Welcome to the pilot episode of Gamnesia’s new, more casual podcast: Gamnesia After Dark! Featuring less news and more silly stories, we’re aiming to help you get to know us on the staff a bit better and maybe have a bit of fun while doing so. This week, Steven, Aloisia, and Alex discuss the games we’re currently playing, as well as diving into the games that define who we are as gamers.
This is our first episode of the new podcast, so we want to hear your feedback! If there are things you didn’t like, let us know so we can work on improving those going forward. Equally as important, if there are things you do like, let us know so we can try to do them more.
As a preemptive warning, Gamnesia After Dark will make use of stronger language than our past podcasts have. While we certainly hope you will listen to and enjoy this and all subsequent episodes, we advise you to listen with caution if you are sensitive to such language.
It’s been 8 years since Mega Man fans have received a game in the franchise’s mainline series. Since Capcom’s reveal of Mega Man 11 late last year, many of the Blue Bomber’s fans have been anxiously awaiting launch day, and thankfully, the wait is over. Capcom is trying to kick things into overdrive by introducing a brand-new mechanic to the game, but the biggest question still remains. Does Mega Man 11 have what it takes to make up for the long drought?
Mega Man 11 starts off by introducing a younger Dr. Light and Dr. Wily. Wily has developed a new tool, dubbed the Double Gear system, which kicks robots into overdrive, allowing them to surpass the limits of their programming to do incredible things. With this tool, Wily claims that any robot can be a hero! However, there were major concerns with this research, which led to the cancellation of Wily’s research and consequently, the continuation of Dr. Light’s. Of course, Wily vows revenge. Many years later, he captures eight robot masters and installs his Double Gear technology in them, causing them to turn evil. It then falls on Mega Man to save the day. However, he must also make use of the Double Gear to stand even a remote chance.
The Double Gear system allows Mega Man to overclock either his strength or speed at will. Enabling the Power Gear allows Mega Man to fire more powerful shots, both charged and with his special weapons. The Speed Gear, on the other hand, slows down time around Mega Man, allowing him to better navigate a storm of bullets or stage hazards. I initially had many doubts as to this new mechanic, but these fears were soon put to rest. The Double Gear abilities are completely optional, though I grew to love the complexity this feature added as I progressed through the levels and bosses.
The Double Gear system places a lot of stress on Mega Man, however, and he can only use these abilities for a limited amount of time. They can be switched on and off at will, but having them active builds a shared meter which overheats upon filling completely, preventing their use entirely until it cools down. This system introduces a new gear item (found in both a large and small variety), which acts as an instant partial cooldown.
Generally, you can only use one Gear at a time, and swapping between them cancels the effects of the currently enabled one. At low health, however, Mega Man can enact his Double Gear technique, allowing both the Power and Speed Gears to be used simultaneously. This is more of a last-ditch effort, though, as once activated, it cannot be turned off. After overheating, it also causes Mega Man’s buster to fire weakened shots until the cooldown is finished.
While these abilities can be useful in completing the stages, I found them to be significantly more useful during bosses. Each boss has a desperation move that activates once it hits a certain health threshold. This attack activates either the Power or Speed Gear of that robot master, adding an extra layer of challenge to their boss fights. I won’t spoil anything, but there was a nice boss surprise waiting late in the game which caught me off guard for a variety of reasons, one of which was the addition of this desperation mechanic. Using the matching Gear was beneficial in limiting the efficiency of the bosses’ extra abilities, so much so that there was at least one fight I couldn’t beat without it.
In one sense, this Mega Man feels a bit more challenging than others. Most of the stages feel longer than traditional stages and have multiple checkpoints, as opposed to only at the midway point. This allows Capcom to throw more enemies and more stage hazards at you, thus increasing the danger contained within each level. Despite this length increase, the stages are quite fair, introducing stage mechanics at a basic level before ramping up to more difficult scenarios. I definitely had my fair share of moments where I was completely stuck on a level, but with perseverance (and some help from Auto’s shop), I emerged victorious.
In another sense, Mega Man 11 feels like it’s a bit easier than some of the earlier titles. The main reason for this is the return of Auto’s shop. Collecting bolts throughout the stages allows Mega Man to buy various items and weapons. All of the traditional items make a comeback, as well as a large selection of upgrades. These upgrades range from automatically charging your buster, to increasing the drop rate of bolts, to eliminating ice physics. Mega Man 11 throws a lot of bolts at you, so much so that I never had a problem making sure I had enough to keep a full stock of energy tanks on me at all times, as well as being able to afford most every upgrade by the end of the game. You can also access the shop from the game over screen, which is a nice shortcut to having to exit the level, then re-entering it.
I also appreciated the addition of tutorials whenever you gain a new ability. Though Mega Man 11 still plays a short video demonstration showing how new weapons are utilized, Capcom threw in an optional tutorial where you can play around with the weapon so you can get a feel for it (and its powered up version) without having to waste valuable weapon energy in the subsequent stages. It’s nothing too major, but I felt I understood the weapons a lot better after actually trying them as opposed to just watching how they’re used.
One last quality of life addition to Mega Man 11 is the ability to quickly swap weapons. Though this has been featured in earlier games, Mega Man 11 adds onto that creating a weapon wheel of sorts. You can now switch directly to any weapon in the game from any weapon without having to pause. While you can still scroll through weapons as before, this change will allow for easier swapping and some really cool speed tech for htose who like to go fast.
From a design and aesthetic perspective, the game looks and sounds absolutely beautiful. I’m sure some people will balk at the shift into 2.5D, due to the inevitable comparisons to Mighty No. 9. Rest assured though, Capcom has worked hard to make sure that Mega Man 11 features vibrant, detailed stages and enemies. One detail I appreciate a lot is that Mega Man’s design changes slightly depending on his equipped weapon. It’s not just a color change anymore—Mega Man’s helmet and buster arm change completely!
Each of the stages features different hazards and enemy types, which went a long way in giving them a unique identity. It wouldn’t be a Mega Man game without a great soundtrack, and though I think there have definitely been better tracks, there have certainly been a lot worse. The only real complaint I have here is that the voice acting feels a little cheesy at times. It’s still a step up over the previous entries in the franchise, however, so I can’t complain too much.
After you beat the main game, Mega Man 11 features a number of extras in which you can partake. The big draw is the inclusion of some additional modes. Some of these are your more standard time attack and boss rush modes. Some of the more fun ones, though, challenge you to beat the stages while limiting how often you jump, a balloon popping trial, and a gauntlet of tough Mega Man scenarios. All of these challenges have leaderboards associated with them, so you can strive to be the very best and claim the number one spot! My favorite post-game feature is the ability to purchase items that allow for unlimited gear and unlimited weapon usage. These abilities will come in handy for anyone looking to gather some easy achievements.
Capcom really kicked the classic Mega Man franchise into high gear with Mega Man 11. The title is everything I wanted out of a classic Mega Man game, and though I was initially skeptical about the Double Gear system, I love what its addition brings in terms of strategy and execution to the game. This is a game that should not be passed over lightly. I’m not sure what Capcom has in store for Mega Man‘s future, but if it is of the quality of Mega Man 11, I’m not worried in the slightest.
A copy of Mega Man 11 was provided by Capcom for the purposes of this review.
No 9 Our Verdict Mega Man 11 Challenging stages; Double Gear mechanic is a nice addition to franchise; Great artistic design; Fun side challenges Some stages feel too long at times; Story is a little lacking Top
In just a little over a week Super Mario Party makes its debut on Nintendo Switch. The party game’s review embargo has not yet been lifted in the West, but the first reviews are starting to surface in Japan, beginning with Famitsu. Mega Man 11 also made its Famitsu debut this week, and both games were among the highest-rated titles of the week.
As usual, Famitsu had four different editors review each game and assign it a 1-10 score for a total possible score of 40. Super Mario Party got two scores of 8 and two scores of 9 for a total of 34/40. Meanwhile, Mega Man 11 got even 8 scores across the board for a grand total of 32/40 for the Blue Bomber. You can check out the full list of this week’s Famitsu scores below.
Super Mario Party (NSW) – 8/8/9/9
Mega Man 11 (NSW/PS4/XBO) – 8/8/8/8
Work x Work (NSW) – 8/8/8/8
NBA 2K19 (NSW/XBO/PS4) – 8/8/8/8
Bridge Constructor Portal (NSW/PS4/XBO) – 8/8/7/8
Firewall Zero Hour (PS4) – 7/9/7/8
Behind the Screen (NSW) – 8/7/7/7
Sumikko Gurashi: Atsumare! Sumikko Town (NSW) – 7/8/8/7
The launch of Mega Man 11 is just around the corner, and Capcom is cranking up the hype. As part of their Tokyo Game Show lineup, they’ve just dropped two new trailers for the upcoming action-platformer. The first is an English trailer that introduces a new robot master named Tundra Man, while the latter is a much more extensive Japanese trailer that introduces the final villain, Acid Man, and gives us a good look at both of their stages and more.
Tundra Man appears to be a speedy figure skater out to put you on ice, while Acid Man’s rocks a shield and seeks to melt away the competition. The new trailer also gives us a look at numerous other robot master stages, including the domains of Rubber Man and Torch Man. You can check them both out below!
Fans of the Blue Bomber are eagerly awaiting the release of Mega Man 11, the latest in Capcom’s series of side-scrolling shooters that is set to launch on October 2nd. However, according to the folks at TrueAchievements, fans and newcomers alike will have a chance to try out the game for themselves next month.
They have found a listing for a Mega Man 11 Demo Version, which is set to launch on Xbox One on September 4th. The demo will allow fans to “take on all kinds of enemies and traps in the Block Man stage” and “use the new Double Gear system to slow down time or power up your shots and take down that boss.” While there are no details on a demo releasing on the PlayStation 4 or Nintendo Switch, it’s likely that the demo will launch on all three platforms at around the same time (early September).
Last last year Capcom announced the exciting news that Mega Man 11 is coming out in 2018. The Blue Bomber had fallen out of grace for years, but Capcom is giving him a big revival, including the new game and a TV show. Capcom hasn’t revealed too many key details since the initial announcement in December, but today we got an action-packed trailer that shows off new mechanics, bosses, and even a release date.
Mega Man 11 officially launches across PlayStation 4, Xbox One, Nintendo Switch, and Steam on October 2nd for $29.99. One of the game’s big hooks is the new Double Gear System, which gives Mega Man numerous powers. The Speed Gear slows the flow of time around him and the Power Gear overcharges the Mega Buster (and weapons acquired from bosses) and allows for a powerful double shot. When critically low on health, Mega Man can activate both gears simultaneously to unleash his full power.
The new trailer also gave us a look at some of the levels and bosses we’ll be encountering. Block Man and Fuse Man each got plenty of screen time. As usual, defeating bosses will unlock new weapons for Mega Man, but this time around he’ll transform more to resemble the slain enemies when using their weapons.
Capcom has officially announced a new Mega Man game, the first new entry in the Mega Man series since the release of Mega Man 10 back in 2010. Mega Man 11 will be a side-scrolling platformer, like all its predecessors, but now with high-definition 3D graphics. The game is expected to come out for Nintendo Switch, Xbox One, PlayStation 4, and PC in “late 2018,” and it is a part of Capcom’s celebration for Mega Man‘s 30th anniversary. The goal of the game for the development team was to have this serve as a “resurrection” of Mega Man.
You can take a look at the reveal trailer for the game above! We’ve also compiled the concept art and official screenshots that Capcom’s released so far in the gallery below.
What do you guys think? Are you excited for Mega Man 11? Of course, we don’t know much about the game so far, but what do you think, based on what you’ve seen so far? Let us know in the comments below!