Reviews from

in the past


Being able to play as multiple characters like Bass and Protoman is an awesome way to play this game.

The only reason this isn't worse than Megaman 9 on my list is because it has an easy mode and because you can play as Protoman who has Mega's moveset from 4.

this is like mega man 2's twin. hes still cool and you get along with him but you didn't meet him first.

Mega Man 9 seemingly came out of nowhere as an excellent addition to the Mega Man series that felt like it would start the ball rolling to not only appease fans of the old games, but also bring in new younger fans. Mega Man 10, in my opinion, put a quick and sturdy stop to the proverbial ball. 

Mega Man 10 is the only game in the series that brings nothing new to the series. Mega Man 1 obviously started it all. Mega Man 2 added more bosses, a password/save system, and E Tanks. Mega Man 3 added Proto Man and Rush as well as sliding, Mega Man 4 added item purchasing, the charge shot, and, for a minute. a new "main villain." Mega Man 5 is by far the closest to Mega Man 10 with really only adding beat, which is a nuke bird so still pretty cool. Mega Man 6 added new rush adapters and energy balancer. Mega Man 7 added bolts to collect to use as money for a shop you can go to between levels, changed the bosses from 8 to two sets of four, ushered in the 16 bit era, and most importantly introdeced Bass and Treble. While I'm not a fan of eight they tried many new things with cutscenes, voice acting,  much improved graphics, and improved sounds. Mega Man 9 is a super polished NES style that introduced playing as Proto Man and time trials. Mega Man 11 came with new graphics and the double gears system.

Mega Man 10 not only added nothing new at all but it followed the polished Mega Man 9 and instead of continuing in its footsteps he ditches the amazing level design and instead sacrifices all level design for set pieces. The doubled down on the bad level design with terribly placed traps and enemies that jump out of holes that will stop you in your tracks so that you fall into a insta kill hole. Let me give you an example of both of these things. The worst level in the history of Mega Man is, in my opinion, Commando Man’s stage. There are several rooms with instakill spikes, insta kill pits, where in most of them are enemies that shoot up out of no where while a sand storm will randomly pops up and blows you forward or backward. Doesn’t sound to bad. Here comes the set piece over level design. When the sandstorm comes you can’t see anything. On top of all this the if you run against the wind you won’t stay in the same spot so you can’t just run in place to fight out the sandstorm. You basically have to guess if you’re in the right spot and if you’re not you will find out immediately because you’ll be dead. It’s maybe the worst level design I’ve ever seen in a competent level game. The game is littered with this nonsense but this level is the most egregious by far.

As big of a fan as I am of the Blue Bomber and as sad as I am to report this I just can’t recommend this game.

My Mega Man Rankings:

https://www.backloggd.com/u/DVince89/list/my-mega-man-rankings/

My 2024 games ranked:

https://www.backloggd.com/u/DVince89/list/games-i-played-in-2024-ranked-1/

WHERE IS THE SLIDE AND THE CHARGE SHOT??? INFAFUNE TELL ME WHERE IT IS WHERE IT IS

just like mega man 9, capcom went back to the old NES style like in 1-6. it's a bit disappointing because of that, but still a lot of fun and having both proto and bass as playable characters is a cool addition

If Mega Man 9 was a stunning return to form, this was demonstrative of the trap of making Mega Man. It’s good, it’s still very good, but when it’s so similar to MM9 it often feels like a needless sequel, more of the same, et cetera. The exact sort of accusations that got thrown at the later games in the original NES six!

I think what it does well it does VERY well. It’s precision-platforming with twitch reactions to myriad threats, capped off with a boss fight at the end of each section. The balance is a little different to MM9, in that the levels feel easier and the robot masters harder, putting them about level, but I much preferred MM9’s method of hard levels and robot masters as a twee little reward at the end. But then I often find what I want and what the developers and more general fanbase want to be at odds.

Which brings me to the story. It’s unobtrusive, which is all I ever want, but also daft as a bag of hammers. The threat of roboenza is the sort of Saturday morning cartoon stuff that the animé-oriented direction of many Mega Man games strives for, but… I dunno, I actually kind of like it. It’s that step beyond serious, into knowingly absurd. A flu for robots. A virus? But literally the sniffles. That’s brilliant, and being kept to the sidelines it was just a goofy little thing to smile about while my poor brain recovered from whatever challenges I’d just faced.

The Wily castle run is possibly an all-timer, held back only by those pods containing abilities from earlier robot masters. I know people hated Doc Robot (more fool them I loved it), but at least that had personality, and moved about and stuff! Watching orange squares slide about summoning tornadoes and doing mysterious slashes is just… nothing. But yes those aside it’s a delight, pushing me just enough to need to get up and walk around, or maybe squeeze my controller until the plastic creaks a little, but never enough to throw a great big wobbly. That’s the difficulty I want in video games.

I don’t know if I’d have been satisfied if this was it. If MM9 was the end it would feel like a triumphant retro celebration. If this was, it’d feel like getting a little more juice out of the lemon (ha), nothing more.

Good thing there’s one more game to go. Review 100 approaches. Mega Man 11 approaches.