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The Charge:
Dual FX Engines!! Parallel Hyperbit Interface!!
Opening Statement:
My lifelong affair with Capcom’s stalwart Mega Man franchise is by no means a well kept secret. I’d go as far as to say it occupies the throne that is my favourite gaming franchise. Since the heady times of its heyday, there have been close to 120 titles released that bear the Mega Man moniker, more than both the Street Fighter and Resident Evil franchises combined; and during my career in gaming, I’ve owned close to 40 of them personally. That can mean only one thing, I’m totally the perfect candidate to review Mega Man 10, Capcom’s latest return to the series that built the foundations of their house.
This level has more to do with Windows 95 than Sheep.
Pikachu! I choose PAIN!
The Evidence:
Back in 2008, I positively gushed about the non-stop fun that was rampantly on display in Mega Man 9. And while I still feel it was a glorious throwback to the 8-bit era of gaming, once my rose coloured glasses were back on the shelf, I noted several elements that could have been improved upon. There was a collection of little nitpicks that began to taint my feelings towards MM9. Thankfully, Mega Man 10 addresses most of these issues, and while it lacks the advantage of being the Blue Bomber’s big return engagement, in my opinion at least, it is a much more solid title.
He's even turned Frosty against us, DAMN YOU WILY!!
The presentation of MM10; tricky to pin down as I’m sure many of us gamers cannot appreciate the art of recreating the original Nintendo Entertainment System’s 24 out of 48 displayable colours and rather limited but distinct sound chip. Developer Inti Creates, now Mega Man veterans with 7 of the more acclaimed titles since 2002; has finally succeeded in replicating Capcom’s signature look and feel. While MM9 certainly was a bright spot in the franchises spotty history during the last decade, there were a lot of recycled sprites and level designs, and a couple of the bosses looked like pixel diarrhoea rather than game characters (I’m looking at you, Plug Man). It was exactly what we all wanted at the time, a throwback to 1988’s Mega Man 2 (considered by most to be the original series’ pinnacle). MM10, marks Inti Creates third attempt with the old 8-bit series style (following a bonus level in the DS release, Mega Man ZX Advent, and MM9), and their first complete success. Here they’ve created imaginative boss and enemy sprites (try not to giggle when Strike Man pounds his fist into his mitt before throwing a pitch), colourful and creative stages, and music that may lack the high energy tempo of its predecessor, but is filled with a much more robust and inventive sound. Bleeps and bloops haven’t sounded this harmonious since 1993. Don’t believe me? Try to resist whistling Solar Man’s theme music for the rest of the week.
Pictured: Not Solar Man's stage.
You want a closer inspection? Unfortunately, with a title such as ‘MM10’, the only way to truly review is to compare with what came before. Mega Man 10’s level design is insidiously clever, eschewing the greatest hits feel of the ninth entry in favour of new stage gimmicks and new raps, such as coloured platforms that begin to vanish once touched, taking all similarly coloured platforms (and any power ups littered around) with them. There are stages where treadmills are used to power platforms, or make a seemingly indestructible mini-boss tangible and weak. There’s a level where vicious sandstorms can either carry gamers into cruelly placed spike walls, or if they’re feeling foolhardily brave, carry them across the stage at high speed; but only if they can time those precarious jumps properly. Each of the 8 bosses gives a weapon (franchise standard), and this time each and every weapon is useful, provide the player is creative enough to think around their limitations. There’s an awesome spreading weapon, a high powered bomb which does nearly triple damage if enemies are caught in its blast radius rather than hit directly, even a wall climbing saw blade that can scale obstacles WITH the player. I’m still amazed that Mega Man 10 has the first shield weapon which is meant to be used offensively. There’s even a second playable character that brings the series later contributions like evasive slides and a charge shot to the table. Plus an additional third player robot available for download in early April.
The man, the machine, Street Hawk!
The newly structured challenge mode, borrowing a great idea from the PSP only MM: Powered Up, offers gamers a collection of 100 short levels, each with a specific goal to accomplish, be it navigating an array of spiked tunnels, or simply destroying a collection of enemies. Some challenges are even unlocked by playing through the game itself, bringing a great assortment of boss rushes into the mix.
Not that a boss rush mode would make you any tougher, Pump Man.
Rebuttal Witness:
12 levels? One set of castle stages? C’mon Capcom, we want more! Inti Creates are clearly using MM2 as their blueprint to building a great 8-bit game, but I know a lot of gamers who would be happier if they’d broaden their vision just slightly and begin offering the game length of later titles in the series.
Closing Statement:
Mega Man 10 is everything a fan of the series could hope to ask for, especially for ten bucks. Its one weakness is the fact that Inti Creates’ strict adherence to the game structure of Mega Man 2 stifles its scope, limiting the amount of levels once the first 8 have been vanquished. That being said; the new challenge mode, and promised downloadable content are sure to keep Mega Maniacs like myself coming back, and the rather difficult game play should give today’s youth a great taste of what games were like in the days before respawning and tutorial levels. This is pure game play on display, a potent formula that hasn’t needed to be changed in over two decades. Now of you’ll excuse me, I’ve got a mad scientist to bring to justice.
The Verdict:
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Tags: Mega Man 10, psn, WiiWare, Xbox Live Arcade
I couldn’t agree with Jon more. I beat the final robot master last night and am looking forward to tackling Wily’s castle. As a fan of the series from way back, I enjoyed the balance of difficulty and reward. Although the new 8-bit games are a throwback to the NES games, I love the addition of picking up screws as currency to spend between levels for power-ups. I wouldn’t have made it as far as I have without those spare E tanks, that’s for sure. As much as I enjoyed MM9, I never actually finished it. I don’t want to make the same mistake this time around, if only because beating it once will give me the excuse to play through again as Proto Man.