![]() (Muscle memory of the Classic series really hurts you here.) This really, really distracts from what would otherwise be your standard Mega Man game and at times can make the gameplay really frustrating. In fact, it works not unlike the Machine Gun in Contra, wherein even if you press the button repeatedly, the gun refuses to fire. Just like with Volnut's buster, you can't fire faster than the gun allows. This would eliminate most of the challenge from the game, were it not for the third thing. and in fact, mandatory, in the boss fights (and an occasional low-grade enemy fight). This are very useful in pretty much any situation, but the dodge roll is particular useful. This would be fine, but they added Legends-style quirks to the game which are a real turn-off.įirstly, you have a dash and a dodge roll. but it's a 2D action platformer in the style of the Classic series. It plays a bit like Mega Man Legends, where you have missions and whatnot. The game doesn't seem to know what it wants to be. I finally took some time to play the Mega Man Legends 3 Prologue version. I'll also say I enjoyed the gameplay of this game despite it's quirks, over any other Legends game I've played, and I've played and beaten the original and 2 several times over.Īlright, so. With a little touching up and improvements, this could be a great gameplay formula. It is a nice little deviation to the classic Rockman formula. Overall I'd recommend giving this game a shot if you have the time and space. Luckily they give you the option to only use SFX, and I found myself overlaying SaGaFrontier2 and Alundra2 music on it, which actually for me works out pretty well. The music is mostly 8-bit remakes of music found in the official games, and didn't work for me. I also sometimes found that lock-on wouldn't work for me at all, must be a bug. The controls for me were weak responsively, the game heavily encourages rapid fire, and I'm guessing because of that, tapping shoot suffered in the programming. Anyway, I overall liked the gameplay approach. It kinda also makes it feel like fighting strong Reaverbots without much upgrades from the PSX Legends games. All I'm saying is if you came straight from classic MM games expecting a couple of hits to kill an enemy, you'll be in for a shock, and you'll have to readjust. I found myself losing just because I couldn't keep patient till the enemy was defeated. I have a felling the reason behind this is due to the small nature of the game's development, so the team decided to up the enemies' health in order to lengthen the game. I mean holy heck it's either the enemies have some super great armor, or Barrett has some weakling energy shots. If the game is difficult, the reason behind it I feel is due to the massive amount of hits it takes to defeat an enemy. ![]() That tends to get awkward, and is made evident fighting the Bonnes, like if you hold on to lock-on you'll huge the boss when dashing to avoid it, things like that. ![]() ![]() It doesn't really feel like Forte or Axl either, I feel somehow restricted with lock on, rather than free aiming multiple directions and hitting enemies in my path, it's like I'm focused on one and maneuvering around to catch the others in the crossfire. ![]() It does however heavily rely on reaction time, I guess they did that to complement the lock-on feature. ![]()
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