REVIEW | Mega Man 11: A Thrilling Yet Uneven Adventure

Mega Man 11

Introduction

A good mascot can do wonders in helping a company establish an identity that stands out from the competition. And nowhere is this more prevalent than in the video game industry. Mario, Sonic, and Master Chief are all prominent examples that represent their respective companies well to the masses. But, there is another—an icon from a more civilized age. Mega Man. A character that, for many years, had been on a sort of hiatus. For nearly 12 years after the release of Mega Man 8, there was no mainline release.

That changed with the release of Mega Man 9 on September 22, 2008, on WiiWare, PlayStation Network (PSN), and Xbox Live Arcade. Mega Man 10 was released in 2010, and now we're finally here with Mega Man 11.

Released in 2018, Mega Man 11 marked a departure for the series, shifting away from the 8-bit graphics of the past and towards something noticeably different. But, I'm getting ahead of myself. Let's start things off with the story.

Story

Our tale today begins with a flashback to the time when Dr. Light and Dr. Wily were classmates (and friends?) at Robot University. Wily had created a new technology, dubbed the "Double Gear System (DGS)," which could significantly enhance a robot's speed and strength. His research was deemed too dangerous by Dr. Light and the committee, and as a result, condemned. Angered by this decision, the young Wily stormed off, vowing revenge.

Dr. Wily and Dr. Light

Decades later, Dr. Wily revives this technology, equipping eight robot masters with these new abilities in his latest bid for world domination. Now, it's up to Mega Man, equipped with the DGS himself, to bring the scheming scientist to justice.

Now, the story isn't much to write home about. It is about on par with what you would expect in a Mega Man game, which is acceptable. After all, the main draw of an action platformer like Mega Man is, well, the action. But, before we get into that, we need to talk about the new style on display here. Let's explore its presentation next.

Presentation

Different, yet familiar. That was my first thought upon booting the game up and being greeted with this new world. Mega Man 11 ditches the 8-bit style of past titles and adopts a more vibrant 2.5D art style. And in my honest opinion? They both look good, and I find the new graphics to be a decent blend of classic designs and more modern aesthetics. However, I still find myself wishing they had the original graphics of the older games. That thought transitions to the music and sound effects as well. While I do find the tracks here good, they're not as good as Mega Man's other outings. The music lacks the same level of memorability and innovation that fans have come to expect from the series, making it feel somewhat underwhelming in comparison. They don't hit in the same way as, say, Metal Man's stage theme from Mega Man 2. One area that I have to mention is the voice acting. The cast here did a great job—especially loved Keith Silverstein as Dr. Wily's voice. The voice work here soars over what's been done in past entries (sorry, Mega Man X7). Dr. Wily's may be my favorite if I'm being honest. While I am happy the team decided to try something new with the presentation this time around, I still find myself longing for a return to that 8-bit aesthetic.

Torch Man Stage

Gameplay

Despite the changes discussed thus far, the core gameplay for which the franchise is known remains intact. Mega Man has to take on eight supercharged robot masters before getting a shot at the leading man himself, Dr. Wily. Defeating each one grants Mega Man their special tech, enabling the blue bomber to use it against the other mechanical menaces.

Everything that you would want is here. Classic Mega Man run-and-gun action, his faithful canine companion Rush, the slide and charge shot from Mega Man 3 and 4, respectively. The shop from Mega Man 9 and 10 returns, allowing Mega Man to spend his hard-earned screws gained through levels to buy a whole slew of items ranging from extra lives, Energy Tanks, Weapon Tanks, and more! Along with these items, we've got parts to buy and equip for Mega Man. Items like the Auto Charge Chip auto-charge the Mega Buster, removing the need to hold down the button, and the Energy Dispenser, which increases the power and size of Mega Man's charge shot. There are tons more, but I'll specifically touch on one item in a bit.

Mega Man 11 Shop

Level design, for the most part, is well-executed and enhances the overall gameplay experience. However, some minor annoyances can detract from the enjoyment. Bounce Man's stage, for example, can make you feel like you're in a pinball machine with how much you get tossed around, making it harder to hit enemies. But again, this remains the exception, not the rule. Acid Man's stage, for example? I enjoyed it! The enemies here were kinda cool, and the underwater sections were fun, especially when compared to other games.

Now, it's time to talk about the main event: The Double Gear System. It's not great. Let me explain. The DGS is an ability that is activated by pressing either of the shoulder buttons (one for power, one for speed). At first, they seem pretty cool. That is, until you realize that the Power Gear is not as helpful as it could be. It is meant to give your shots more, well, power behind them. Make them hit harder. Not just your base weapon, but all of your others as well. While this is nice to have in the arsenal, it was never something I was itching to use. The base weapons are sufficient, especially with added items like the Auto Charge Clip. Sure, it can make the weapons you get from defeating robot masters a little stronger, but outside of a few times toward the beginning, there was never a need to use it.

The Speed Gear, on the other hand, is the complete opposite. It allows Mega Man to slow down time, albeit with him being slowed down as well. Even still, this ability is super helpful when it comes to dodging enemy attacks and stage hazards. But, there was one item that broke it. Earlier, I mentioned an item in the shop that we would touch on a little later? That item is the Spike Boots. This item allows Mega Man to move at regular speed while using Speed Gear. This one item sucks away much of the challenge of a Mega Man game. It essentially turns Mega Man into a speedster, allowing him to take down enemies before they get one shot off. Stage hazards? No problem! This one part turns every level into a non-challenge. However, it is worth mentioning that it, like the other parts in the shop, is an optional upgrade. Still, it did hamper my enjoyment of the game just a bit.

Would I Recommend?

Mega Man 11 is a solid, fun ride for the Blue Bomber. It combines the classic Mega Man formula with fresh 2.5D visuals that mix old-school charm with modern polish. Gameplay-wise, it's a mixed bag: tight run-and-gun action, nabbing Robot Master weapons, Rush, and shop upgrades like the Auto Charge Chip are fun, while the new stuff, the Speed and Power Gears, don't do enough to keep the game interesting. Overall, this one's great for fans craving a modern twist or newbies easing in with adjustable difficulty. It's not perfect, but it shows the series still has legs. With that, I give Mega Man 11 a:

3/5 - Decent

Mega Man 11 successfully revives the classic series with a vibrant 2.5D art style, engaging run-and-gun gameplay, and strong voice acting that enhances characters like Dr. Wily. It offers adjustable difficulty for both newcomers and veterans. However, it suffers from lackluster music, an underwhelming Double Gear System, and frustrating level design.

But those are my thoughts. Did I get it right or am I dead wrong? Let me know what you think in the comments below or on my socials!

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