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Forums > Submission Feedback > pickhut's Mega Man 11 review

This thread is in response to a review for Mega Man 11 on the PlayStation 4. You are encouraged to view the review in a new window before reading this thread.

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Author: honestgamer
Posted: October 06, 2018 (09:22 AM)
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This is a terrific review, though I do disagree with your assessment of the Double Gear ability's usefulness. I found myself using it pretty heavily most of the way through nearly every stage, to dispose of enemies and take out turrets and outrun waves of lava and almost everything in between. That's a lot more use than any of the earned robot master abilities got from me in this or virtually any other Mega Man game, so I consider it a rousing success even if I liked some of the other aspects of the outing less than you did.


"Too often we enjoy the comfort of opinion without the discomfort of thought." - John F. Kennedy on reality

"What if everything you see is more than what you see--the person next to you is a warrior and the space that appears empty is a secret door to another world? What if something appears that shouldn't? You either dismiss it, or you accept that there is much more to the world than you think. Perhaps it really is a doorway, and if you choose to go inside, you'll find many unexpected things." - Shigeru Miyamoto on secret doors to another world2

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Author: overdrive (Mod)
Posted: October 06, 2018 (10:27 AM)
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It's cool two reviews of this game came up at the same time about, especially since I'm in Mega Man binge mode now going through the PS2's Anniversary Collection (seriously, this time).

I've made it through:

MM1 -- up to Wily's Castle which is where I always peter out due to the combination of no energy tanks in this game and how the rock devil is impossible. I mean, sure, I've seen people beat it, but I'm convinced there's some sort of editing trick or glitch involved!

MM2 and MM3 -- beaten. 2 nearly gave me rage convulsions with the damn Wily boss you need all your Crash Bomb ammo and then how the Wily Machine comes right after the robot master rematches. If I hadn't found a glitch where you can one-hit-kill its second form with the Crash Bomb, I'd have probably given up. Oh, and the Wily Alien --- everyone says it's easy, but I have tons of trouble with it for some reason. 30 minutes just to beat it, probably. 3 was easy down the stretch, though. So easy to stockpile E tanks in that game, making everything easy to beat.

MM4 -- I've been stuck on Ring Man for a long time. About ready to return to Bright Man's stage (I think you can do that starting in this game) and grab the E tank in order to clinch victory against him.

MM5 -- through the 8 robot master levels and ready to tackle the two fortresses.

6-8 -- haven't started. Did spend a bit of time with one of the Power Fighters brawlers you can unlock, but those aren't really my style, so I just sampled it a bit.


I'm not afraid to die because I am invincible
Viva la muerte, that's my goddamn principle

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Author: dementedhut
Posted: October 06, 2018 (11:19 AM)
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Thanks for reading, Venter (and OD?)! I get where you're coming at with the Double Gears; I guess we just have two completely play styles when it comes to Mega Man games. But that's also their charm, too: there's so much variety going on, that you can approach these games differently with each new playthrough.

OD: I have a "similar" problem with your stockpile of E-tanks with the latter part of this series. Ever since they introduced the shop system back in Mega Man 7 (I think?), I've had no problems maxing out on E-tanks by the time I reach Wily's castle, since I usually don't spend many bolts in the main part of the game. I think this is why I've held Mega Man 8 in higher regards in recent years, because it excluded E-tanks altogether. You have to beat the game without them!


I head spaceshit noises.

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