weapon was quite useful. The Endgame was a bit lackuster though, 4 final levels but there's really only 2 since the thrid is just the boss rush and fourth is the final boss which makes it feel kinda imcomplete. I minor thing but Proto Man and Bass not being in this game feels weird. My only last complaint is that the music isn't that great for Mega Man standereds. It goes for a very synthy tone and makes all the tracks blend in with the only one I remember being Fuse Man's theme since it was used in the trailers. If you are looking for a Mega Man game to get into the franchise I would recommend this one, I just hope the series doesn't die again.

I got all the weaknesses in reverse order and I'm still salty about it.

My favorite classic Mega Man game.

While the music is an obvious low point and fortess stages are barely present, all the levels and weapons are extremely fun. The new gear system is very interesting and is presented in a cool way, it's always fun to see bosses use it.

This is probably the only classic Mega Man where, while I wish there was more, there are no elements that I would get rid of.

Pretty mid. Immediately forgot about it right after I beat it. That being said I can't say anything that was necessarily bad, just that it was boring. It was still engaging enough where I completed it.

A delightful return of the classic Mega Man series after a near decade of hibernation. Its fresh artstyle and brand new Gear mechanics make the tried and true classic series gameplay style feel fresh again, making for some of the most fun traversal and weapons the series has ever seen. Here's hoping we get another title from this team sooner rather than later, because it oozes passion and love for the series.

I've been meaning to replay a Classic Mega Man title for a while, half because there's been a decent span of time having passed since I last touched them - a little over three years after replaying 4 and 9, about five for the rest - and cause Weatherby's been going through them on-and-off for the past few months. That man played Power Battle, that's how you know he's dedicated to the cause of the super fighting robot. I settled on Mega Man 11 cause I want to see if it holds up. Though it's not quite to the same degree as my initial impressions, I still had a damn good time all the same.

It's kind of hard to talk about this title without having to mention the reveal, at least for me it is. Like, even if you weren't all that big into the franchise or were just an onlooker (me), watching the 30th Anniversary trailer back in its December upload, seeing that long span of absolutely nothing in the 2011-2017 period, then having gameplay footage pop up, it was like... whoa. This real? I ain't dreamin, right? That out of place, completely new design concept in Mega Man Legacy Collection 2 actually meant something? Then you had the demo and its kinda weird state - mainly in reference to Block Man's level as a whole, which I'll get into - but the actual control and feel of the Blue Bomber was just right enough that you could place confidence in it, and it turned out to be a solid one through and through? Crazy turn of events. This also led to even more turnaround on Kenji Inafune's reputation due to Mighty No. 9 becoming washed out (I haven't played it myself... yet, I'm just going by public perception here), as well as the info that his departure of Capcom leaving this esoteric void of not knowing what to do next. Random thing to feel nostalgia for but like, it's probably one of the bigger "holy shit" moments I went through especially since it was right when I became an adult and graduated high school. Anyway, enough memorabilia and fuzzy feelings, time to talk about the game in question.

Off the bat, if there’s one aspect that feels absolutely tight, it’s the weapon roster. No joke, this might be my favorite of the Classic lot, at minimum containing my favorite designated niches in regards to stuff like the shield, floor crawling, and lobbers. Acid Barrier lasting the right length and being able to soak up all kinds of bullets makes it a mainstay for any tight situations; Bounce Ball’s three shot component and its upward/downward angle enables either a softening or outright kill for any enemy in any spot; Tundra Storm, Scramble Thunder, and Blazing Torch’s reliability on getting rid of aerial or cheekily tucked foes in varying yet all equally satisfying ways; and finally Pile Driver’s dash-like capability covering an adequate amount of distance while impaling any decently-weighted threat with a pinned explosion culminates in this being one of the most fun kits to try and utilize with. Even the two remaining armaments I’m not totally sold on, the Block Dropper and Chain Blast, are still quite entertaining to use in their own right and are still of nice backups in a pinch. I’m also pretty glad that the Mega Buster’s Charge Shot is in the same state it has in 4, 6, and 7, that being it’s a solid fallback tool that doesn’t completely decimate the difficulty that lies ahead. These also have their own idiosyncratic quirks for the stages, types of enemies, or both such as Tundra Storm and Acid Barrier being able to get rid of the spots Arc Weldy torched upon, but weirdly enough this feels lesser from what I can tell. Rush Jet and Rush Coil definitely got the shaft though, instead of being a loyal dog that gets attention he’s sort of regulated to the “help me get the goody” item that other entries have. Granted, I’ve mentioned before I haven’t touched these in a good while so it’s possible I’m misremembering, but yea. To reiterate, though, this set is still a joy to experiment with, even when excluding the new Double Gear system. I recall there being some press statements by the team that you can complete the game without having to overly use it, and as someone that’s spent most of their time without it, I can attest to it. The chances I’ve felt where I was forced to use it in order to survive were pretty slim, and even then it’s not like they’re not cool to use either… sorta. I never really got the deal with Power Gear, since its boosted power isn’t quite enough to encourage me to activate it for any of my equipment, but I do enjoy how Speed Gear’s handled with its slowdown for those “oh god I need to settle everything down ASAP” spurs.

If there’s anything I felt could’ve been ironed out, it’s the stage design. Now, it’s not like they’re bad, otherwise I’d give it a much lower score, and they have some of the best theming in the franchise from an old camp for scouts to a wholeass amusement park with dubious rides and contraptions, but the pacing and actual layouts are… weird. I think the Wily Fortress in this game is the best example, cause the first stage starts off pretty damn overwhelming and leans too harshly on enemy drops, with the boss of it being a major pain to deal with regardless of using its weakness or not… but then the second stage is like, majorly easy to brute force over, with far less do-or-die scenarios and a rather lowkey curve when it came to upping the ante. It’s challenging still, but it’s off regardless. Then you just have the boss rush after that and Wily himself, and they’re probably the best at balancing the ease and rigorous obstacle courses, and of course become an embarrassing cakewalk if you have the weapon energy to dish out. When it comes to the robot masters themselves, they’re a great bunch in terms of designs and personality displays, but the fights range from stilted decency (Acid Man, Blast Man, Torch Man, Block Man) to grand bouts (Bounce Man, Fuse Man, Tundra Man, Impact Man). Far from my favorite bosses to deal with, but again I’d say they’re solid enough. The only notable issue, and probably the most discussed topic, is checkpoint placements. No matter the difficulty, these checkpoints are bizarre. Each time I felt like I progressed just enough to have a space to come back to in case I die, I’m instead sent several screens back than I had assumed, and therefore have more to redo. This is especially painful on Torch Man’s, Acid Man’s and dependent on what you’re doing, Impact Man’s stages, due to containing precise instances that if having costed time, means you have to go back to it - and perhaps another dastardly obstacle - all over again. And, look, I’m not a knockback hater, I harken to and engross myself in Classicvania design pretty heavily and find it to be an effective tool in getting the player to both gauge what they’re attempting to do while also having to cost them something in these types of sidescrollers, but compared to other games in the series 11’s needlessly harsher than before, having a bigger push backwards and a noticeably lengthy stun time before you can get back to moving. I wouldn’t say it’s one of the hardest games in the line - certainly nowhere near the level of BS 9 offers, the first-outing jank 1 has in its core, or the rocky road 2 dabbles with on occasion - but it’s something that could’ve used more fine-tuning.

It’s not like you don’t have ways to cheese 11, either. The shop this time is curiously generous and not requiring much effort to grind out bolts this time around. No joke, I got by just stocking up on Lives, two cases of Energy and Weapon Tanks, Beat, Eddie, and the Energy Balancer (then later its upgraded variant EB Neo) plus later the Buddy Caller perk and was more-or-less fine the whole way through. I’m also perplexed at some of the items you have to unlock for use; Pierce Protector’s fine if you need the extra hand, but having to die from the spiked pits five times beforehand feels like a backhanded help, and I’d rather the Power Shield be something that’s on by default instead of having to tank a specific threshold of damage to purchase cause again, the knockback here is egregious. I know the latter half highlighted more on the bad instead of the good considering the rating, but it’s really because 11’s more or less emblematic as to what type of package Classic Mega Man can dish out: you got the overconfident mooks, the embarrassingly quick ways of unleashing mayhem, and throughout it all you just got a fun-ass pack of funky robot dudes and dudettes to spar against amidst the hodgepodge of gizmos and doodads to work with. Even before this I always thought to myself “man I have to replay MM11, that’s a good ass game there”. For a quick break, it’s definitely one way to expend it and have a feel-good aura afterwards. Now if only Capcom can actually give us a new Mega Man game...

From visuals to stiff controls, this game feels like a freshly reactivated zombie.
At one point Mega man was one of the most essential action figures, further popularizing design around skillful play through complementary movements such as the charge shot or the slide, and even if most of the Mega Man series I dislike, these Supplements to the movement revealed that in combination with proficient (not masterful) tiered design action could rise unexpectedly.
Megaman 11 seems to go the other way: level design results in poor comps dependent on low hits to generate challenge (with the exception of the Bounce Man level), the stolen armament of the bosses is uninspired to me, and the supplementary gadgets in the movement, a slowmo and a shot enhancer ... anyway.

Maybe I'm impatient or maybe picky, but after the harsh reception of the infinitely superior Mighty No.9, a game that does have a complementary tool to movement, multitasking and totally integrated into the video game and its action, the rather warm ovation towards Mega Man 11 seems curious to me.

Literalmente meu mega man favorito, e um dos jogos mais importantes da minha vida, todo ano eu faço no minimo umas 3-5 runs nele, eu até platinei ele KKKKKKKKKKKKKKKKKKKKKKKKKK

foram 60 horas de diversão pra platinar, e acho que um dia chega a 100 do tanto que eu rejogo essa porra

Magnifico, esse jogo pra mim... é mais que um jogo, ele significa muito e sempre me trás um sorriso no rosto independente da epoca ou da vez que vou jogar, devo ter zerado esse jogo umas 15 vezes, e não me arrependo de nenhuma, e mesmo agora, escrevendo essa review, estou com vontade de jogar a 16 KKKKKKKKKKKKKKKKKKKK

Infelizmente, a Capcom não liga pra mega man, então eu já aceitei que esse vai ser o nosso ultimo jogo por anos, pelo menos ele é meu maior amor na franquia, mesmo tendo seus pontos fracos.

Excellent series revival, makes the boss fights fun even without buster, and also has awesome additions like the double gear gimmick being used well, whilst still feeling optional. I used it far less for tricky platforming on this run and I find that to be more rewarding. Also some good lore here for those who care. Robot masters and their weapons all are great (I especially love how you get unique outfits rather than palette swaps), and the parts system is a fun marriage of what 8 introduced alongside 9 and 10’s minor item shops. Only complaint is the final stages are genuinely too little. There’s two full sized ones with their own bosses (though I wish we didn’t do another Yellow Devil. This is 4 classic games in a row (6 if you count &Bass and Powered Up) with a devil boss, and that is beyond tiring. Beyond that? Obligatory boss rush for a third stage, though I’m glad it’s separate from anything of substance, and a hallway that leads into the final bosses. I still adore this game, and it deserves the praise it gets, and the fact that it’s now the best selling in the series. This is how you do a 2.5D revival of your series. Breed familiarity with a unique twist, and design it meticulously. Doesn’t hurt that it’s also just 30 dollars at base, so no one’s being overcharged beyond compare by a 2D side scroller that’s short and replayable. Good as hell replay, I hadn’t revisited this since 2018 and I left loving it even more.

I was practically forced to play this at gunpoint and I was lambasted without end by the man who did it.

Fun game though!

peak megaman
the double gear system, weapons, and shop upgrades lead to an experience with a significantly higher amount of depth than any other megaman to date, not to mention how well thought out the level design is.

Very good. Appealing artstyle along with fun mechanics and powers. Music is alright I guess

Finally done with every mainline Mega Man game :)

I had a longer review planned in my head, but a lot of it was just me saying "This game sucks but the presentation is good" for 1000 words.

I mean it, though. This game sucks. Your two options to play it are "Use gears and experience a Megaman game so easy it makes Battle Network 6 look nail-biting" or "Don't use gears and experience a game which demands so much of the player that it feels like a really bad fan mod".
For the latter, much of the difficulty comes from the game continually throwing setpieces at you which were designed for Speed Gear, or one-block platforming sections where the focus is more on doing a Perfect Run than any degree of caution. Once you get a single boss weapon - any will do - the other parts of a stage are a joke. Even on harder difficulties, the boss weapons are simply so good that the game has to massively overcompensate to appear difficult.

It feels like Capcom haven't had any idea of what Classic should be since 9, so for 11 they just gave us a bootleg Megaman X title without wall jumping.


Mega Man 11 is truly a well-oiled machine of a game. I love when a game keeps me coming back in an attempt to reach its high skill ceiling. Mega Man 11 delivers.

The crux of it is the level design. When they made these levels, they made them meticulously. They test you, and it pays off. They're a bit of a lengthy romp; the first time I played the game, I'd ask myself "Are we at the boss yet?" However, as I progressed and familiarized myself, I realized I honestly liked progressing through every single stage. They were tried-and-true obstacle courses.

Of course, the bosses themselves were also a breath of fresh air. I had a habit in previous games of totally invalidating bosses by standing there and spamming their weaknesses like a maniac, but 11 doesn't let you get away with that play. Generally speaking, they'd get me on my toes. The Final Boss felt a mite anticlimactic, maybe? Nonetheless, I liked the bosses. A respectable, quirky, and funny bunch of warriors they were.

After I completed the main campaign, I was spurred to also do the bonus challenges, which not only built upon the established level design, but truly made me appreciate the tools available to Mega Man himself.

Usually, when it comes to playing as Mega Man, I'd be the type who only used weapons sparingly or during boss fights, and use the buster 95% of the time. In 11's case, though... I freakin' loved these weapons! Impact Man's especially. The mobility is insane! And I can't forget about the Gears. Truth be told, they felt like cheating, but they're balanced in such a way that you couldn't power trip too much with them. So I ended up using them quite liberally. It made the game feel so... expressive! I dig that, man!

I dig this whole game, man! My apologies to the hard working voice cast, though. It came to a point where it was more ideal for me to play with the voice dial turned down to 0. Nevertheless, play this game. Capcom was cooking here.

Note: I played on the hardest difficulty setting.

I can see where Capcom was going with this. Play through the levels, and buy items in Dr. Light's shop with your hard earned bolts to help you prepare for each journey. There's a reason why Mega Man 11 features the longest levels in the franchise. The idea is to carefully consider what to invest on and what is more necessary for your journey, which should invite to a mental involvement with the game. It should be a huge cost to pay and you could lose it all in a game over.

The problem is that Capcom somehow didn't consider how this would repercute on the player's behavior. Because enemies respawn, and there's always a chance to find bolts after destroying any enemy, it's very easy for any player to just start farming for them, and the result is that the tension of what should a player invest in disappears, since they can just buy everything at the shop after some sessions of collecting materials. Nothing in the game stops you from doing so. It's like grinding in a JRPG. It makes the intended design fall apart. However, even if we disregard this exploit, Mega Man 11 shows serious design oversights in its intended game experience.

Allow me to illustrate this: An extra life costs 40 bolts (50 after some levels), and an extra energy tank costs 80 bolts (100 after some levels). An item that quadruples your defense costs 100. Each of the earliest levels gave me around 1000 bolts. In Tundra Man's stage, I got around 3000 there alone. After wondering why this happened, I looked up how many bolts I was receiving per drop, and they were 10 in the smallest drops, and 100 in the bigger ones approximately. If the game really intended to make the player feel that they're preparing for a journey, this generosity feels like a counterproductive measure, and instead is condescension to make the player not feel like they didn't accomplish anything and need to improve to overcome the challenges, like the original games expected from them.

All of this is important because it causes a snowball effect. Enemy damage is moderately high, but it doesn't matter much because you can heal with your energy tanks, or you can just die and try again, and trudge with brute force, instead of perceiving each level as a journey on its own right. Because you won't be using every resource you have bought, you will invest less and less in surviving, and more in those upgrades that make you even stronger. I had three Robot Masters left after I used everything I earned in Tundra Man's stage to get every upgrade I needed, and had capped pretty much everything. I never got a game over and was able to defeat every boss in my first serious attempt after the first stage.

This game feels like a project to save the Mega Man franchise in its 30th anniversary, but I don't think it captures the feeling of the original games. When I replayed Mega Man 1 a few years ago, even when I didn't find it as difficult as I did as a child anymore, I still had tension of losing my progress in a level. Everything I see here now is a game afraid of the series's past to fit in the landscape of modern gaming, which is probably more coward than being a nostalgic celebration.

new gimmick, great turn to 3D, and some really nice robot masters. beat this game like 4 times at this point and it only keeps being fun. acid man is so cool


Would unabashedly be the best game in the classic series if the wily castle wasn't unfinished and the music was better

either this, 4 or 7 is my favorite in the series. plus this one has tundra man so it makes me swoon

I WAS NEVER BOOK SMART I´M MONEY SMART MAKES ME MORE INTELIGENTE