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.

Reviewed on Jun 25, 2021


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