Wednesday, December 9, 2009

Mega Man 9 Through 10

Okay, so Mega Man 10 just got announced in the newest Nintendo Power. Absolutely sweet! It sounds great already! But... then I read the internet and it occurred to me that Capcom almost certainly won't improve the problems with Mega Man 9. Why? Because most people are blinded by sheer nostalgia and don't see those problems. I, however, am immune to nostalgia, having not played the Mega Man games until getting them this year in Mega Man Anniversary Collection, and thus... well frankly, I'm worried.

Mega Man 9 is a beautifully presented game. The 8-bit style coupled with the current-age presentation makes it leaps and bounds above any previous Mega Man game in this category. However, its greatest strength and weakness lie in its association with a certain other Mega Man game: Mega Man 2. Mega Man 2 is typically universally praised, and often even considered the classic Mega Man game. Why? Well, mostly because it was so much better than Mega Man 1. Its controls and overall gameplay were refined to being downright amazing, not to mention Mega Man 2's great soundtrack. Simply put, it was a very good game by perspective. But, contrary to popular belief, the Mega Man series didn't stop evolving after that. And therein lies Mega Man 9's problem...

Mega Man 2 had a glaring weakness, and that was artificial difficulty. For example, in Heat Man's stage there is a long disappearing block puzzle, a staple of the series. Very near to the end, there is a situation where a block appears above you mere moments before the block you're standing on disappears. Well, you're almost definitely dead now because you didn't know it was coming, timed your premeditated jump wrong, or tried jumping from the side and failed due to the imprecise physics (they got better in later Mega Man games, meaning the same puzzle in Mega Man 9 is a good amount easier). Does anyone else but me see the problem here?

But, as you may have heard in a certain song, having a certain Item 2 makes it much easier to make it through that level. Item 2 is guarded by Air Man, who also has a bit of a cheap tactic. Now, Air Man isn't a hard Robot Master at all, really, especially if you have the Leaf Shield weapon. But the trick is... well, one of his attacks is literally impossible to dodge. Literally. No joke. Completely impossible! And the rest are quite hard as well. Does... anyone else see the problem?

And finally we come to the infamous Quick Man. His stage was entirely about memorization because the primary hazard were large speedy lasers that kill you instantly if you touch them. You had to memorize where they came out and dodge accordingly, and it was nearly impossible to get through on your first time unless you were incredibly lucky. Am I... really the only one who notices these things and realizes it shows lazy level design?

Mega Man 9 is heavily inspired by Mega Man 2, which makes sense. However, 9 fails to remedy 2's problems and, instead, builds upon them! For example, 9 has a HUGE amount of instant-kill spikes in each and every stage, a hazard classically used only occasionally or in water-based stages. Also, it introduces fast-moving streams of lava that kill you upon contact that are rather reminiscent of Quick Man's lasers. A huge quantity of the game becomes frustrating due to constant and unfair deaths, and Capcom gets away with it. Why? Quite simply because most people playing Mega Man 9 now played previous Mega Man games in the past, when they were, say, five or six. Thus they weren't quiiiite so good at video games and misremember the games as harder than they actually were. Mega Man 9 is easily the hardest of the classic Mega Man series to date, with the possible exception of Mega Man 1, but no one notices that because they remember the past games as harder than they were.

Level design ruined for me what would have otherwise easily been the best Mega Man classic game yet. I very much hope to see Mega Man 10 evolve past 2 and see that Mega Mans 3-6 were just as good, if not better, and to pull away from artificial difficulty. If so, Mega Man 10 could very easily be the best in the series and even pull in brand new fans to play previous Mega Man titles. After all, they're on the Virtual Console!

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Just for kicks, here's some more things I would like to see in Mega Man 10:
-better menu music
-Roll as playable, and actually competent unlike in Powered Up
-a "Dr. Wily was behind it" that actually feels somewhat surprising (haha, as if)
-less DLC that should've been included in the first place
-Mega Man with his abilities past Mega Man 2 (Mega Buster and slide)
-the other playable characters having very distinct playing styles, like Vile and X in Maverick Hunter X
-maybe some kind of collectibles like the cards in Mega Man & Bass?
-Bass
-Robot Masters from previous games?!
-Co-op
-Proto Man being really cool
-stuff from previous games, like maybe an unlockable Break Man costume??
-another amazing disappearing block puzzle like Spark Man's

Thursday, December 3, 2009

Super Smash Bros. - The Greatest Advertisement in Gaming

It's no secret that I absolutely love the Super Smash Bros. series. Ever since I ran across the original N64 game due to a combination of Nintendo Power and the official website, I have completely loved the series and followed it through three platforms. The reason I loved Smash Bros. so much was simple: it was a cartoony, fun crossover game that took characters from all over Nintendo's library and made them fight each other in any way they could. The funny thing is, at the time I really wasn't a big Nintendo fan. Like, at all. Super Smash Bros. was only the third Nintendo franchise I really got into, believe it or not, after Pokemon and the Mario spinoffs (I hadn't even played a Mario platformer yet!). And boy did Super Smash Bros. expand my horizons in video gaming.

Now, before I start explaining, let me make a point. Here's a list of franchises I have played after being inspired by Smash Bros. in some form or another:
Super Mario Bros. (the mainstream games and certain spinoffs)
The Legend of Zelda
Kirby
Metroid
Star Fox
F-Zero
Metal Gear Solid
Kid Icarus
Earthbound/Mother
Mega Man
(through Smash Bros. forums!)
Hotel Dusk
The Legendary Starfy

That's a long list of franchises, isn't it? The point becomes obvious when one realizes that quite a few of the above franchises I have gotten very much into and have purchased quite a few games in! That is a lot of money for Nintendo, and even other companies in some cases! And, even if a character doesn't necessarily show up in Smash Bros., I may still run across his series on a message board and be inspired to play their games, prominently shown in the Mega Man series. Heck, I could probably list a few more franchises, such as the Ace Attorney franchise, but I don't want to be here all day.

If you haven't guess yet, my point is that Super Smash Bros. has a, perhaps intended, side-effect of making people want to look into other games to find out more about their favorite fighters and the like. This should be a surprise to no one. This view lends a definitive reason for a character to be playable in Smash Bros., one that has already been used on one occasion before: Roy.

Roy, if you didn't know, technically debuted in Super Smash Bros. Melee. Why? Because Melee came out just a biiiit before his first Fire Emblem game. So the Japanese designers decided to add him to promote his game. In a similar fashion, the two Fire Emblem characters in Melee inspired many gamers to take interest in the series and got it taken out of Japan! That takes some series advertisement skills!

Where am I going with all this? Simply, the next Smash Bros. game needs more new franchises represented through playable characters. Playable characters are the ultimate way to advertise your franchise, because people will inevitably play as them at some point and from there they will take interest. I firmly believe the series hasn't been taking enough advantage of this: Melee only introduced three new franchises through characters, of which only one was still being made games for. Similarly, Brawl introduced six but two of them were "retro", one of them was a Mario spinoff, and two more were third party. Why is Pikmin the only recent Nintendo franchise being playably represented?! It's a waste of potential advertisement they could've given for plenty of other "deserving" franchises, such as Animal Crossing (represented through everything but a character, annoyingly enough), Custom Robo (has an Assist Trophy), Golden Sun (an Assist Trophy), The Legendary Starfy (another Assist Trophy, and was Japan-only), and maybe even the Wii franchise (no real representation).

Basically, my point is this: as great as it is to add characters to existing franchises, the next Super Smash Bros. should instead focus on playably representing new, recent Nintendo franchises that the audience can easily get a hold of, as well as Japan-only franchises that need introducing to foreign audiences. I believe this could do wonders for smaller, failing franchises and pump up already-popular ones as well.