I'm kind of the opposite. I was hoping to keep the 8 bit aesthetic.
He just looks so scrawny now...and the MM7/8 look is just a touch too Saturday morning cartoon for me.
I do hope this is M#9 done right. And without the kickstarter boondoggle to boot!
Too much to ask for a sprite based MMX?
I like that artwork of him. Modern redesign without being too overdone in the modern JP anime astetic.
The Mega Man 11 amiibo will be part of a "Collector's Package" in Japan. Comes with a poster, amiibo, and special packaging.
Confirmed for the West, rumored to be GameStop exclusive
Game looks fun. And the amiibo preorder is extremely tempting to get for the switch lol.
Yeah...really torn on the amiibo preorder. I want it bad, but not sure if $60 to gamestop bad. Between that and the inevitable Smash 5 Megaman amiibo reissue or redesign I don't know what to do.
Always enjoyed MegaMan X series more than the original :l
You want another MMX7 and/or MMX8!? Because that’s how you get another MMX7 and/or MMX8.
I'll take another X6 please. I love unavoidable damage, softlocks, needing to jump to my death to rescue reploids, a camera that doesn't show instant kill spikes before I hit them, and boss AI that barely tries to fight back.
X1-3 were golden. X4 is when all the problems began.
X4 was great. Stage designs and bosses were beautiful, fun, and the animation fluid. X5 iirc was put together in like 8 months and X6 began development before Inafune was even made aware of it.
Seriously, take a look at Frost Walrus versus let’s say Grizzly Slash. The quality is night and day.
The robot master designs look visually impressive. They remind me a bit of some of the MM&B designs.
agree that X4 was great, 5 was really the inflection point where things started going downhill.
X-4 was the shit. I remember being able to kill every boss, including the final boss(es) on Mega Man and Zero without taking any damage at all. The levels, bosses, music, story, gameplay, and the way the weapon upgrades worked on both X and Zero were awesome.
X5 was the beginning of the obfuscation of powerups; specifically in this case that X and Zero did not share heart tanks, yet there was a limited supply and a not-100% chance (reloading doesn't count) of keeping Zero in the endgame. There was also the nonsense of boss levels and having to intentionally run down the clock to get more tanks and parts. And also a lot of backtracking for parts. If you could ignore all of this and the ugly backgrounds at times (the constant spinning shit in the background of the Sigma stages is atrocious) it was otherwise still just an objectively less-polished X4. I'd also say on a lighter criticism that taking out maverick voice clips (partially in X4 and entirely in X5 and 6) was kind of dumb?
Then X6 also pulled the card of requiring Blade Armor or a specific part to be able to go more than 5 seconds into the first endgame stage. On top of being an even lazier-looking X5 with an even lazier localization.
I would also argue that while X4 was pretty evenly balanced between X and Zero (even if a lot of Zero's boss "weapons" were just extra tools in his kit and not actual weakness exploiters), X5 and 6 highly favor Zero, partially because X has some pretty awful boss weapons and lackluster armors in these games.
X7 for all of its visual and audio flaws still had the switching between 2 characters thing and that made the experience infinitely better (although Zero's range is atrocious here and the camera angles usually lack good depth perception). X8 just refined that element while adding probably too many "derp here's a bunch of enemies" rooms and the overly long ride chaser levels.
On that last note, the ride chaser has only ever been cool in Overdrive Ostrich's stage in X2 In every other game it's been terrible.