Reviews from

in the past


Basically feels like how 4 & 5 did in terms of captivating me. Incredibly average game, a bit boring. Lowering the score because it just disappointed me.

Very "ok". This game goes to show why/how redoing and not innovating the classic Mega Man formula doesn't hold up very well in the modern day. The game does have the double gear system, which is its primary "gimmick" but it is severely uninteresting and doesn't add much to the gameplay. The game is enjoyable enough to want to run all the way to the end with, but I don't see myself ever replaying this game. If Capcom decided to take more risks with this game and steer Mega Man in a new, modern direction instead of adhering to the NES style, it may have been much better. Still, this game is a nice little love letter to classic Mega Man fans and a sign that Capcom still knows he exists.

Incrivelmente o jogo consegue ser tão difícil quanto seus jogos anteriores, porém de uma maneira divertida e balanceada.

Simplesmente MegaMan 11.
Não tenho que dizer mais nada.

I don't think I'll ever understand the appeal of a Mega Man game without a subtitle.


So, the fucked up thing is that I have already played this before, around the time it came out actually, and I really liked it then. I remember really liking the robot masters (especially fuse man), and I liked a lot of the weapons, and I thought the game was very pretty. But now that I have this little Mega Man Classic Marathon under my belt, I can say it's up there as my favorite, tied with 8.

The thing I really like about 8 wasn't just how it looked or how it could let you use a buster and the weapon, tho those things helped, but it's that the game's designed encouraged surprise, was able to take advantage of weapons in a way so few of these games can rarely do, and that the way it handled it's upgrade system made you have to decide how you wanted to play Mega Man, whether it was encouraging weapon use, buster only, support, or anything in between with just 40 bolts. It had a lot of aspects that even now I don't really see in a Mega Man game.

What I ended up liking for 11 wasn't the weird but cool stuff that 8 had, but a really good refinement of the ideas the series had been working with from 9 and 10 surprisingly. Sure, yea, they brought back the slide and charge shot, and everything was good, but it's more of what they do to build even further on top of it.

This game introduces the double gear system, a way to empower the player either in strength, in evasion through a stage or fight, or in the rare cases at low hp, both. It's a really cool concept the game gets a ton of mileage out of either with Mega Man himself, or all the major bosses abusing it's power to make them incredibly dangerous with desperation and gear phases after the standard.

This system also applies to the special weapons you get from robot masters, turning them into far more effective versions of themselves at the cost of taking up more energy. It's such a neat way to expand on the concept of these weapons while also making them fit with the mechanics. Even the weapons I don't like as much like the bounce balls or the impact drive still get good use due to the extra effects their power gear versions have.

Something I also really like about this game is how they handle the shop. They of course bring it back with a ton of the stuff you'd expect by this point. The ability to use bolts to buy one ups and e-tanks and ways to avoid getting insta-killed by hazards, stuff like that. But now, that's only one section of three in the shop. The others are equippable parts that can add to Mega Man's abilities like the Energy Balancer, an increase to Charge Shot size, auto charging, increasing the capabilities of the speed gear, stuff like that. And the last one is upgrade parts, which is just increasing capacity of items like e-tanks or decreasing the cooldown time for abusing the double gear system, stuff like that.

That's a really neat approach, though if I did have a criticism, I do kind of wish it would limit you on what equip parts you could take in. A good example is the one case I can think of with them not letting you choose more than 1, and that's the two versions of the energy balancer. One does the thing you'd expect, give energy to the lowest weapon, or the neo version where every weapon refills for free upon getting a weapon tank. While that's not the best trade-off, a system that makes you question what fits your style of play is pretty cool of an idea. I imagine something like this to be a more freeing version of MM8's system, where you weren't locked onto a path of upgrade, but you could only choose a handful of parts that suited your style the best. As the system is however, it's a very ideal step in the right direction.

I should also mention that while I'm obviously really happy about the return of the slide and charge shot, as well as the previously mentioned introduction of the Double Gear System which will sadly probably be a one time thing, I do also like what little quality of life improvements they've done to make navigation of the menus and of controlling mega man through the stages more seamless and comfortable.

For one, they kept the weapon roulette, but they also introduced a quick select with the right stick so you can more quickly go to the ability you want. Sometimes it is easier to mentally reset with the pause screen or roulette, but the convenience is handy in the way the other two aren't as quick with. Also, Rush Jet and Coil have their own buttons now. They take up the same gauge tho, but if you need the buster, you can just double press to summon and unsummon rush to quickly get back to basics. It's a little weird of a roundabout, but it's pretty handy honestly. You also can still use the auto fire or rapid fire if you turn it on in the menu, I just forgot.

They don't make you have to do every wily stage consecutively, and have split up the boss rush and the final boss into their own levels again, making the process much less taxing. I'm not the biggest fan of this game's Wily bosses (minus the final boss), but it's still pretty good all things considered. And of course, the lab is a button away when you're in the stage select, and it's pretty handy when I inevitably needed some lives because I died to something in the stage.

Coming back to 11, I'm really happy to confirm that yes, a lot of these stages, robot masters, and especially weapons are all really good. The gear system really helps in dealing with some of the gimmicks of the stage more easily, like with Torch Man and Blast Man's stages by using the speed gear to outrun certain hazards, or Acid Man's stage with a very particular jump over death spikes. I think the only levels I'm not the biggest fans of are Bounce Man's and Impact Man's stages, only because I got a little more annoyed by their gimmicks more easily, but not enough to hate the levels outright. And my favorites were probably Fuse Man's, Blast Man's, and Torch Man's.

Also, lowkey, regardless of how actually good the weapons are, I love the detail that it also changes Mega Man's design rather than only his colors, it's such a cool touch.

But yea, Mega Man 11 is just a really good entry. It's fun to control, it's really fun navigating some of these stages, and while I prefer some ideas more in 8, I do really like the Double Gear system here, and wish that it returned in some way into the future titles we'll see in... another decade... hopefully. And with that, I've finished playing through all the numbered entries, but there is still one more I want to play before I hang up the buster for now. Til then, here's my boss ranking for this game.

8. - Impact Man
7. - Bounce Man
6. - Acid Man
5. - Blast Man
4. - Tundra Man
3. - Torch Man
2. - Block Man
1. - Fuse Man

I died because a projectile knocked me off a cliff ;_;

First of all, I'm playing this on a shitty laptop which meant that I had to deal with slowdowns. But that wasn't going to stop me from completing this game since I've come so far after beating Mega Mans 1 to 10 in a row.
This is one of the reasons why I don't like 3D models in 2D games since the only thing it does is add lag.
I think 2D sprites can look great and the Mega Man series has already proved that they can do great 2D art so I don't really get why they felt the need to do this 2.5D thing. I don’t really like it that much visually either.
Anyway, the game is great. Great soundtrack too. The gear system is neat, especially when combining it with the boss powers.
I could’ve done without the voice acting to be honest.
I liked that the shop had a lot of upgrades. You get a lot of gear in the stages so you can buy many of the upgrades as well as items like 1ups and E-tanks in the shop. Because of that, this game wasn't that hard. But I didn't mind, because I had a lot of fun. There were still a few bullshit sections which could get frustrating but nothing Rush Jet couldn't handle.
Speaking of bullshit, Bounce Man’s stage is somehow both the best and the worst stage I’ve encountered in a Mega Man game and I wasn’t a big fan of Block Man stage either.
I'll definitely replay this game as soon as I get a better PC.

I know I just gave the past two Mega Man games five stars and I'm doing it again, but I mean it when I say these past few games have been some of the most fun I've had with the series. I can compliment the same stuff here that I did with 9 and 10 so I'll focus on the new stuff here. I think these are easily the best Robot Masters in the series, especially due to the Double Gear gimmick of this game. Instead of short and difficult battles that could be ended very easily, the bosses actually take some time to beat, especially due to the phases they have. Each boss either activates the Speed or Power Gear, and as a result they become much more difficult due to either a transformation or an attack they do with these abilities. These fights become a lot more dynamic and memorable and some of my favourites in the series. As for the Double Gear gimmick, I think it's pretty fun to use, though the Speed Gear is the highlight for me, especially with the upgrades. I love the Speed Gear upgrade that let's you move at regular speed while using it, that was a great example of a new upgrade I really love from this game. I also think the shop system is much better here as there's not only a lot more upgrades, but a there's more than just 1-Ups and Energizers. You also get a lot of Bolts which lets you play around with these buffs (unless that's just Casual mode). The difficulties seem to be a lot more balanced as opposed to Mega Man 10 which made Easy have way too much hand-holding and Normal as the other option. After reading the differences, I found Casual mode to be the one for me and I loved the difficulty. It felt somewhat easy at times, but still had great platforming segments with a lot of difficulty, like in Wily Castle 1. The art style also looks very good and it's really pleasing on the eyes. It's unfair to compare the art style of this game to it's predecessors, but this game just oozes with personality and I love it. Speaking of personality, the voice acting adds so much to the characters and Robot Masters, and the best part is, it's not bad like Mega Man 8's! All the characters have pretty fitting voices and great voice lines for Robot Masters and Wily in their fights, making things more intense and adding character to the bosses. Overall, Mega Man 11 brings a lot to the table with new features and higher quality in every way, which easily let's this be my favourite classic Mega Man game.

Mega Man 11 delivered just the right difficulty (with the modern trimmings) to dish up a really enjoyable and often times viciously difficult action platformer. I really enjoyed the boss fights, and pretty much each stage was unique and difficult in some capacity. I enjoyed it so much the first time I went through it a second time on the harder difficulty (man, it was tough). I highly recommend it for those that have enjoyed Mega Man from the sidelines, as the smart difficulty options make it enjoyable for many different players and skill levels.

-The gear system, plus all the items and upgrades, are excellent in-game difficulty sliders. My approach was to abstain from the gear system as much as possible - only using it if I began to grind my teeth and curse at the screen. In most cases, the tricky stuff like torch man's stage or the Orange Demon felt like combat puzzles that weren't overwhelming once I "solved" them with strategy. I sometimes used it for a few attempts, but then died and tried it raw. In some cases, like Wily 1 or some of the bosses, I did use the gear every time and never looked back. Plenty of challenge - I never felt cheated out of the full Mega Man experience. Plus, there's always trophy hunting if you wanna raise your blood pressure more.
-The MM8 style boss encounters and cornball taunts are just chef kissing fingers gesture.
-Almost everything in Bounce Man's stage is made of rubber (including most of Bounce Man), EXCEPT FOR the balloons, which are made of metal. And the float.
-Hey so anyone find young Dr. Wily sexy? Hah, yeah...me neither...


This is the first main line Mega Man game Ive beaten with no save states lmao

Muito braba a décima primeira edição desse robô azul.

uma bela renovação para a série clássica.

I loved megaman growing up, but didn't care about 9 or 10, because i thought video games had moved on, but i have replayed the originals and the x series a billion times. My nephew recently got into this one so i thought I'd give it a try and i was absolutely blown away. It's probably the best megaman ever, all the boss battles are incredible, i'd say maybe all the stages but 1 or 2 of them is fascinating and a perfect difficulty, takes you 15-20 tries to get through them, but you never feel like it's unfair. It reminded me a lot of Donkey Kong Country. The slow down and weapon up are amazing additions, it's so fast and smooth, I didn't know Megaman could still be good. The only knocks are how short it is, and the music kinda sucks when Megman usually has baller music. Would be ecstatic if there was a 12.

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.

Really fun new mechanics. A little bogged down by its strict checkpoints and archaic life system.

É o melhor Mega Man já lançado (por muito, acredito), talvez melhor que todos os X também. Os gráficos são bonitos, as fases bem diferenciadas e tem uma história razoável. O sistema de gears retiram um pouco a importância das armas dos chefes, mas funcionam muito bem.

As fases e mecânicas são muito criativas e tem ideias diferentes de qualquer outro jogo da franquia.

O único problema é o sistema de itens que torna muito fácil comprar tanques de energia perto do fim do jogo.

Du bon challenge et des boss bien stylés, vivement le 12.

they new super mario brosed megaman

Eita que jogo dificil.
Incrivel que quando criança eu lembro que jogava megaman (porque só tinha esse jogo) e conseguia jogar e zerar.
Agora que fiquei adulto e jogo diversos jogos, NÃO CONSIGO JOGAR ESSE JOGO.
Como foi dificil e frustrante kkkk

Too Perfect, I just Didn't like The last Boss and for Some Reason the First boss You face Seems impossible the First Time you Play... (I used an E-tank on Block Man, Holy Shit!)

I may come back. This game is just hard and kicking my butt currently. I did beat a boss… One boss.

The newest in the series so far, and boy did it deliver the challenge mega man games are known to bring. However, this time that challenge is cranked up to eleven with the addition of the gear mechanic, allowing new puzzles and traps that have you utilizing the new mechanic, on top of the bosses themselves being a lot more challenging with their own usage of it. Aside from the ramped up difficulty, this game is still a blast to play, and likewise, would become more and more easier with every replay knowing the tricks and traps it throws at you.

Mega Man é uma das franquias que mais amo e não é diferente com esse. Muito bom, tem toda essência do clássico, com único ressalve é que o level design ficou muito refém do sistema de Double Gear - apesar de possível zerar sem elas é notável que certas situações foram pensadas para que isso fosse utilizado de forma quase obrigatória. Além disso só gostaria de mais checkpoints em dificuldades maiores puramente por conveniência.


Pra quem gosta de mega man isso aqui é um prato cheio. A dificuldade está entre as mais altas da franquia, apesar dos itens ajudarem muito.

DEUS EXISTEEEEEEEEEEEEEEEEEEEEE