Re: Games Beaten 2019
Posted: Fri Jan 11, 2019 10:41 am
January
Megaman (Switch)
Megaman 2 (Switch)
Megaman 3 (Switch)
Megaman 4 (Switch)
Megaman 5 (Switch)
Megaman 6 (Switch)
Megaman 7 (Switch)
Megaman 8 (Switch)
Megaman 8 remains one of my favorite games in the series and it is peak 90's era Capcom. The game is bright and wacky. The level designs call back to Megaman 1-3 where having special weapons lets you either navigate the level with more ease or reach items. 3 super important changes to the formula are made: Energy tanks are gone, upgrades for Rush are obtained from midlevel bosses, and upgrade items are purchased using finite amounts of bolts that have to be found in levels.
The outcome of these design choices are that the game encourages you to play more defensively while at the same time rewarding you for making progress and exploring levels - even if you can't yet get to the final boss, you'll likely still end up more powerful for the next attempt. It's a type of progression that reminds me a bit of the Rogue Like genre and it's something that was never again used in Megaman games.
I'd say the only gripe I have is that the Switch version (like the PS4 version) uses the playstation 1 version of the game and not the superior Sega Saturn version. So the sprite count is lower than it could be and the secret bosses from the Saturn version are not present. It's not a huge oversight, though. The PS1 version has been the most commonly re-released version so hardly anyone would notice.
Megaman (Switch)
Megaman 2 (Switch)
Megaman 3 (Switch)
Megaman 4 (Switch)
Megaman 5 (Switch)
Megaman 6 (Switch)
Megaman 7 (Switch)
Megaman 8 (Switch)
Megaman 8 remains one of my favorite games in the series and it is peak 90's era Capcom. The game is bright and wacky. The level designs call back to Megaman 1-3 where having special weapons lets you either navigate the level with more ease or reach items. 3 super important changes to the formula are made: Energy tanks are gone, upgrades for Rush are obtained from midlevel bosses, and upgrade items are purchased using finite amounts of bolts that have to be found in levels.
The outcome of these design choices are that the game encourages you to play more defensively while at the same time rewarding you for making progress and exploring levels - even if you can't yet get to the final boss, you'll likely still end up more powerful for the next attempt. It's a type of progression that reminds me a bit of the Rogue Like genre and it's something that was never again used in Megaman games.
I'd say the only gripe I have is that the Switch version (like the PS4 version) uses the playstation 1 version of the game and not the superior Sega Saturn version. So the sprite count is lower than it could be and the secret bosses from the Saturn version are not present. It's not a huge oversight, though. The PS1 version has been the most commonly re-released version so hardly anyone would notice.