Mega Man 11

released on Oct 02, 2018
by Capcom

The classic series takes a leap forward in visual presentation in Mega Man 11 with a 2.5D design direction introducing beautiful, completely hand-drawn characters and environments. A freshly redesigned Mega Man takes on Dr. Wily’s berserk machines, defeating Robot Master bosses and taking their weapons, in an ever-evolving fight for justice with new and unique enemy designs.


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J'ai bien apprécié le poulet, ceci dit y'a vraiment des boss chiants parfois, surtout au niveau de le Gear Fortress.

Este jogo é um Megaman tradicional com o mesmo design desafiador que exigem pulos precisos com várias armadilhas de ter um inimigo escondido na beira da plataforma pra fazer você cair e subir de novo, trilha sonora bem genérica, visuais lindos e coloridos, achei os chefes principais bem de boa por conta da mecânica do Double Gear (bem quebrada por sinal), só tive dificuldade real mesmo foram nas últimas fases da fortaleza do Dr.Wily, tanto os chefes quanto a própria fase.
Por conta da mecânica do Double Gear, o jogo havia ficado muito mais fácil somado aos power-ups que conseguimos derrotando os chefes serem QUEBRADOS PARA UM CARALHO. Mas no final, é um bom jogo se você está com vontade de jogar algum Mega Man.
(E Capcom traz um jogo novo de Mega Man X, gostaria demais).

An excellent return to form really. I really enjoyed this game.

Probably in my bottom half of classic mega man games but bottom half of classic mega man is still an enjoyable time usually
Biggest gripe is just that the controls feel ever so slightly off in this one, it feels like they're trying to emphasize that Mega Man's a robot with how he handles through a bunch of tiny little issues

It's more classic Mega Man alright, but with a twist. The Double Gear System; Speed and Power. Both are really nice additions to the series but I'd say the level design tends to use them as much as possible. Speed is most effective for levels and platforming and Power for bosses to deal more damage per second. Don't try to force your way to the end without this Gear System, it can range from being the easiest Mega Man ever to the hardest one, if you don't use it.
Boss Weapons are really useful tools not just to hit bosses weaknesses but throghout the levels. The enemies are mostly in spots that are hard to reach with the normal buster. Being able to instantly change weapons with a button is also great, that feature is carried from Mega Man 9 and 10 so playing with Boss Weapons on levels is as fun as it should've been on the NES titles.
It's a decent game overall. I also do like the amount of effort that went into the presentation in this one, looks really good. But ultimately I didn't feel anything by the end, specially knowing Capcom hasn't released anything Classic Mega Man related since this game hit the shelves in 2018. I could consider it a wasted effort on Capcom's part for not following the momentum Mega Man 11 gathered for the classic fans like myself, perphaps. It came and went like the wind.
I believe the classic formula hasn't evolved since the NES era, for the bad. It doesn't hit that charm past games had even with a modern coat of paint unless you truly want to be a tribute for the classic like Inti Creates did for Mega Man 9 and Mega Man 10. But it's just that, a throwback to simpler times.
Mega Man needs to evolve, in general. And have a modern standard beyond what the classics offered.

This is basically perfect—for what it is. And I love what it is. They’ve tried to make something that does some new things and looks modern while also keeping that classic Mega Man spirit. Hard to imagine another game doing a better job of it.
However— division still reigns. Some people say the additions to the game make it too different and so it’s just “not really a Mega Man game”. Some people say it’s just more of the same old brew that we’ve seen too many times already: “it’s just another Mega Man”. Such is the fate of all sequels in these middle aged franchises to some extent.
But neither perspective really hits the mark here. It’s the same yes, but still different enough to be engaging again—if you like classically punishing things like Mega Man in the first place. The atmosphere is undeniably Mega Man. The graphics are 2.5d with nice cel-shaded 3d models. The style coheres with the cartoony style of the concept art and some cutscenes seen in earlier games—almost an updated Mega Man Legends aesthetic. The environments and backgrounds are clean and crisp—this keeps the action and platforming very legible. 2.5d is notorious for introducing some fuzziness into precision platforming since it’s often harder to discern the outline shapes of relevant models. Never felt that here. Platforming was just rock solid. And the cel shaded style with heavy outlines around the characters may be part of the reason it all works so well. The music is trying something new. Chip-tunes are replaced by electronica-esque tracks. This worked for the game overall, but some will miss the retro music.
Design-wise, the truly new twist on the classic Mega Man series is the double gear system. All great games have at least one gauge. When a gauge is added to a game, it makes a game at least twice as good (or bad) as it would have been without it. And this double gear is a very good gauge. You can use this gauge to do two things: either slow down time using the speed gear or power up your weapons with the power gear. This is an interesting trade-off. Use either power too much and the gauge fills up and the system overheats. Once it overheats, it’s out of commission until it cools off. One final aspect of the double gear system is the ace-in-the hole mechanic— when your health is critical you can go into a double gear mode where time is slowed down and your attacks are powered up and your gauge will unavoidably overheat.
The gear system allows the game to be both more accessible than ever before and, strangely, even more hardcore. Players can adjust the difficulty to suit them at will and on the fly. A screen way too wild to survive? You can always just slow things down and waltz through in slo-mo for a bit. It’s an excellent mechanic—whether you use it to play through or just learn the steps so you can go full speed later. Want to run through the game no gear? You can— provided your reflexes can handle the new intense speed. Want to speed run as fast as possible? Use the power gear to deal way more damage than you ever could before. Want to do (a to me unthinkable) no damage run? The gear system rewards you for even attempting it. There’s an item that turns you into a double gear driven glass canon. It sets your health at a critical level which gives you permanent access to the ace-in-the-hole power. It’s so impressive that the gear system opens up the game for newcomers, but also brings along new rewards and challenges for the perennial fans.