I initially expressed my fears with the series continuing on in 8-bit, stating that I felt the series would become stagnant again. I've always felt that Mega Man has fallen behind the other gaming icons of his day, such as Mario, Link, and Sonic, and, while I don't think Mega Man has anything to prove, I find it sad that he has yet to have a real Next-Gen console game that utilizes the capabilities of any of the systems.
That is a complaint with the series as a whole though, more than anything, and doesn't affect my review so much of the individual game. The game itself is good, higher quality than most Mega Man titles, and it could be the start of something great for the franchise.
New Features
- Play as Mega Man, Proto Man, or Bass (DLC), in three (slightly) separate stories.
- A difficulty select which changes the game quite significantly for all three options.
- Returning from Mega Man Powered Up, Challenge Mode.
- Save and watch replays of your best times, or check out the ranked leader boards videos.
Okay, now I know Inafune knows these stories are just a load of junk. I'm serious, when asked about Mega Man 10's story in that online broadcast a while back, he basically said, "what story?" So yes, Mega Man 10's story is pretty silly, and it honestly could be the plot of one of the Ruby-Spears episodes.
One day, Roll gets sick with flu like symptoms. She's been infected with a virus that makes robots sick, and they've dubbed the virus, Roboenza. The virus soon spreads, and starts causing robots to go out of control and wreak havoc.
Dr. Wily shows up at Dr. Light's lab after having been attacked by one of the robots. Wily's been working on a cure, and has created a machine to help him, but it was stolen by the robots. Mega Man runs off to get back the machine, and Proto Man offers to help him along the way.
From here, you can choose who you want to play as, Mega Man, Proto Man, or Bass (if you've downloaded him), and the story changes slightly depending who you pick. I'm talking like a few sentences at most, hardly anything to get excited about. Even Mega Man and Bass had more variety in the story.
Anyway, surprise surprise, it turns out Dr. Wily was behind everything! After defeating Wily, he's rushed to the hospital with a fever. He escapes from there, but leaves behind the cure to Roboenza.
Aesthetics
Inafune is the type of artist that likes to do more with less. Like a painter who's canvass is a business card, Inafune has restricted Mega Man 10's color pallet back down to 8-bit. Of course, Mega Man 10's graphical prowess is a joke, hardly utilizes any of the consoles to their full potential, but Mega Man just looks at home in his limited color values.
I'd gauge this game aesthetically superior to Mega Man 9, as most of the environments have a lot more detail. By comparison, Mega Man 9's environments were a bit empty. Mega Man 10 transports the player to an icy plain, to a psychotic highway, to a sports arena. Every inch of space is used up appropriately, and there is a great deal to look at. The game is big on some small details too, like the met hat sitting on top of a building in the credits, the addition of Tango and Reggae sprites, and just the overall feel of the game in general.
The bosses are pretty ridiculous looking, and I get the feeling creating these robot masters is getting harder and harder. As stupid as Sheep Man is, you can almost hear the developers snickering to themselves with each bolt of electricity he sends at you. If anything, it's Pump Man that wins the award for stupidest looking robot master, as he literally jiggles the back of his head to attack you.
However, some robot masters made a reappearance in this title, a couple with brand new 8-bit sprites! Wily's first stage is by far the highlight of the game for this reason. I was a bit disappointed with Bass's new sprites however, as I think the Neo Geo sprites of Bass just look better, but this is a minor complaint. Overall, Mega Man 10 surprises you at every turn and gives you something to look at on every screen.
Sound
Mega Man 10 hits the batting average in the music department this time around, which is always good, but far from the home runs of Mega Man 2, X, ZX, or Star Force. The title screen music is pretty good, and the majority of the games tracks are pretty mellow for a Mega Man title. I really wish they were more memorable and kick ass like some of the other games, and I'm not a big fan of the introduction music, but otherwise it's a decent soundtrack. As far as sound effects go, nothing you haven't heard a million times before.
Design
At first, I wasn't too impressed with Mega Man 10. It was better than a good chunk of Mega Man games, but it didn't hit all the right spots in terms of fun that Mega Man 9 did. For example, in Mega Man 9, you're hit with a great deal of new platforming gimmicks and enemies, from the rotating platforms in Tornado Man's stage, to the swinging pendulums in Jewel Man's stage.
Mega Man 10 starts out pretty standard in my mind, sticking with the tired and true type of level design, rather than laying on the gimmicks. However, Mega Man 10 is easily much harder than Mega Man 9, because it doesn't rely on those cheap tricks. More often then not, the stages are designed around wearing you down, while the instant death spots are pretty obvious to avoid with some timing.
Mega Man 10 makes you think about how to beat each screen based on the enemy layout, where as Mega Man 9, you could pretty much just blow through everything with the right weapon. This time around, the weapons are a little more balanced, and require the player to think on the proper application of the weapon to make use of it. Interestingly, most of the weapons are actually pretty weak with a head on direct shot, but quite powerful when you use them right.
Figuring this out can be tough, so it helps that a lot that players are able to upload videos of their best times through a stage directly through the game. Take note of these players techniques, and you'll discover some very cool things, like riding Wheel Cutter up walls, or the weapon switch trick with solar blaze. It's at this point, I began to see the depth of the design of the game start to break the surface.
This game really functions more methodically than other Mega Man games, and each screen presents a sort of puzzle to get through it. Running and gunning won't work this time around, and even after you've beaten the game a few times around, it'll require you to make choices about how you'd like to proceed. For instance, Triple Blade is easily the best weapon in the game, especially against minibosses, but it has the most difficult pitfall sections. You could wait until after you've gotten Rush Jet to get past it, but by then, the utility of Triple Blade might be gone.
Enemy setup aside, I found most of the stages pretty bland, but a few kick ass. Commando Man and Nitro Man's stages are fun, and Wily 1 is probably the best stage ever made in a Mega Man game! (You fight 1 robot from each of the previous nine games!) The levels that I thought were bland, however, instantly became much more memorable in Hard Mode, which is damn near impossible to beat. It's easily harder than Mega Man and Bass, and it adds so much to the game in terms of replayability. The first time a boss hit me with a new attack in hard mode, my reaction was "HOLY SHIT!"
Rounding out hard mode is easy mode, good for beginner and younger players, like my 7 year old cousin. It's a joke to anyone whose experienced in Mega Man games, but hopefully this mode will bring in a new generation of players. Proto Man and Bass also offer their own unique styles of play, giving you quite a chunk of game to see.
Mega Man 10 pumps out some extras as well, as challenges and achievements have returned. The standard "Beat the game in such and such time," and "don't get hit," achievements are there, but now the game has added a multitude of little scenarios to complete, ala Mega Man Powered Up. The scenarios are fun and give you a chance to practice on some of those pain in the ass bosses.
Also returning is time attack, but with a twist. The DLC for the game lets you download new stages with the Mega Man Killers, Enker, Ballade, and Punk, and beating these stages grants you the robot master's weapon as well, even for the main game! How cool is that? Unfortunately, you can't run the time attack with Proto Man or Bass as of yet, which sucks pretty heavily. What's the deal here Capcom?
Between Mega Man 9 and 10, I'd say 9 is the better game, because I enjoyed the platforming much more, but 10 is just barely behind it in terms of quality, and I won't at all be surprised to see people prefer this one over all the others.
Playability
I played my copy on the Nintendo Wii, and had a major problem with accidentally pushing the weapon switch buttons during normal game play. Maybe I just have fat fingers though. I doubt this is a problem for 360 and PS3 owners, and if you own one of the classic controller add ons for the Wii, this would probably eliminate that problem.
The characters all control smoothly, though I found Proto Man's ability to block shots with his shield cumbersome, as it only works when he jumps, and it isn't very reliable. The other playability issue comes from the weapons, which take some time to learn to use properly, particularly Thunder Wool, which is almost entirely useless if pulled off wrong, and difficult to use at that. Frankly, I've resorted to just forgetting about the damn thing against Pump Man.
Extras
- My personal boss order so far is: Chill Man, Nitro Man, Commando Man, Blade Man, Strike Man, Sheep Man, Pump Man, Solar Man.
- Wheel Cutter goes up walls, and is just too fun to use EVERYWHERE!
- It is possible to Rush Jet across the pits in Blade Man's stage, although it can be a perilous journey.
- If you have trouble, check out the replays posted in the ranking charts of other player's attempts, or post some yourself!
- Defeating a Mega Man Killer in time attack will net you his weapon for the main game as well!
Nice review, for me megaman 10 is better than 9 so much more fun, Bass mode and hardmode are awesome!!!!
ReplyDeleteGood review, what about a review of the DLC, Bass mode and the special stage?
ReplyDeleteI don't think there's anything I could say about any of the DLC that I didn't cover in the main review. Bass mode really only changes the way you approach the challenges, but doesn't really change the game that significantly.
ReplyDeleteAs far as the rest of the DLC goes, I'm not sure how much I can say about an individual level that'll be much different from what I've already said. My quick opinion on all the DLC though is that it's not a terrible waste of money for this game, but you can live without it.
I had the same problem with the weapon switching. Strike Man took me over five times as long to beat as Sheep Man, and part of that was probably because at random intervals the game would decide that I wanted to waste half of my Thunder Wool rather than fire at the enemy in front of me. I will never play this game with a Wii remote again.
ReplyDelete