ade
1998
So, you intended to use King to take care of me, did you? You dirty son of a bitch!
I promise I’m not just trying to be different. Am I missing something here?
Playing as Mega Man feels like, well, Mega Man 8, which was already one of the better controlling games in the classic series. Playing as Bass, on the other hand, turns Mega Man into Gunstar Heroes, and I’m not sure how it could possibly be more entertaining. The levels are astounding, the boss designs are deeply imaginative and memorable, the graphics are truly mind-bending for the SNES, and the shop/upgrade system is the best it’s been in any of these games so far. Capcom hits a difficulty balance that lies perfectly between intense and rewarding; it is truly a joy to hit one of this game’s many walls, only to finally overcome it through sheer tenacity. You have the tools, you just have to put it all together. I’m not sure where the mixed reaction for this game comes from, but my assumption is that most detractors played the terribly compromised GBA version (or died a lot). The ONLY real complaints I have is that the music could be better, and the absence of E-Tanks feels a little strange. If you play Rockman & Forte/Mega Man & Bass on the SNES, as it was meant to be played, you may see this in a whole new light. This is literally my favorite game in the mainline Mega Man series, and I don’t see a world where that changes. Next level stuff.
I promise I’m not just trying to be different. Am I missing something here?
Playing as Mega Man feels like, well, Mega Man 8, which was already one of the better controlling games in the classic series. Playing as Bass, on the other hand, turns Mega Man into Gunstar Heroes, and I’m not sure how it could possibly be more entertaining. The levels are astounding, the boss designs are deeply imaginative and memorable, the graphics are truly mind-bending for the SNES, and the shop/upgrade system is the best it’s been in any of these games so far. Capcom hits a difficulty balance that lies perfectly between intense and rewarding; it is truly a joy to hit one of this game’s many walls, only to finally overcome it through sheer tenacity. You have the tools, you just have to put it all together. I’m not sure where the mixed reaction for this game comes from, but my assumption is that most detractors played the terribly compromised GBA version (or died a lot). The ONLY real complaints I have is that the music could be better, and the absence of E-Tanks feels a little strange. If you play Rockman & Forte/Mega Man & Bass on the SNES, as it was meant to be played, you may see this in a whole new light. This is literally my favorite game in the mainline Mega Man series, and I don’t see a world where that changes. Next level stuff.
2012
1992
2017
My machines will usher in a new world of light!
Super Adventure Rockman is an interesting little project. It is, effectively, an OVA with some light interactivity and a few rail shooter segments sprinkled in. I tried to play this one myself, I really did. I even tried to install a plugin that translates Japanese text on the fly, and, failing that, I then tried to use Google Lens. Unfortunately, the text here moves too quickly for a translation tool to keep up with, so I had to just resort to watching a playthrough. Anyway, this seems fine! The OVA animation is surprisingly great, and the story goes to darker places than anything seen in a Mega Man game up to this point. Ra Thor, Ra Moon, and the Neo Yellow Devil are all insanely cool antagonists as well. Other than that, though, Super Adventure Rockman is a very mixed bag. Still, Capcom should localize this so I can play it. Where's the Mega Man: Handhelds and Spin-Offs Legacy Collection?
Super Adventure Rockman is an interesting little project. It is, effectively, an OVA with some light interactivity and a few rail shooter segments sprinkled in. I tried to play this one myself, I really did. I even tried to install a plugin that translates Japanese text on the fly, and, failing that, I then tried to use Google Lens. Unfortunately, the text here moves too quickly for a translation tool to keep up with, so I had to just resort to watching a playthrough. Anyway, this seems fine! The OVA animation is surprisingly great, and the story goes to darker places than anything seen in a Mega Man game up to this point. Ra Thor, Ra Moon, and the Neo Yellow Devil are all insanely cool antagonists as well. Other than that, though, Super Adventure Rockman is a very mixed bag. Still, Capcom should localize this so I can play it. Where's the Mega Man: Handhelds and Spin-Offs Legacy Collection?
2021
It Takes Two is a nonstop thrill ride that continues to surprise until the very end. The weaker elements (the writing in some places and sparse instances of frustrating level design) don’t detract from the constant joy of playing through this game with a loved one. This is, bar none, one of the best co-op experiences out there.
2020
2001
Even if I die, I will destroy you.
Onimusha Warlords may have very well replaced Dino Crisis as my favorite Capcom-developed-tank-controls-fixed-camera-late-90s-slash-early-2000s-survival-horror-slash-action title. Also, yes, I like both games more than any of the classic Resident Evil titles. This is just outstanding.
Combat, while simple, has a kinetic flow—much more focused on watching your enemy’s movements and reacting in turn than it is on drawing tension out of tight spaces and limited resources. Samanosuke’s movement adds to that kineticism, but the game isn’t without tension. Actually, it’s far from an easy ride. It doesn’t shower you with healing items at anywhere near the same frequency as a Resident Evil or a Dino Crisis, and if your magic bar is depleted at the wrong moment, you’ll likely be in a lot of trouble. Save mirrors are few and far between, too. Playing as Kaede is even more nerve-wracking! It isn’t the hardest game on the planet, but it demands your attention in ways that I found extremely compelling.
Outside of that, though, the game is also a visual showstopper with great audio design. Maybe it’s because of the reduced screen size (I emulated this on the Steam Deck), but, outside of a couple of the character models, I couldn’t really believe that this was an early PS2 title. Visually, it’s an outstanding showcase of everything that Capcom had learned up to that point—beautiful fixed angles, imaginative creatures, complex animations, and so on.
All of this said, there are a couple of problems that keep the game away from all-time greatness. First of all, Onimusha’s central “Keep” isn’t quite the Spencer Mansion or the Raccoon City police station. The puzzles are elementary, and I couldn’t help but think that Capcom could’ve done more with the whole “feudal Japan overrun by demons” things. Just as well, the story gets the job done and not a whole lot else. Unlike many others, though, I’m not going to hold the game’s script or voice acting against it. We don’t hold those things against the classic Resident Evil games. Why should we for Onimusha?
Anyway, yeah. This scratched an itch that I didn’t even know I had. I cannot wait to revisit the rest of the series.
Onimusha Warlords may have very well replaced Dino Crisis as my favorite Capcom-developed-tank-controls-fixed-camera-late-90s-slash-early-2000s-survival-horror-slash-action title. Also, yes, I like both games more than any of the classic Resident Evil titles. This is just outstanding.
Combat, while simple, has a kinetic flow—much more focused on watching your enemy’s movements and reacting in turn than it is on drawing tension out of tight spaces and limited resources. Samanosuke’s movement adds to that kineticism, but the game isn’t without tension. Actually, it’s far from an easy ride. It doesn’t shower you with healing items at anywhere near the same frequency as a Resident Evil or a Dino Crisis, and if your magic bar is depleted at the wrong moment, you’ll likely be in a lot of trouble. Save mirrors are few and far between, too. Playing as Kaede is even more nerve-wracking! It isn’t the hardest game on the planet, but it demands your attention in ways that I found extremely compelling.
Outside of that, though, the game is also a visual showstopper with great audio design. Maybe it’s because of the reduced screen size (I emulated this on the Steam Deck), but, outside of a couple of the character models, I couldn’t really believe that this was an early PS2 title. Visually, it’s an outstanding showcase of everything that Capcom had learned up to that point—beautiful fixed angles, imaginative creatures, complex animations, and so on.
All of this said, there are a couple of problems that keep the game away from all-time greatness. First of all, Onimusha’s central “Keep” isn’t quite the Spencer Mansion or the Raccoon City police station. The puzzles are elementary, and I couldn’t help but think that Capcom could’ve done more with the whole “feudal Japan overrun by demons” things. Just as well, the story gets the job done and not a whole lot else. Unlike many others, though, I’m not going to hold the game’s script or voice acting against it. We don’t hold those things against the classic Resident Evil games. Why should we for Onimusha?
Anyway, yeah. This scratched an itch that I didn’t even know I had. I cannot wait to revisit the rest of the series.