Reviews from

in the past


Some annoying bits aside it’s probably the best looking ps1 games ever

If you dont like this, I declare you uncultured.

it was aight. the only thing anyone can say about this game is that it's cute and looks good and both of those things are true but overall im just very unimpressed with this game. i didnt feel anything from the townspeople, i didnt feel anything from the town itself or the world or the story it tried to tell at the end. gameplay wise it was fun to upgrade my weapons and get stronger and minmax my favourite stats on my gun but the whole thing was also pretty slow and clunky, but that's something i got used to anyways. idk. i dont feel very motivated to play the next games in the series.

this game just has so much style. the color palette, the environments - 90s Japanese games were just built different.

game mechanically is very clunky and raw, but you have to remember this came out a full year before OoT was even released, so the "3D open-world action adventure" was still in its infancy.

Data is the best animal companion. That's all.


For its time one of the best game I ever played, but even by today's standards I think the game holds up fairly well.


Better known as Mega Man Legends, this marked the tail end of my incredible month-ish long Mega Man binge, and was the 26th game in the series that I played over the course of April to May this year. This is a game I very briefly tried when I was younger, but I never ended up going back to it for some reason or another. Japanese PSN doesn't have the PS1 versions of the Legends games, but it does have their native PSP ports! They seemed to be pretty straight-up ports with very little change, so I decided to give it a whirl via my PSTV to see mostly how the controls had been changed, if at all. It took me about 8 hours to do just about everything in the Japanese version of the game under the helpful guidance of my resident Mega Man Legends fan, DogStrong~.

Mega Man Legends tells the story of a far flung future's Mega Man. Sure, his name may be Rock (at least in the Japanese version), but this is many many years after even the Mega Man X games end (and likely the Zero games too). The world has been flooded, and the last remnants of humanity survive on their tiny islands by scavenging parts from old technology, and the people who do that scavenging are called "Digouters" (which is, yes, a VERY silly name X3). Rock, his adoptive sister Roll, their grandpa Barrel, and their robotic monkey assistant Data are one such Digouter team, but they find themselves stranded on a small island after their ship breaks down. Rock's quest begins as just one to repair their ship so they can leave, but it quickly evolves into a mission to protect the island from the vicious bandits attacking it and finding the island's hidden treasure before they can!

The story isn't going for any super huge message, ultimately, but it's super engagingly told. The Japanese voice acting is excellent, and it's helped a ton by the cast of colorful characters that inhabit the island. Rock and friends are of course quite memorable, but the same goes for the ever charismatic antagonists of the Bonne family, who are the bandits trying to foil you at every turn. They are a very endearing Team Rocket-kind of bad guys, and their big machines and braggadocios natures make them steal every scene they're in. This is helped a TON by the art style and graphics of the game, which take on a kind of "anime but 3D"-style. The cutscenes are directed in such a way that the faces never look uncanny or weird, and the piles and piles of face textures in the game's files can attest to just how much work went into making every shot look just the way it was intended. For a 3D game from 1998, the graphics hold up super well even now, and that's something not many stylized graphics from that generation can too easily boast about.

The gameplay is very much like a somewhat short Zelda-like experience. The game has an overworld, three main dungeons, and a final dungeon each hiding different objectives you'll need on your quest to uncover the island's biggest secret. On the way, you'll fight tons of ancient Reaverbots guarding these ruins, as well as big boss Reaverbots and the big boss bots the Bonne's pilot. You can help even the odds a bit by finding money to buy extra upgrades for defense and upgrade your special weapons, and you can also buy and find parts you can equip to boost your attack power, rate of fire, special weapon damage, and how many bullets you can fire at once. The game isn't the hardest game I've played of the era, but it's definitely on the tougher side for a Zelda-style game.

Part of that is due to the weird, gimmicky vehicle defense sections the game sometimes throws at you (which aren't impossible, sure, but they're easily the hardest parts of the game), part of that is down to the often hazy signposting, but part of that is also down to the controls. I mentioned earlier that I bought the PSP version very curious about how it controlled, and while the control with the joypad (or joystick in my case, as I used a PS3 controller), they're actually still not very good compared to the original controls. My friend tells me this game controls a lot like the PS1 Armored Core games (which they also really like), as the default controls use tank controls on the D-pad and then use R1 and L1 to strafe back and forth. Circle-strafing is your best friend for the boss encounters in this game, and the main reason the other control methods (one swapping the function of right and left on the D-pad with the L1 and R1 buttons, and the other giving you something resembling analog control instead of the D-pad, but no camera control on the right stick as the PSP of course doesn't have one) are bad is because circle strafing doesn't work with them.

Sure, those control styles are more familiar, but you're going to have a MUCH harder time playing that way because of your inability to circle strafe properly. The game has a kind of lock-on feature, but it locks you in place, so it's very useful if you wanna shoot above or below you, but it's not very useful if a giant robot dog is about to charge you to death and eat your face. This is definitely one of those old games where it simply controls the way it does, and doesn't have any sort of conventions to stick to (in fairness, 3D was still fairly new), and the controls definitely take some getting used to for most players. Once you get the controls down, though, the game has some really fun dungeons and bosses awaiting you, even if there isn't much in the way of puzzles like the dungeons in Zelda tend to have. In true Mega Man fashion, this is an action game first and a platformer second, so fighting stuff is the main mechanical thing on display here more than pushing switches or block puzzles.

As mentioned before, the presentation graphically is absolutely excellent in how it compliments the story as well as creates a timeless graphical style. The music is also quite good, fitting the mood nicely and making battles intense and dramatic. The last thing I'll mention about the graphics is specifically how they are in this PSP port of the game, as they're probably the biggest thing you'll notice that're different from the original. The game isn't a PS1 classic or anything emulated. This is a proper native port to PSP, and so they've had to recreate that old graphical style on the PSP's architecture, and for the most part they've done a pretty darn good job. The only real shortcoming is how a lot of scenery fits together. Stand too close to a wall and you'll likely find its texture hovering slightly in front of where the wall actually stops, and Mega Man clipping into walls slightly or one wall's texture overcoming the one next to it slightly are pretty common graphical hiccups that the PS1 version doesn't really have in the same way (so I'm told). It's honestly barely significant enough to be worth mentioning, but given how little there seems to be online about these versions of the game in English, I thought it was worth at least a passing mention.


Verdict: Highly Recommended. This was still the baby steps of 3D for Capcom, but even without Ocarina of Time laying the groundwork yet (as this came out that same year), they managed to make a really compelling and competent action/adventure game in 3D! Sure, the controls aren't perfect and it's a bit short, but if you can get over the short length and adapt to the controls, there is a ton to fall in love with here. If you think you can grapple with those weird tank controls and can find it for a price that's right, this is definitely a game you don't wanna miss if 3D action/adventure games are at all something you like.

i get what everyone's saying about the camera controls, i really do, but have you all considered that mega man legends is my babygirl and she's perfect actually? has anyone thought about this?

Esse jogo é muito melhor do que eu esperava, os controles dele são meio estranhos no começo porém eu até que consegui me acostuma rápido, gráficos dele consegue ser bonito até hoje já que eles focaram em algo mais cartoon e os personagens tem bastante personalidades.

My absolute fave, it's very fun returning to it every few years

Everyone has going crazy insane with Megaman X and I was just in this world losing it. Megaman Legends you ARE a legend.

Visuals hold up surprisingly well due to the colors, textures and less is more scene presentation. Soundtrack felt pretty lacking. Tank controls suck but once you get used to them you find a rhythm to combat and movement...for the most part. Beyond that frustration, the game is filled with charming characters that feel so far removed from anything else titled Mega Man.

DESIRING ANALOG STICKS IN HALCYON DAYS

So I first played this game as MegaMan 64, way back when I was plugging anything and everything into Project 64 on my crappy Compaq laptop. I knew absolutely nothing about it, but I did like Mega Man, so there wasn't much of a reason not to give it a try, right?

It was... Weird. I know I beat it back then, but even though I was kind of obsessed with MegaMan (or Rock) Volnutt and Roll Caskett for a while there, I recall not being terrifically enthused about the experience as a whole. Why, exactly? Well, that's what I'm here to find out.

The game follows the aforementioned duo along with Roll's grandfather Barrell, and a robotic monkey named Data. They earn their living as Diggers, an occupation that entails delving into ruins in search of quantum refractors, an energy source that doubles as a globally-accepted currency. It's a dangerous job, and after a near scrape, they soon find that their airship (dubbed the "Flutter") is having some trouble staying afloat. Roll crash-lands the ship on the nearby Kattleox Island, and after being welcomed in by the small settlement's friendly citizens, they start work on getting the Flutter airborne again. It's not long after that a family of pirates, known as the Bonnes, suddenly start attacking the island in search of a legendary treasure rumored to be hidden underground. Mega steps up to fight off these thieves, but along the way stumbles headlong into the truth behind this legend - a secret that might have been patiently waiting for him to discover it.

I don't think it's reasonable to say that Mega Man Legends doesn't look its age - it's unquestionably a product of the upper 90's. Amongst its peers, though, it's one of the better looking 3D games of that era. It's bright and colorful and makes good use of baked-in shadows to help the flat shading pop. You might not like it, but this is what peak 3D looks like. It's telling that when the game was ported over to the N64 in late 2000(!), it looked right at home on the system. I think it's fair to say the graphics are one of the first things that come to mind for most people when the topic of Legends is brought up, if all of those "Mega Man Legends-inspired" 3D games (not that one), animations and models out in the wild are any indication. Of course, they probably wouldn't be quite so fondly remembered if the art style and the characters they're applied to weren't also rock-solid. The main and supporting cast have iconic designs and they translate very well into 3D. These may very well be my favorite designs for Rock and Roll in the entirety of Mega Man's history. And I need to give big props to whoever was in charge of designing the character's faces during cutscenes. You'll see a lot of cool tricks being used, like textures that are obviously custom made for the scene they're being used in, giving a pseudo-3D perspective. A lot of effort and love clearly went into making the cast look as good as possible.

On the audio end, Legends simultaneously surprises and disappoints. To wit, the voice acting is actually quite good for its time. It's nothing mind-blowing by any means - no Oscar-worthy displays here - but all of the voiced characters sound exactly how you might expect them to. Not only do I think there are no bad performances in the game, I think some of them really nail the delivery. In particular, Mega Man, Roll, Tron and the Servbots sound downright adorable. Teisel Bonne chews it up in every scene where he appears, and he's my favorite character as a result (just don't look too deep into what his actor had been up to in the intervening years). On the other hand, the music is just decent, with a few catchy standout pieces. The OST on the whole isn't anything to write home about, which might be acceptable for other franchises - but c'mon. This is Mega Man we're talking about, here. It really ought to be bangers from top to bottom. But what's here does suit the tone of Legends well, and perhaps it's simply a trade for how broad the soundscape is, with plenty of short one-off pieces to match every scene and location. Very few recycled tracks.

So how about the story? It's fun! Some good worldbuilding, and it doesn't dwell on any particular note for too long. Legends does a great job of building its own identity and not relying on what had already been established in the franchise up to this point. Mega is here, and so is Roll. You jump and you shoot. You can get new weapons. That's about it. It's telling that one of the only other familiar elements that appears here is Wily, who has gone from being a mad scientist to... A rad old seafaring dude. This game's story supposedly takes place a few thousand years after the other games and boy does it show. As to the story beats themselves, everything is paced well and the Bonnes serve as entertaining antagonists. Things predictably start getting real just before the final showdown and it's all capped off with a pleasant, feel-good ending, while also leaving plenty up in the air for the inevitable sequel. The only downside I could possibly level at the narrative is that you don't get more of it. Legends is rather short and leaves enough on the table that it's hard to imagine what it must have been like not being able to jump into the second game right after the first. Hopefully that game doesn't have the same problem!

All in all, the presentation layers are well-constructed and have definitely conferred a kind of timeless coolness to the world of Mega Man Legends. It stands out from other iterations of Mega Man, both past and present, and inspires a lot of imagined scenarios in me of other stories that could be happening in other parts of its world.

But games have gameplay! So how's that?

Well!

Let's start off by discussing the elephant in the room, which is the fact this is a 3D adventure game that predates Sony's first dual-analog controller (from a development standpoint, anyways - the Dual Analog was released a few months before Rockman DASH's debut, although the game doesn't make any use of analog controls). Predictably, it's got some quirks. Press the D-pad to make Mega move or strafe in the indicated direction. Press L1 and R1 to turn, R2 to lock onto an enemy. Square and Triangle to fire your weapons, Cross to jump, Circle to interact and do other walking-related activities. There's a couple other fancy tricks you can perform, like a dodge roll, but all of them feel a bit cumbersome in practice. The biggest issue for me is the way the targeting system works. It's not unlike the 3D Zeldas insofar as you press down the button to lock onto the nearest enemy. That can be a problem. Unless I missed it, there's no easy way to switch targets. Once you're locked on to a foe, that's it, until something else moves in a bit closer. You're also rooted to the spot while targeting, and it's tricky to perform any kind of evasive maneuver while in this stance. What's more, you can free-aim so long as there's no target close enough to lock onto. Shame when there might be something you'd prefer to target, but can't because whatever's closer takes precedence - there's no way to force free aiming. So maybe circle strafing is the way to go? The game does have a sort of soft lock-on where your buster shots naturally gravitate towards whatever's in the center of your camera, and you can fire while strafing... As long as you don't try to walk backwards. Mega circles around pretty fast so trying to shoot smaller, more mobile targets means a high possibility of over adjusting. Either way, precision means standing stock still, and mobility means a distinct lack of control over shooting. The more dynamic fights really make you wish for a more fine-tuned movement scheme. The game really isn't too difficult on the whole, so it's not a game-killer, but it is very clunky and can sap some of the enjoyment out of the experience.

Legends follows a very familiar gameplay structure of event, dungeon, event, dungeon. You'll delve into one of the several gates that dot Kattleox with the intention of blasting bad guys and scooping up treasure. Once you're done, it's typically capped off with a boss. Between each engagement you can spend time exploring the island, collecting gear or interacting with and helping out the various NPCs. Kattleox is deceptively large, having a reasonably expansive map to gallivant about but only so much to see and to do. Some buildings will be host to one or two sidequests, or perhaps a minigame, but otherwise don't serve much of a purpose. At least one area is conspicuously altogether unused. Meanwhile, the great outdoors are sparse and largely just serve as connectors between dungeon entrances. The dungeons themselves are also something of a letdown. When I first dove in, I was excited by the prospect of plumbing the depths for whatever secrets I could find. Every now and again I would encounter cracked walls I couldn't proceed past, or ledges I couldn't reach, and recognized I would probably need upgrades to proceed further. Once I finally had them, I broke through these barriers to find... Largely more of the same. There really isn't anything noteworthy or exciting about the dungeons in Legends. Most of the environments are bland and same-y and the enemy types aren't diverse, either. There are no gimmicks to speak of and not a whole lot of "hidden areas" - just parts of the dungeon that you can't access until the plot demands. Hell, most of the areas I unlocked mostly served as bridges to other parts of the dungeon, maybe with an item tucked in, but nothing worth getting worked up over. What's more, there's a lot of hallways, and maneuvering those with the given camera and aiming controls could be a real pain in my rear at times.

Other gripes... The weapon system was a bit underutilized. You have a remarkable selection of sub-weapons at your disposal, some of which are quite powerful and require rare parts to build, a lot of money to upgrade, or both. With that being said, your armament grows at a reasonable pace, but there just aren't enough meaningful fights between start and finish to give you much of a reason to invest time into working on them. This is especially noteworthy during the last section of the game when you need to start going out of your way to complete sidequests for access to the last few weapon components. Once you've spent all this time getting your hands on them, you're still asked to grind out some cash to upgrade their statistics. Of course, you also have maybe one or two bosses left to fight, and then you're done. Standard enemies go down just fine to an augmented buster and so there's no real reason to invest or diversify your sub-weapons for general combat. Bosses are where they really shine due to their higher damage output and limited ammo. At least a couple of your special weapons are fairly broken to start with and get even better after you drop some cash into them, so you're better off just picking one and dumping your resources into it. Assuming you're playing on the Normal difficulty, the big bads will drop easily enough. If there were some fun ways of earning zenny I might have been more inclined to do the grinding anyways, but the most efficient means you have is to leverage respawning enemies to rake in cash. Also, this is just a personal note, but it's a little disappointing that the Blue Bomber's trademark ability-stealing isn't represented in any way here. Not that any of the boss designs really support the concept anyways, but it would have been cool if at least a portion of your weapons were gained from ripping the bits off of baddies and grafting them to your arm. C'est la vie.

Also, there's actually a "karma" system built into the game! It's keeping score on how heroic or naughty you are, though it doesn't go out of its way to tell you this is happening. Helping people out or choosing to be kind instead of a jerk will make you... Gooder. On the other hand, vandalizing the island, attacking friendlies or just generally not being very nice will make you the opposite of that. The key issue is that there's really no meaningful difference to whether or not you're heroic or anti-heroic. No plot changes or shop modifiers or optional events. Some dialogue changes and you might impact a couple of very small details on the island. Otherwise, the only noteworthy difference is that Mega's armor darkens when you're a really nasty dude... But good luck ever seeing that organically. As you might anticipate, there are far and away more opportunities to be a goody two-shoes than there are chances to act up, and there are actually even less ways to net negative karma in the international version of the game (because somebody determined assaulting pets and wildlife might have been just a step too mean-spirited for a kid-friendly game in the English-speaking world). There's a singular event towards the end of the game where you can make your karma plummet to rock-bottom by being a particularly greedy little bastard, but there's basically no repercussions so... Y'know. I actually think this system had a lot of potential. For instance, there are artifacts you can donate to the museum in this game. Donating them all gets you a step further to the best weapon in the game - not that you'd be aware of that. Alternatively, you can sell them for profit, but the amounts you earn are fairly negligible. I'd wager most would be inclined to donate them on principle (if they even know they can, but that's its own problem). What if there was some shady back alley dealer who'd buy them off of you for a mint, but doing so would hurt your reputation? What if the trade off for more funds in your pocket would then mean higher prices at shops, somewhat undermining your efforts? Maybe you could even cut a deal with the pirates? More circumstances where you could be evil for fun or profit would have added a lot to this, as would having real consequences for your actions. As it is, all being a bad dude does is make Volnutt look like he dropped through somebody's chimney. I will say, though, if nothing else, that the denizens of Kattleox all make it abundantly clear how much they admire and appreciate MegaMan for his efforts. If you get that warm fuzzy feeling when your favorite bundle of polygons thanks you for giving them a ring, then maybe being the goodest guy to ever good will serve as its own reward.

Oh, and the few available minigames were just not much fun, except for maybe the "racing" one. Honestly, zipping around with the jet upgrade was one of the more enjoyable parts of the game. They should have expanded on that some.

The more I played, the more I felt that Legends was just kind of missing that X-factor (no pun intended). The combat worked in a pinch but wasn't especially enjoyable. The dungeon crawling was mundane as could be. The game was big in charm but low in character, if that makes any sense at all. Even though Legends shines like a big golden refractor aesthetically and conceptually, it largely smacks of mediocre fifth-generation 3D adventure game... Because once you dig beneath the surface, that's exactly what it is. All the pitfalls of this era and genre are present, which is a bit hard to swallow given the franchise's history of simple, tight gameplay. What's more, it never truly capitalizes on the strengths of its setting. It falls into that oh-so-familiar territory of "cool concept, middling execution" that managed to win its fair share of hearts but obviously still had a lot of maturing to do. MegaMan Volnutt's first story is one that I'll happily retell, but not one that I have any particular desire to relive.

Of course, this wasn't the end - Rock and friends would make yet another outing a few years later on the same system. I'm eager to see if they'd grown from their experiences.

A lovely Zelda-like that is a very fun reimagining of Mega Man gameplay. I love diving into dungeons to find treasures that can be used to make money and create new weapons that you attach to one of Mega Man's arms.

The visuals in this game hold up so, so well. The flat-shaded characters with hand-drawn textures for faces that make it look like you're watching an anime... the fact that many of the faces are drawn wonky so that they look correct from the perspective you view the face from in the cutscene... it's so smart!

It's also fun to get deep into the game and realize that all of the dungeons are actually connected, making a single, gigantic dungeon that resides underneath the ground.

Despite the terrible controllers, it aged like a fine wine...
The story is lighthearted and funny. The graphics are pretty good to the point of inumerous indie games still taking inspiration until now.
The characters are adorable, the scenarios are welcoming and relaxing, and the interconnected "metroidvania like" map makes this game an underrated gem. You can even make your own builds in this game. Definitely a unique game...
I am happy to finally played it and finished it. This already makes me sad that Capcom abandoned this franchise...
Looking forward the sequel.

The charm and charisma of this game hold the rest of it up like how Altus holds the weight of the world on his back.

I really like Mega Man Legends. It has a passive peacefulness that could trick you into thinking you’re playing an island life simulator. You run errands for the townspeople of Kattlelox island, you play game shows on tv, you become a local legend for donating money to get better medical equipment at the hospital. Cutely designed characters have funny dialogue, you can tell the lady who runs the junk shop that your name is Hippopotamus. Hippopotamus can look at a magazine rack full of dirty magazines and contemplates reading one. The music that plays while you avoid oncoming traffic downtown sounds like the happiest trip to the mall you’ve ever had. Mega Man Legends is so pleasant.

But then, deep underground beneath the town, lies the Ruins. Eerie mines full of mindless Reaverbots, ready to kill anything they see. Under the silent cover of low draw distance, they wait for you. Some of these robots can drain your health in an instant, while you’re several loading screens away from salvation (and your latest save file). Mega Man Legends can be a little tense. (The hamburger-lookin ass crab Reaverbot, called Kuruguru, was particularly frightening to me and my younger brother when we played this game together.)

The tonal whiplash between the happy town and the harrowing ruins is only further compounded by the hysterical (and I mean that in both that they’re funny and that they’re constantly in hysterics) Bonne family. Between Tron Bonne’s violent and confused feelings towards Mega Man and Tiesel Bonne’s maniacal laughter after he plots a doomed scheme, any time they show up you’re in for a fun time.

That is, when the cutscenes are playing.

Early on, you gradually ease into the combat after a good amount of time hanging out in the town. But then BAM you’re hit with two back to back missions with their own boss fights. I guess the game wanted you to grind in the ruins for a lot longer than I did before starting those missions, because Defending City Hall is a huge difficulty spike.

And that difficulty, of course, comes from the controls.

Everyone hates tank controls. I won’t spend time reiterating what we all know, tank controls aren’t great for 3rd person action adventure games. This game is early enough in the genre’s existence that it was all they could conceive at the time. It’s really hard making two dimensional games as it is, and now you have to make a 3D game work and not completely copy Mario 64.

And besides, it’s not like Mario had a gun he could aim in Mario 64. They had to figure that out with what they had.

It’s a tough job, and I think they did OK with it. Decent enough to play, but not fun enough to where I get excited that a saving issue brought up the possibility of replaying 8 hours worth of the game. I didn’t have to replay those 8 hours, thankfully.

The main problem with Mega Man Legends’ turgid tank controls is half of the game’s loop is long term money grinding for obscenely expensive purchases. If you want to keep up with the dangerous enemies that threaten your life, you’re going to have spend a sickening amount of time grinding for zenny, all while moving around in that awkward and uncomfortable way. You get used to it, but it doesn’t make the grinding fun.

I genuinely recommend looking into cheat codes or something for this game to just give yourself a huge amount of money to mitigate the grinding. I played it “pure” and spent days running around the same spot in the ruins making chump change. Just cheat. Cheat because that half of the game is so lackluster compared to the side quests.

The side quests is what makes this game shine. There’s not enough of them to feel like a substantial Zelda-like adventure, but the amount we get is still satisfying. When you’re not raising money to rebuild the island from collateral damage you could have prevented, you’re helping the citizens with their simple problems. In return, you get an item that goes towards improving Mega Man (which you might need that grinding money to make use of), but more importantly, a fleshed out Kattelox Island. It makes it feel like a real place, and I love it.

However, these side quests have a dark side to them. A problem that could leave a “pure” playthrough completely in the dark.

A lot of these side quests/things to do are not blatantly advertised enough.

Much like the hidden treasures in the ruins beneath Kattlelox Island, Mega Man Legends hides it’s delightful and rewarding supplementary content behind obscurity. While some games with a racing minigame have some kind of eye catching indicator of its existence, or even a cutscene to let you know about it, Mega Man Legends has a nondescript npc in the corner of a building you might not think to go in anymore because you cleared the other two minigames it offered.

There are important npcs who have things for you to do who look like any other npc. Sometimes you have to talk to an obvious quest npc multiple times after you finish their quest to get a second or third quest. And I don’t mean just talk to them again I mean again and again and again. Some of these quests are built around the in-game timer, but it’s never specified exactly how much time it’s built around.

If your Saiyan Pride doesn’t let you cheat or use a guide, I respect that, but understand just how much of your precious time will be spent grinding zenny and talking to every npc multiple times. It is not weakness to save yourself an hour because you know where you have to go.

At the very least, I recommend having a guide handy while you play this game, just so you can give yourself everything it can offer. My first full playthrough was without a guide and I missed half the game and it really felt like it.

That full playthrough completely missed all the quests that went into the most powerful weapon in the game, maybe the entire Mega Man Series: the Shining Laser. The incredibly expensive culmination of several quests and mountains of money, the Shining Laser turns the already easy final boss into a seconds long joke.

Normally I’d be upset at the prospect of being robbed of a good fight, but I think it thematically works. The Shining Laser is everyone you helped on Kattelox returning the favor. It’s the final episode of the anime where everyone opens their hearts to send their energy to the hero. I like it. It’s a reward for players who aren’t good at combat but love the side quests, and it’s a reward for people like me who put too much thought into it.

But anyways,

I’ve played this game three times and rolled credits twice. I got every item on the second full playthrough, but I didn’t upgrade the weapons all the way because I didn’t cheat this time lmao. I fully upgraded the Shining Laser though, which is more than enough for me.

I recommend Mega Man Legends to anyone willing to put up with the few drawbacks it has. They are certainly drawbacks, (though I think the controls are much less of an issue) but the characters and world this game creates are vibrant and endearing and maybe the strongest in the entire Mega Man franchise.

There’s a reason why Tron Bonne shows up in more games as a cameo appearance than Mega Man Volnutt. It’s because she’s the best character in the game.

A very charming and memorable game though it had some really rough edges in its gamplay, game design and pacig that really drag it down for me. Nevertheless i still had a good time loved its characters and i can see the potential in the formula even though here it felt like a blue print for future games and not really a finished vision.

Making a Mega Man Zelda-like is just a good idea and this executes it really well. I like how the dungeons are more like a dungeon crawler - mapping floors out, having limited resources and pushing as far as you can - than puzzle-solving. Perfect blue-sky-era Capcom vibes too; the low-poly characters are so expressive and the whole thing feels like a beautiful fun kids anime.

way more fun than i expected! megaman's first jump to 3d and while it took a bit to get used to the janky controls, once you adapt to it it's a great time! the characters are all charming and great! the game looks really beautiful even 27 years later! and the soundtrack is really good! i highly recommend it!

Un solido comienzo para Megaman 3d
Con un mundo semi abierto y mecanicas bastantes divertidas, incluso para ocupar controles de tanque esta bastante bien

what a delightful little game! not without its flaws, but i had a great time with this one. actually, it mainly has one giant flaw. the camera is so monumentally shit. look, i get it, its a ps1 game and the developers have never made a 3d game before, yada yada, i don't really care. i'm not playing this game in 1997, its 20XX now and the camera is so bad i almost dropped this game entirely. i got better at handling it over time, sure, but even by the final boss battle, after about 8 hours of playtime, it still felt like i was fighting more against the camera than the boss itself.

but other than the camera, i really loved this game. interestingly, if you analyse each element of mega man legends individually, you'll find that it doesn't excel at anything at all. as stated, the camera is dogshit, but also the voice acting is terrible and combat is mediocre and the music is repetitive and the dungeons are very uninspiring. the exception is the art direction, this game is absolutely gorgeous and everyone knows it. but i feel that mega man legends is a textbook example of a game that is so much greater than the sum of its parts.

sure, the voice acting sucks, but it's also kind of charmingly bad and the cutscenes were always a joy to sit through. the combat is nothing special, but there's a decent level of depth to trying out different combinations of buster parts and special weapons, and learning the attack patterns of each enemy so you know how to avoid getting hit is pretty rewarding. the dungeons consist of narrow hallways and tunnels, occasionally throwing in a large arena-type room for some variety, and it all kind of feels like they were built by one of capcom's interns, but they're still a lot of fun to run-and-gun through. there's just something really cozy about the atmosphere, i'm not sure how to explain it. it's the vibe of the thing.

the last thing i want to comment on is the narrative. no spoilers, but it took a really strange twist at the very last second that i was not expecting at all, but then that twist is promptly resolved by an unexpected character and i loved it. there's lots of humour sprinkled throughout the game, you'd do well to speak to all the npcs just so you can experience all of the dialogue boxes. i only wish i got some more tron bonne, she was my favourite character. they should make a spin-off based on tron bonne, i think.

anyway, great game, i highly recommend it, it's not long so you might as well play it especially if you like cozy comfy ps1 games and shooting and robots

Pretty damn good adventure game, I always loved to see a similar take with Mega Man and it does it with one of the best looking PS1 games. Only real complaint? Controlling the camera sucks, this is a game that desperately screams "I need right analog functionality".

Don’t worry, Tron. If anyone can do it, he can.

I mean… Mega Man Legends should probably, at the very least, be mentioned in the same conversation as Super Mario 64 when we talk about positive 2D-to-3D conversions. It’s an unbelievably confident, interesting game that shakes up the Mega Man IP with good voice acting (!), a robust and surprisingly dark story, open exploration, can kicking, stat-altering equipment, and dungeon crawling. Oh, and Tron Bonne, of course. Gone are the days of Robot Masters, Mavericks, boss weapons, and stages (for now). The game even has things like an optional morality system, lots of items to find, and, I suspect, sidequests that most players will never even be privy to. Legends also has this low-poly, 90s anime aesthetic that is utterly to die for, and it’s unthinkable that nobody has tried to ape this exact look in the years since. It’s certainly not perfect, but, for Capcom’s first stab (and, unfortunately, one of their only stabs) at a 3D Mega Man title, it’s not terribly far off.

Roll Caskett is the best roll design in the series

BADASS half a star deducted for the camera going crazy every time you try to lock-in to an enemy


This game has immaculate vibes and by far my favorite artstyle for a video game. The presentation hasn't aged a bit, and I love how well the cutscenes are animated. Every member of the cast is likeable and it feels like watching a 90's anime. Gives me nostalgia even though I never played this game before.

Gameplay-wise, it's a bit heh. Definitely serviceable but most of the time it's just hold square and circle-strafe to win. Didn't expect it to be a MetroidVania but I welcome it. Exploring was fun. I hope MM Legends 2 is more of the same but with a refined take on the gameplay so it doesn't stay samey the entire way through.

In my opinion, the Megaman series is at its best when it has RPG elements and Legends does that and so much more. Sure, for today's standards a lot of this game might not impress many, the controls might irritate others but look aside those petty grievances and put yourself in the shoes of a kid from the late 90's / early 00's. This was / is the SHIT! the level of detail, the beautiful poly models, THE MUSIC! the sound font is so damn iconic, I mean listen to that damn bass. the fact so many buildings are enterable, the expressive and loveable cast, so many little secret interactions and items to make powerful side weapons. The voice acting in this game is charming as hell and whoever voices Tiesel deserves an AWARD. They really took a chance with this game and really wish more people appreciated it. Anyone looking for a fun throwback game to put some time into, look no further!

A personality filled different take on the Mega Man formula that the series really needed at the time and probably should go back to one day in the future. With its compleling and well animated characters in an anime 32bit style, it features a playability similar to games like Ocarina of Time, with the detriment of having tank controls. As a result, while the story really grabbed me there was a constant annoyance everytime I had to properly aim at some enemies. Still, the district song is still very memorable.

Has a ton of personality, charm, and love poured into it. I found the dungeons to be fun, if not a little short at times. The controls are awkward but I don't find it to be too bad.

I feel like some things could be more rewarding, but you get most of your rewards through digging. There are some side quests you can do which also give you rewards. I enjoyed wandering around the town.

The dungeons I felt were eerie and I loved the environments in them. Exploration in the dungeons was incredibly fun. I liked searching through the area finding the holes in the walls, as well as chests. Sometimes the backtracking through them was somewhat of a chore but I didn't mind it.

The voice acting adds a lot of charm to the characters which are already full of personality. The Bonne's especially come to mind when mentioning the voice acting.

The buster upgrades are fun to get and use. You can get buster shots from doing side quests, digging, and giving the parts to Roll. You also get special weapons which are fun to use but I didn't use them too much during my playthrough.

You also get upgrades to yourself like spring parts, and the hover skates which are incredibly fun to use.