‘Cause I sure did. Blasted through it (pun intended) in like two hours on my first run. As far as difficulty goes, I’d say it was somewhat subpar with previous MegaMan titles. I personally found it to be easier—but granted, I’ve been playing these games for 25 years. The Gear system (specifically the Speed Gear) allows for a lot of exploitation, so I actually try to use it sparingly in my runs.
But difficulty aside, the biggest disappointment for me was the music. It’s a MegaMan game. A MegaMan game. The soundtrack is half of the selling point! Previously, Capcom treated us to absolute bangers like SparkMan’s theme, MetalMan’s theme, or Abandoned Memory. With MM11, we got “uninspired dubstep #4” and “oh look, that song from the trailer.” I played through BlastMan’s stage several times and I don’t even remember how his song goes. A MegaMan game with bland music is like a salad with no dressing—it’s not a salad anymore, it’s just a bowl of grass.
Still, it was a fun game overall. However, you didn’t come here to read my mini-review of MegaMan 11, you came here for some news on MegaMan Armada!
I drew sprites for Trunks and added him into the game as a [Slasher]! What do you think? Not bad, right? Trunks is my favorite character in the Dragon Ball universe, so it was only a matter of time until I put him in the game. And when I saw that no one made sprites for him in MegaMan style, I decided to roll up my sleeves and do it myself.
In other news, all [Mixed]-type characters will receive a buff. Their shots now travel farther, and do more damage to boot. I also plan to add more [Mixed] characters, so if that archetype wasn’t really your cup of tea before, then maybe with the next release you’ll want to give it a second try.
I’ve also fixed some of the physics. For starters, you can now control your movement when you walk off a ledge. This makes certain segments of certain stages much less frustrating. Additionally, for characters like Mario or Sonic, who can attack by jumping on enemies, you can now control your horizontal movement like you would a regular jump. This makes it much easier to “bounce” in one place for crazy DPS.
There’s more changes to come, but that’s all I’m announcing for now! I may release the next version sooner than usual, just as a “bugfix” if you will. But I also think you guys have gotten used to seeing more stages in every release, so perhaps I’ll hold off until there’s more substantive content. I don’t know. What do you think?
~NickyP
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