“Mega Man 11” Game Review by Alex Moore

For those of us who grew up with the Nintendo Entertainment System, it really has not EVER been displaced as the king of all video game consoles. We all have our favorites from that era, but what they all had in common is that they simply went from side-to-side, in 2-D, and they involved “platforms.” Some games went on to become franchises, having multiple sequels, not just for the NES, but well beyond. I can say, with a fair amount of confidence, that the game which probably had the highest number of sequels was and IS the “Mega Man” series. During its run for the NES, there were a total of six entries, with the first arriving in 1987 and the last being released in 1993.

“Mega Man” did not stop there, though. For the Super Nintendo Entertainment System, there was a direct sequel, “Mega Man 7,” as well as a short, spin-off series of games, entitled “Mega Man X.”

Rounding out things was “Mega Man 8,” released for the Sega Saturn and PlayStation consoles. I refuse to dignify “Mega Man 64,” as it is widely considered the “black sheep” of the franchise and will only digress into a whole, different monologue about the common missteps of failed, 3-D creations, particularly from that era. Do not even get me started on “Castlevania 64!”

A few years ago, “Mega Man 9” and, eventually, 10, were released, virtually. They returned to their 8-bit roots of the original six, but maintained the same level of creativity, not just in the level designs, but, also, the weapons, which are obtained at the end of each level, from the boss/robot. These are the standard expectations, which remain very high, to this day, for anything having to do with “Mega Man.”

As I began my journey through the newly-christened “Mega Man 11,” I considered all of the proper elements. I am glad that the creators, at Capcom, have continued the tradition of 2-D side-scrolling. The graphics are more in line with that of something from the 32-bit era, as are the size of the sprites. However, the frustration of the original games did NOT take long to manifest. By midway through the first level, which was Block Man, in this case, the “8-bit frustration” was in full effect and I even began to wonder if I was becoming too loud for the neighbors.

One of the challenges, which is also part of the fun in playing “Mega Man,” is determining which order to go when playing through the first eight levels. You see, each robot has a weakness and specific weapons can exploit that weakness. It is up to YOU, the gamer, to figure out which route to take, based on that. Simply apply some logic and just be open to some level of experimentation.

I must say that the levels are the most expansive I can ever recall in a “Mega Man” game. There is no doubt that the advancement of modern gaming is the sole reason why. THIS is how a proper sequel, in gaming, is executed. All the technical elements are as great as expected. The gameplay, though frustrating, is not so because of the controls. Despite all the unnecessary additions to standard weapons and tools, they are all easy to use and take no time to learn, surprisingly.

As they often have been in the franchise, the game is quite challenging. This is why once you get to the boss/robot battle and earn your new weapon, it is a very rewarding experience. Answer me this: how often does/can a game teach you or remind you of a simple, but important lesson about life? Yes, life can be frustrating and annoying, all in the midst of beautiful sounds and appealing visuals, but you do NOT quit trying, even if you need to take a break, for awhile, and come back to it later on, rested and refreshed.

“Mega Man” might be repetitive, but when the product is solid, that never seems to matter, does it? I have not grown tired of “Tetris,” yet. Have you? It has had several makeovers and such, but STILL retains its winning concept and formula. I am looking forward to completing 11 AND I am looking forward to “Mega Man 12.” Come on, Capcom! I know you can do it.


Developer: Capcom
Publisher: Capcom
Director: Koji Oda
Composer: Marika Suzuki
Platforms: Microsoft Windows, PlayStation 4, Nintendo Switch and Xbox One
Release: October 2nd, 2018

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