Mega Man X5’s Enigma Solved


If I could just have a brief moment of your time, I would like to discuss a new level of appreciation I have for Mega Man X5. I was afforded the opportunity to play it through it for the first time in maybe a decade over Father’s Day weekend, since my wife gifted me with a lazy weekend. X5 was a game I once considered one of the best in the series. My mind changed upon revisiting it, but that’s another story. My play through this time brought a deeper understanding of its design and how it can be manipulated. Continue reading “Mega Man X5’s Enigma Solved”

Mega Man 11 and Excess in Design

After ten installments in the main franchise along with an extra stop on the SNES to include a fan favorite character, multiple portable iterations, an enhanced remake on a satellite service as well as one on a poor selling hand-held, eight installments of a darker and edgier yet similar series along with a remake of the first and a few handheld titles, four sequels to that series, and yet another two sequels that series, you’d think that Capcom would have the Mega Man series down to a science by now. What elements in a Mega Man game are, in short, the Mega Man-est. Not to mention the end results of the various experiments.

Capcom determined this back in 2008 when they released Mega Man 9 on then-current consoles. After years of bloat and experimentation, they returned Mega Man back to his basic elements: jump, shoot, collect and use Robot Master weapons, and have an occasional extra item or two. 9 is arguably in consideration for best game in the classic Mega Man series of games. It returned to basic functions and was designed tightly around that.

Mega Man 10 was a departure from that, somehow. Continue reading “Mega Man 11 and Excess in Design”