Huh? Retro throwbacks are based on games like Castlevania and Ninja Gaiden, right? Mega Man Zero is still pretty new...


Gravity Circuit is a premiere example of creators not truly understanding the inner workings of the many things they are inspired by. Not as vapid as many games that do this-- and ultimately still a solid (but far from great) game-- it manages to show a lot about platformers and the culture around "retro" games in a bite sized 2 - 3 hour package.

The reason why I even wanted to play this game in the first place was the cool grappling hook, and I am proud to say that it is Fun. Unlike a certain other Mega Man game, the swinging in this game feels great to do and moving across ceilings fluidly is some of the better movement I've been able to use in a high speed platformer like this. Grabbing and throwing enemies with this same hookshot is also real fun, and it might be the best feeling "chuck enemies at other enemies" game I've ever played. Things usually die from being smacked with one of their cohorts: so it becomes a satisfying process of killing each subsequent enemy with the other when you can, and using your superior movement to personally destroy vulnerable mooks. This is all really cool, but this game commits the sin that most platformers do: it doesn't evolve its ideas.

Despite what I just said about the grappling hook, most of Gravity Circuit's levels do not make you use it in ways that matter. It is a mechanic comprised entirely of intrinsic value, and sole mechanic that makes this game's movement unique should simply not be like that. Another issue with the level design is its emphasis on collectibles. The way these stages flow when you're playing properly it feels terrible to do that really obvious "hit the breakable wall and do a CHALLENGE..." type secret shit, and this game has a lot of that. It is confusing to me that Gravity Circuit decides to have in level collectibles for your health and super meter. Like no, dude, make it a reward for literally anything else. The other major gameplay problem are the Burst Mechanics: the super moves you get and the "stand in" for special weapons in a classic Mega Man game. These are lame. Despite sounding on paper like they open up various possibilities for how you deal with combat, they instead heavily centralize them. If you have meter you hit them with a big move and grab afterwards. Even bosses are not safe from this sort of design.

The Zero games are some of the most expressive platformers I've ever played. They have their own issues, sure, but a consistent strength of the series is how good it feels to perform under pressure. There's a lot of ways to move through levels efficiently and stylistically as Zero, and the series knows this. Much of the level design is intentionally made in ways that flow comes from smart game knowledge and tight execution. Mistakes are meaningful and even one misstep in the wrong place can destroy your flow at best and outright kill you at worst. Gravity Circuit is severely lacking in these aspects. Sure, there is sincere game knowledge required in using the grappling hook in effective ways: it isn't enough alone. The stakes are not high enough and the game is not freeform enough otherwise for me not to feel like I'm "going through the motions" even when I play well. Mixing up my gameplay is deemed irrelevant by the level design, and what does it matter if I get die? I go back to one of the 5 checkpoints per level and lose nothing from it. The Zero games put more on the player, and that's what makes them fun. The dance between player and designer is not as strong here, and as a MMZ inspired game I expect a little more from Gravity Circuit.

Overall, Gravity Circuit gets a lot wrong, especially in comparison to the MMZ games. The skill expression is significantly worse, the levels don't push the player and the "12-bit" presentation is unremarkable (because like hell am I doing a whole section on that shit). Despite it all though, it's a decent game. There is fun to be had playing it and it most definitely is an enjoyable high octane platformer in its own right. I hate to compare it to MMZ so much because they don't truly feel so similar when you get down to it, but in practice the Zero series embodies a lot of things: including a lot Gravity Circuit doesn't quite reach.

Reviewed on Nov 26, 2023


6 Comments


5 months ago

Megaman fans once again proven unable to enjoy anything that doesn't have their little Astroboy knock-off. What is with you people and throwing a hissyfit the moment a game doesn't play exactly like your precious little joke of a series? It's intolerable. Go out and beat Job Application-Man and maybe you'll enjoy this game more.
I think it's pretty fair to compare Gravity Circuit to Megaman Zero when the ladder clearly inspired the former and even if it didn't they are very similar in a number of ways.

5 months ago

@UltimatLifeDummi Yes, but the two games are still very different and I want to make that clear. MMZ just happens to be a good example of a lot of aspects Gravity Circuit lacks. I don't like to boil things down to "worse X" if I can help it.

5 months ago

imagine getting mad at a 3.0/5.0 review when this game has reviewed pretty exceptionally well with the niche crowd it was aiming for. people on the internet are so weird.

anyways, you hit the nail on the head imo. "it doesn't evolve its ideas" puts into words the problem i had w/the game but couldn't vocalize correctly.

5 months ago

@averypaledog My friend there has never played a Mega Man game in his life, don't worry about him too much lol

To respond to your actual point, I think a lot of platformers do this, not just this one. So many games introduce concepts and don't USE them and it makes me feel like keys are being jingled in front of my face. I wanted to write a section in this review about how this is far from a problem exclusive to Gravity Circuit (it simply being a very damning example off the phenomena) but I ended up cutting it for brevity. It's dire out there though: when platformers have actual meaningful platforming design in them I get genuinely happy that I'm playing a real video game.

5 months ago

dropping a like for the opening sentence alone