No one has rated this review as helpful yet
Not Recommended
0.0 hrs last two weeks / 1.1 hrs on record
Posted: Mar 30 @ 11:06am

Feels and looks unfinished.

The art is amazing but not done justice by the presentation with mismatched sprites and jittery pixel rendering. The jittering is a major issue causing eye strain if you're susceptible to that. Some of the mismatching sprites are way too big or too small relative to the pixel resolution, some have bloom effects while most don't, a lot of explosions for projectiles seem to be randomly picked. Stuff you'd think are placeholders, but this is no early access game.

There's a lot good ideas in the gameplay, like the varied weapons, but the controls are holding it back severly. There's no input buffering and there's all kinds of unintuitive quirks: Touching the ground during an air swing instantly cancels the swing. Turning rapidly during an air attack lets you reset the hitbox to deal damage as fast as you can tap the buttons. Dashing over a ledge doesn't let you keep dashing as you can in air, but instantly cancels the dash and drops you like a rock. I just kept running into more and more of these.

These really became a problem as the controls were pushed to the limit when the levels started getting too cramped and full of instakill traps. Speaking of instakill traps those are in my opinion the one thing that should've been left in the shadow of Megaman's past. I was hoping to get an experience similar to how Megaman games were, and it's so close to being that, but it really underlines how big of a part of Megaman's success the fluid controls are.

It would've needed only a little more work to be a really good game, but now it just ends up an abrasive experience.
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