[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / vm / vmg / vr / vrpg / vst / w / wg] [i / ic] [r9k / s4s / vip] [cm / hm / lgbt / y] [3 / aco / adv / an / bant / biz / cgl / ck / co / diy / fa / fit / gd / hc / his / int / jp / lit / mlp / mu / n / news / out / po / pol / pw / qst / sci / soc / sp / tg / toy / trv / tv / vp / vt / wsg / wsr / x / xs] [Settings] [Search] [Mobile] [Home]
Board
Settings Mobile Home
/v/ - Video Games


Thread archived.
You cannot reply anymore.


[Advertise on 4chan]


we're finally ready to admit this was a good mega man game?
>>
>>728912010
Admit?
>>
>>728912010
It was always good, hust jot wbough to warrant the price
>>
Will everyone from previous thread find this one?
>>
File: 2025-12-19_23-42.png (37 KB, 796x124)
37 KB
37 KB PNG
>>728912010
Is it even worth it for $5? Looks a bit soulless.
>>
>>728912010
>admit
>>
>>728912206
It's worth 20 bucks. 5 is a steal if you like classic Mega Man.
>>
>>728912010
How the fuck does the new game look worse?
>>
>>728912516
Well its still 2 years away from release
>>
>>728912516
I can agree that the locations are lame. If you think the new model for Mega Man is a downgrade, you're fucking retarded.
>>
>>728912634
Locations I meant I do like the new design reminds me of Mega Man 7
>>
File: 1765514986131898.jpg (84 KB, 1548x636)
84 KB
84 KB JPG
>>728912516
Get your eyes checked
>>
>>728912010
What was wrong with pixel art? It always looks like kiddyshit like Sonic Superstars when they ditch it.
>>
>>728912989
It sells worse
>>
>>728912989
It's the 2020s not 1987. And if you don't shell out a budget that's big enough to be an animated feature like Wario Land Shake It!, people will call any 2d game a flash game.
>>
>>728912989
Superstars sold more than Mania, there's your answer.
>>
>>728912010
It was always a fantastic game. Only underwhelming aspects were the ost and it not having a couple more Wily levels.
>>
>>728913291
Superstars was better than Mania.
That said, it still looks worse.
>>
File: 1713418521197470.gif (210 KB, 205x210)
210 KB
210 KB GIF
>>728914538
>spoiler
Is this bait?
If not, why?
>>
>>728912010
There's not a single good song on the 11 OST.
>>
>>728912834
11 was clearly inspired by the Smash model, which is supposed to feel closer to the 8-bits sprite.
12 feels like they're going back to 8 proportions.
>>
>>728914725
They forgot the "Rock" in Rockman. Also it's really weird that the alternate soundtrack is classical instead of 8 bits (at least there's a mod for that).

The Dual Override soundtrack seems punchier going by the trailer.
>>
>>728912010
It was always "good." Not great, but good. Dual Gear was a surprisingly fun mechanic, but while game made okay use of the slow motion, I feel like it didn't do enough with the super speed. Aside from that, the game looks like a budget title, and the pacing felt weird with the super long Robot Master levels. I know they want a cost effective way to pad out the runtime and justify the price of a modern Mega Man game, but just stretching out 8 Robot Master levels isn't the way to do it. It just makes each level drag.
>>
>>728912010
stages too long
>>
File: file.png (8 KB, 639x54)
8 KB
8 KB PNG
>>728914925
>the game looks like a budget title
That's because it was a budget title.
>>
>>728914725
Not even the boss battle OSTs? None of them?
>>
>>728915007
I'm aware, but having a budget title that actually looks like a budget title is not a good thing.
>>
File: 1544185150794.jpg (13 KB, 452x544)
13 KB
13 KB JPG
>>728914643
Autistic rambling ahead, be warned

Not bait, and it's a very subjective point on my end, but the recycled levels really kill Mania for me, even if some of them have different layouts. It basically feels that the game isn't standing on its own merits, but the merits of the original games, so it raises the question why I wouldn't just play the originals. Without those recycled levels you have basically a fifteen minute long game. It's a fairly hollow experience (I have a similar issue with SA1, where the only fun part of the game, the Sonic levels, clocks in around about half an hour). Ultimately as a follow up to Sonic 3 (the peak of the series), I find it unimpressive. Superstars while it has its own set of flaws (the bosses and Trip's story), still does a better job of standing on its own and I feel the level design does a great job actually pushing the potential of classic Sonic gameplay, and the chaos emerald powers are a rare example of a Sonic Team experiment actually enhancing the gameplay (and also helps alleviate the issue with the bosses). tl;dr, Superstars is more ambitious and I respect it more
>>
>>728915112
NTA but I feel vindicated reading this. I always said Fusion is significantly better than Zero Mission for these seem reasons. It’s mostly recycled Super with a small handful of original ideas.
>>
File: 1713415891375853.jpg (831 KB, 1500x1800)
831 KB
831 KB JPG
>>728915112
Fair reasons anon, not really autistic rambling anyway, even if it was this is sonic we're talking about, I'm sure we're both used to it.
The recycled levels are a bummer, I think most of the returning zones act 2 do a good enough job of remixing and changing the level design but the act 1 levels are definitely too derivative. I haven't played superstars nearly as much to comment on the level design, but the bosses are just so abhorrent in most cases it completely ruins the game for me. S3&K was the best for bosses, since most of them could be beaten in less than 30 seconds, even without abusing I-frames. Chaos emerald powers were pretty cool though, it was nice to see some new mechanic added to classic sonic. I've always been a fan of advance 3 for similar reasons, trying new things with sonic in 2d instead of re-hashing.
It was fun to do time trials of at least, which is one of the main things you gotta get right.
>>
>>728915340
I can see that, though to be fair, isn't Super already borrowing the Kraid, Ridley, and Mother Brain fights from Metroid 1, which ZM is a remake of? I'd still agree Fusion edges out ZM though
>>728915512
Actually interesting how Advance 3, actually somewhat revisited the Knuckles Chaotix gimmick and made it work (also helped that the game has actual enemies in the levels)
>>
Since the Dev team seems to have soft spot for mega man 8. Which X game do you guess they will use for inspiration?
>>
>>728916868
X2
Secondary mission that changes the ending or something would be cool
>>
>>728916868
Ideally X1 because of the levels affecting each other based on how you clear them. But it'd probably be X2 or X4 if they want to include Zero(Axl's getting cut 100%)
>>
>>728912206
It's worth 40 bucks
>>
>>728916868
X1 and X8
>>
File: megaman_01.jpg.jpg (377 KB, 1600x900)
377 KB
377 KB JPG
>>728912834
The daytime environment is godawful, there's no clarity between foreground and background
>>
File: hq720.jpg (81 KB, 686x386)
81 KB
81 KB JPG
>>728920347
legitimately as bad as Mighty No 9
>>
>>728920347
The background is way more blue
>>
>>728920374
you are blind
>>
File: MegaMan11_05.jpg (142 KB, 905x509)
142 KB
142 KB JPG
>>728920382
A 10% blue opacity tint is not good enough, it looks objectively bad

MM11 artists understood contrast, even in daytime environments
>>
File: Justfuckingendme.jpg (10 KB, 365x404)
10 KB
10 KB JPG
>>728920347
Dr. Light truly was the villain.
>>
>>728920489
but /v/ said MM11 looks like dogshit
>>
>>728920940
>/v/
No, an insane schizophrenic that doxed himself defending Mighty No 9 because he thought MM11 was a Switch exclusive did.
>>
>>728921060
Anyone got any screencap or anything similar of that thing?
>>
>>728912010
The checkpoint system and overly lengthy levels kills a lot of the fun for me. Surprised more people dont think the same.
>>
>>728922038
the level length was fine imo
>>
I wish every level was a couple of screens shorter and there was an extra Wily level instead. You hardly have any time with your full arsenal.
>>
>>728912010
Honestly yea. I slept on this game when it released.
Frankly because its art style looked a bit cheap, and I thought "eh, it's just another Mega Man game" at a time when there were other games I wanted to play.
I picked it up a few days ago and have since realized my mistake. The game is pretty great. I should have played it sooner.
>>
I liked how the Pile Driver also doubled as an air dash. There should be more weapons that also serve as mobility options.
>>
>>728920347
intro stage boss?
>>
>>728920347
You wanna know how I know you have no idea what you're talking about?
>>
I love classic mega man and mm11 was boring for me
>>
File: download (64).jpg (422 KB, 1920x1080)
422 KB
422 KB JPG
>>728914725
The soundtrack sucked so bad that Capcom had to release an arranged version of the stage tracks just to make music listenable.
>>
>>728912010
I always have. I just don't like it as much as some of the previous classic games.
>>
>>728915112
kill yourself retard
sonicniggers need to stop bringing their shit taste into mega man threads
>>
I like how practical all the weapons are.

>Block Dropper and Chain Blast are both excellent generalist weapons that also have highly useful niches
>Acid Barrier is basically a more balanced shield. It's kind of on the weak side, but it's not completely broken like the Diamond Shield was.
>Scramble Thunder is a little more niche, but still incredibly useful for a variety of different situations, and also excellent for attacking enemies directly above you.
>Blazing Torch is great for attacking enemies that are at awkward angles. It's a little more limited in its usefulness than other weapons, but still comes in handy surprisingly often.
>Pile Driver also functions as a makeshift airdash
>Tundra Storm is a generic screen clear.

Once you master the game, you can just keep cycling through different weapons without missing your stride, smoothly using exactly the right weapon for a given situation with minimal pause.



[Advertise on 4chan]

Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.