Mega Man 11

Mega Man 11

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Peachy 29. sep. 2019 kl. 5:18
Can we finally agree that this was a bad game?
Please? Mega Man is 'back' and the hype is bound to have died, so can we FINALLY be honest?

Edit1: We're more than 100 comments in and, though success came here and there in terms of getting fair criticism, good and bad points, the post has been invested by bullying, idiots and the like. Apologies to the readers, as their won't be as much substance to what was written. But no apologies to the culprits, who I ensure, will be regretting their actions. On another note, it's clear to me now that the use of Steam in itself is a mistake. After I get my justice, if even that knowing the Moderators, this will be the last time I post. It's just Miiverse all over again.

Edit2: So, reviewed the guidelines to be sure. My, what a God complex. I'm not going to get justice. "[Don't] Openly argue with Moderators", more like, "Shut up and accept it." No, I won't accept this. I said the Miiverse thing as a joke, yikes... Please, PLEASE prove me wrong.

Edit3: I wasn't proven wrong. ♥♥♥♥ STEAM COMMUNITY.
Sidst redigeret af Peachy; 31. dec. 2019 kl. 15:31
Oprindeligt skrevet af Menik:
Careful with titles. When you're looking to compile fair, stable, viewpoints, you'll want to avoid bias as much as possible in them. You wanted a position to prod the community's opinion, I think you set yourself up in a position to either have one or the other: attacks or compliance.

"Can we finally agree MM11 was a bad game", could have easily been "Now that hype is gone, where do you stand with MM11?" Then you can give your opinion or try to convince people. Just some advice, people will trigger over titles(what leads them to be here) and if that's the case you're mostly attracting polarised opinions.

I think the hype did do some damage for the game, personally, with expectations. "MegaMan is back" was interpreted differently by two separate crowds. MegaMan fans(of course), and the curious newcomers. To the MM fans, "MegaMan is back" insinuated a return to the classics, while having a modern design. To the newcomers it meant a chance to get a taste of megaman reminiscent of the old games in style only.

I think there was some intent with MM11 here to take on some newcomers by:
1) Having varying difficulties, so the game could be taken on at an easier challenge.
2) Having straight-forward level design, as not to intimidate.
3) A Mix-up feature to put everyone on the same boat.

I'll jump straight into level design, because while playing the game for the most part I felt the struggle here to pander to two differing crowds. The level design has a MM feel to it(apart from the secrets and alternate routes), but the enemy placement feels more like that of the later MMX games. Instead of figuring out a way around your enemies, instead enemies are placed with terrain in mind to make traversing the stage trickier, and as in pair, the enemies are simpler. This is pandering to the newcomers. I would say that's off-putting, but it isn't something that bothers me to the extent of calling it a bad game(these things add up though). The levels are very horizontal, they mostly stripped the variety from them. They do still keep a feature in the stage(Tundra's wind, Acid's acid pools, etc), so that's a bit redeemable. I think the most "offensive" aspect is how futile some of the areas are underwhelming, where you could potentially just walk through them with little care. "Superhero" mode doesn't do anything with enemy placements as far as I can tell--which actually could have connected old fans better to this game. It wouldn't be much more work to place difficulty-based placements.

I'll touch base on the mix-up feature briefly. You can get through the game without it, but a lot of enemies are created with the feature in mind, making them more difficult if you're doing a no-gear run. This can somewhat bring back the difficulty of the old games with the mid-bosses but that's about it.

The music was not memorable at all. It's alright, but there aren't any bangers in there that stood out to me(it all sounded the same to me, like jumpy rave music). That's the thing about MegaMan in general. It had really good music that often felt like it fit the theme of the stage(as it should), but I didn't get that with this one.

Visually the game is stunning, I have to give it that. I sincerely appreciate the work put in the art and visual style of the game. If not the music(definitely not the music), the visuals helped carry you through the levels. I can't praise it enough--but visuals can only do so much for a game.

The controls are fine, I didn't have any quarrels with that aspect. I love games that allow you to customize your controls, I don't think I needed to here too much(I might have switched it so that gears were bottom triggers), just for comfort.

The "Ports" were neat, I don't like that you can almost select them all, I feel like that was a missed opportunity there.

All in all, this is MegaMan but dumbed down. I could never call it a bad game, but if the question is "is it a good MegaMan game--does it do MegaMan justice", that's a fair discussion. I could also never call it a great MegaMan game. I know there is some pandering they did here, and I understand why--I don't think the series will change that in the future is my best guess.

Cheers, thanks for reading.
-Menik
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Peachy 11. okt. 2019 kl. 8:23 
Oprindeligt skrevet af sequence:
Mega Man 11 is fantastic, a breath of fresh air after 9 and 10 which were so pathetic and pandering.

9 and 10 are prime examples of cringe 80s nostalgia. I remember reading that a designer on MM9 had trouble implementing their designs because the 8 bit style meant they couldn't have too much detail. How about hey, don't go back to 8-bit then? They were so safe and uninspired, sucking MM2's ♥♥♥♥ just because it's considered a fan favourite. You can have a challenging game without regressing and undoing awesome changes like sliding and the charge shot.

Mega Man 11 proves you can have old school platforming without making your game look like ♥♥♥♥. And the double gear system is great too and adds something new. It's the first innovation in the series since charge shots in MM4.
I must agree that 9 and 10 definitely could've been more than what they were, but it's clear that these entries were a cash grab on nostalgia and maybe fan service, nothing else. Mega Man 11 is just plain bad. It's boring to wait for Speed Gear to regenerate to make the next section possible, but if you like it I guess. First innovation since Mega Man 4? Really? That's just plain wrong.
Nacht der Frösche 11. okt. 2019 kl. 13:42 
Oprindeligt skrevet af Dank Dabbington:
Oprindeligt skrevet af sequence:
Mega Man 11 is fantastic, a breath of fresh air after 9 and 10 which were so pathetic and pandering.

9 and 10 are prime examples of cringe 80s nostalgia. I remember reading that a designer on MM9 had trouble implementing their designs because the 8 bit style meant they couldn't have too much detail. How about hey, don't go back to 8-bit then? They were so safe and uninspired, sucking MM2's ♥♥♥♥ just because it's considered a fan favourite. You can have a challenging game without regressing and undoing awesome changes like sliding and the charge shot.

Mega Man 11 proves you can have old school platforming without making your game look like ♥♥♥♥. And the double gear system is great too and adds something new. It's the first innovation in the series since charge shots in MM4.
I must agree that 9 and 10 definitely could've been more than what they were, but it's clear that these entries were a cash grab on nostalgia and maybe fan service, nothing else. Mega Man 11 is just plain bad. It's boring to wait for Speed Gear to regenerate to make the next section possible, but if you like it I guess. First innovation since Mega Man 4? Really? That's just plain wrong.
You needed the speed gear? I managed to get through without it (until the end). I even beat the Yellow Devil without special weapons and gears.
sequence 11. okt. 2019 kl. 23:12 
Oprindeligt skrevet af Dank Dabbington:
Oprindeligt skrevet af sequence:
Mega Man 11 is fantastic, a breath of fresh air after 9 and 10 which were so pathetic and pandering.

9 and 10 are prime examples of cringe 80s nostalgia. I remember reading that a designer on MM9 had trouble implementing their designs because the 8 bit style meant they couldn't have too much detail. How about hey, don't go back to 8-bit then? They were so safe and uninspired, sucking MM2's ♥♥♥♥ just because it's considered a fan favourite. You can have a challenging game without regressing and undoing awesome changes like sliding and the charge shot.

Mega Man 11 proves you can have old school platforming without making your game look like ♥♥♥♥. And the double gear system is great too and adds something new. It's the first innovation in the series since charge shots in MM4.
I must agree that 9 and 10 definitely could've been more than what they were, but it's clear that these entries were a cash grab on nostalgia and maybe fan service, nothing else. Mega Man 11 is just plain bad. It's boring to wait for Speed Gear to regenerate to make the next section possible, but if you like it I guess. First innovation since Mega Man 4? Really? That's just plain wrong.

Innovation gameplay wise, yeah. MM5 and 6 added some stage gimmicks I suppose, 7 added the store and MM8 had more puzzle elements and vehicle segments, but in terms of actual gameplay being different, the first new main gameplay change in the series has been the gear system in 11.

Which is why 9 and 10 annoyed me so much. The series was becoming stale and went on hiatus because it wasn't innovating so what did Capcom do? Literally undo all innovations since 2. And then the series went on hiatus for another 8 years after 10, because people were already sick of it.
Peachy 12. okt. 2019 kl. 9:43 
Oprindeligt skrevet af Nacht der Frösche:
Oprindeligt skrevet af Dank Dabbington:
I must agree that 9 and 10 definitely could've been more than what they were, but it's clear that these entries were a cash grab on nostalgia and maybe fan service, nothing else. Mega Man 11 is just plain bad. It's boring to wait for Speed Gear to regenerate to make the next section possible, but if you like it I guess. First innovation since Mega Man 4? Really? That's just plain wrong.
You needed the speed gear? I managed to get through without it (until the end). I even beat the Yellow Devil without special weapons and gears.
Your tone reads as though you're scalding me, as though by needing Speed Gear that I was playing wrong. Unlike what you believe, it's not wrong, rather it's quite normal, unless you're a speedrunner. I highly doubt your claim to not need it is true.
Peachy 12. okt. 2019 kl. 9:51 
Oprindeligt skrevet af sequence:
Oprindeligt skrevet af Dank Dabbington:
I must agree that 9 and 10 definitely could've been more than what they were, but it's clear that these entries were a cash grab on nostalgia and maybe fan service, nothing else. Mega Man 11 is just plain bad. It's boring to wait for Speed Gear to regenerate to make the next section possible, but if you like it I guess. First innovation since Mega Man 4? Really? That's just plain wrong.

Innovation gameplay wise, yeah. MM5 and 6 added some stage gimmicks I suppose, 7 added the store and MM8 had more puzzle elements and vehicle segments, but in terms of actual gameplay being different, the first new main gameplay change in the series has been the gear system in 11.

Which is why 9 and 10 annoyed me so much. The series was becoming stale and went on hiatus because it wasn't innovating so what did Capcom do? Literally undo all innovations since 2. And then the series went on hiatus for another 8 years after 10, because people were already sick of it.
Every game has brought in an innovation, it's just a shame they're almost always forgotten about it or never expanded it. Hopefully, outside of being an unlockable in the future, Double Gear is the same. You proved me right in your own sentence, so I won't repeat. Take it you didn't like the idea of the Rush Adaptors?
Nacht der Frösche 12. okt. 2019 kl. 14:14 
Oprindeligt skrevet af Dank Dabbington:
Oprindeligt skrevet af Nacht der Frösche:
You needed the speed gear? I managed to get through without it (until the end). I even beat the Yellow Devil without special weapons and gears.
Your tone reads as though you're scalding me, as though by needing Speed Gear that I was playing wrong. Unlike what you believe, it's not wrong, rather it's quite normal, unless you're a speedrunner. I highly doubt your claim to not need it is true.
I am not scalding anyone, just pointing out that you actually don't need the gears. It did take me a few hours to get the yellow devil down, but I did do it. This is the same guy who has went through Ghosts 'n Goblins twice, so I will admit my difficulty scale is a bit messed up, but I wasn't the only one to beat the yellow devil gearless and without special weapons or items.
Sidst redigeret af Nacht der Frösche; 12. okt. 2019 kl. 14:16
GeminiJDX 20. okt. 2019 kl. 14:34 
I would say this game is average. Not terrible but it's difficulty ruins the usual fun MM experience
Nacht der Frösche 20. okt. 2019 kl. 15:24 
Oprindeligt skrevet af geminiman13:
I would say this game is average. Not terrible but it's difficulty ruins the usual fun MM experience
Was it too easy or too hard?
Luxar 21. okt. 2019 kl. 16:59 
It has the best weapon set in any megaman game, each one was designed to have an actual purpose in the game aside from just being different ammo for each boss. They add a layer of movility and range of attack, and the fact that you can hotswap to any weapon with just the flick of the right stick makes it super comfortable to use them, instead of just pausing the action to select which one you want or scrolling through each individual one mid-game.

Bosses actually feel fun to fight, and dont rely on cheap mechanics to create the illusion of difficulty, like most of the bosses in the NES megaman. Even the Hard mode changes how the bosses attack for you to adapt to a new playstyle.

The gear and item system are there also not as a mandatory mechanic but as a difficulty balancer for each player, you can rely on it as much as you want and there's no punishing for doing so. You dont even need to use any if you dont want to, and the levels are actually designed to be beaten by standard Mega Man gameplay and its still super enjoyable.

Previous games are still super fun, but there's 20 years of game design in this game that just makes it better in almost every way. And the only bad design choses this game has are that it wants to rely on nostalgia so bad that it emulates the cheap traps and the checkpoint system from the nes games.

Hopefully they remove their spike fetish and add more checkpoints in the next one and It could possibly be the best classic Mega man game ever.

The soundrack is decent at best. Not every Mega Man game has a memorable soundtrack anyway.

And who plays a Mega Man game for the story anyway lmao
sequence 21. okt. 2019 kl. 20:37 
Oprindeligt skrevet af Dank Dabbington:
Oprindeligt skrevet af sequence:

Innovation gameplay wise, yeah. MM5 and 6 added some stage gimmicks I suppose, 7 added the store and MM8 had more puzzle elements and vehicle segments, but in terms of actual gameplay being different, the first new main gameplay change in the series has been the gear system in 11.

Which is why 9 and 10 annoyed me so much. The series was becoming stale and went on hiatus because it wasn't innovating so what did Capcom do? Literally undo all innovations since 2. And then the series went on hiatus for another 8 years after 10, because people were already sick of it.
Every game has brought in an innovation, it's just a shame they're almost always forgotten about it or never expanded it. Hopefully, outside of being an unlockable in the future, Double Gear is the same. You proved me right in your own sentence, so I won't repeat. Take it you didn't like the idea of the Rush Adaptors?

I liked Rush Adaptors. But they're literally just replacements for Item 1, 2 and 3 which have been in the series since Mega Man 2. Unless you're talking about the Rush Adaptors in 6 and 7, the former of which no-one liked because you had to constantly go into a menu and skip a cutscene every time you used it, and the latter of which most players will never find in the first place because it's a secret item. Which Capcom removed in 8 anyway.

I'm still waiting for an actual innovation to the core gameplay the series has had since the Charge Shot in 4. Not a vehicle segment or slight change. The Gear System is the first fundamental gameplay change since 4.
Kaed✩Wolf 22. okt. 2019 kl. 7:41 
Oprindeligt skrevet af Luxar:
It has the best weapon set in any megaman game, each one was designed to have an actual purpose in the game aside from just being different ammo for each boss. They add a layer of movility and range of attack, and the fact that you can hotswap to any weapon with just the flick of the right stick makes it super comfortable to use them, instead of just pausing the action to select which one you want or scrolling through each individual one mid-game.

Bosses actually feel fun to fight, and dont rely on cheap mechanics to create the illusion of difficulty, like most of the bosses in the NES megaman. Even the Hard mode changes how the bosses attack for you to adapt to a new playstyle.

The gear and item system are there also not as a mandatory mechanic but as a difficulty balancer for each player, you can rely on it as much as you want and there's no punishing for doing so. You dont even need to use any if you dont want to, and the levels are actually designed to be beaten by standard Mega Man gameplay and its still super enjoyable.

Previous games are still super fun, but there's 20 years of game design in this game that just makes it better in almost every way. And the only bad design choses this game has are that it wants to rely on nostalgia so bad that it emulates the cheap traps and the checkpoint system from the nes games.

Hopefully they remove their spike fetish and add more checkpoints in the next one and It could possibly be the best classic Mega man game ever.

The soundrack is decent at best. Not every Mega Man game has a memorable soundtrack anyway.

And who plays a Mega Man game for the story anyway lmao
I agree. The soundtrack and the absent of secret itens in the stages are the only donwsides to me. Loved MM11. :MM_1up::Speech_Love:
Peachy 22. okt. 2019 kl. 8:34 
Oprindeligt skrevet af sequence:
Oprindeligt skrevet af Dank Dabbington:
Every game has brought in an innovation, it's just a shame they're almost always forgotten about it or never expanded it. Hopefully, outside of being an unlockable in the future, Double Gear is the same. You proved me right in your own sentence, so I won't repeat. Take it you didn't like the idea of the Rush Adaptors?

I liked Rush Adaptors. But they're literally just replacements for Item 1, 2 and 3 which have been in the series since Mega Man 2. Unless you're talking about the Rush Adaptors in 6 and 7, the former of which no-one liked because you had to constantly go into a menu and skip a cutscene every time you used it, and the latter of which most players will never find in the first place because it's a secret item. Which Capcom removed in 8 anyway.

I'm still waiting for an actual innovation to the core gameplay the series has had since the Charge Shot in 4. Not a vehicle segment or slight change. The Gear System is the first fundamental gameplay change since 4.

Yes, I'm talking about 6 and 7, their only appearance. I liked it, know many who think they completed 6 as a package as they changed how you played the game fundamentally. Jet Adaptor made you mobile in the air, no Adaptor made you mobile on the ground and the Power Adaptor removed mobility for raw strength, also requiring careful decision making on range. The reason why it was hard to find in 7 is because it gave players who found it an advantage. Again, not the first gameplay change since 4. With some luck, it'll be a phase, like lots of things this franchise does right.
Kyle B 22. okt. 2019 kl. 11:34 
I like this game
Emmanuelexe 23. okt. 2019 kl. 13:09 
For people who cry because they want keep Megaman in pixel with Megaman 2 level design (nintendomaniacs fanboys), there is Megaman Maker who allow you to build the stages as you want, very complete.

Official Megaman games should be not in pixel anymore, fangames do the job very well (Megaman Unlimited) and megaman 9 was ok for that but megaman 10 was too much, new graphisms and deeper gameplay is important to catch more new players, old megaman gameplay won't interest people anymore except for the old hipsters, the game has to add new things now without to go too much off topic and Megaman 11 did it perfectly.

Look at all the good platform games on steam, Megaman games MUST add new gameplay features, if not it's dead and the community is still niche compared to Street Fighter or other big IP.

Double Gear system is a smart way to play, you are not forced to use it but it's very helpful and the time slow is not cheap at all, same for the power gear, you have to use it well.

Game is not perfect or idk but i don't care, still a very good megaman game, gonna relisten Blastman theme for the glorious MM11. B)
Sidst redigeret af Emmanuelexe; 23. okt. 2019 kl. 13:10
Peachy 24. okt. 2019 kl. 7:50 
Oprindeligt skrevet af Kyle B:
I like this game
Want a reward? :/
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