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Review: Mega Man 10

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Note: Possible spoilers If you do not wish to know specific details of stages or weapons.

Nostalgia can be a good thing, especially when thrown in the mix with a favorite series. In 2008, when Capcom released Mega Man 9 in the style of the old NES titles, the results were spectacular. Mega Man 9 managed to bring back a style of platforming we seldom see today while injecting a fresh feel and heightened difficulty. When Mega Man 10 was released I expected something similar: nostalgia blended with excellent mechanics. From start to finish, Mega Man 10 delivers on both while providing a healthy challenge for those not shy about punishing difficulty curves.

Make the jump for more impressions.


By now, you're probably aware of the formula: eight stages, each with its own robot master. Each master is especially weak to a different, specific weapon that you can earn by beating a different stage. The levels can be tackled in any order, but there is generally only one or two preferred paths. The object is to collect these weapons and destroy the robots using a style of level progression that lets you explore the game at your own leisure.

From the start you can choose to play one of two difficulty modes. Normal mode adds all the difficulty of a traditional Mega Man game, including tougher enemies and more perilous pitfalls. The new Easy mode assists by adding platforms in helpful areas, removing enemies from dangerous locations and adding ample weapon and health powerups to each stage. Easy mode also lets you take less damage. You will have to beat the game on Normal to unlock the Hard mode which is only intended for the especially masochistic. Here the enemies are placed in more hazardous locations and even the bosses develop new tricks!

From the outset you can play as either Mega Man or Proto Man. Each provide separate gameplay features and as such also tweak the difficulty to your style of play. Mega Man can only jump and shoot but takes less damage. Proto Man can slide, has access to a shield while jumping and can charge his weapon. All these modifications are great but come at a price: Proto Man takes twice the damage as Mega Man. Playing through as both characters extends the replay value and provides an extra challenge in the more difficult Proto Man mode.

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The stages and masters are brightly colored, well themed and do a great job of instilling a sense of mystery and intrigue when it come to the aptly themed robot masters. Sheep Man's stage takes you into an area that feels like your traveling through webspace and his electric wool attack matches this motif perfectly. Pump Man's level maintains a creepy vibe and has some of the best music in the series since Mega Man 3.

The way that the themes and platforming are fused create a well balanced puzzle ecosystem for each stage. By taking older mechanics (like conveyor belts) and newer ones (like gravity pressure platforms) Mega Man 10 helps keep the action fresh by generating challenges in unique ways. One mini boss has you running along a treadmill to make platforms appear so you can climb to the boss's weak point. Commando Man's stage has you wading through blinding sandstorms while navigating a treacherous crevasse.

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These mechanics help to create a difficulty level that reaches new heights even in Normal Mode and things get particularly taxing as you progress though Wily's Fortress. Mega Man games are all about problem solving and getting through just one of these stages will require patience and memorization. The trick is to not be afraid of dying and most of all to think outside the box. If you keep missing that last jump on sliding ice don't be afraid to try something different on your next approach. Eventually it becomes apparent that each stage has a way through it. Find your rhythm and plan ahead.

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As always, the best part about besting a stage and defeating its master is acquiring the special weapons. The weapons are fun, when they work for you. They definitely do a good job of maintaining the robotic themes but it seems the weapons as of late appear to have evolving 2 stages of attack, requiring an initial setup before reaching full strength. Sheep Man's T. Wool will have you setting up clouds that float unhurriedly to the sky before emitting a powerful bolt of lighting. The problem is most enemies are quick enough to absorb the relatively harmless cloud before it releases the lighting bolt and weapon energy gets wasted. This is especially frustrating when using it against the opposing robot master. However, not all are difficult to use. Nitro Man's W.cutter glides along the ground and will even assist in scaling walls and Strike Man's R. Striker ricochets off walls. Most of the weapons open up interesting new ways to beat up baddies but none save Strike Man's T. Blade will serve as a staple, go-to attack. As you gain each weapon you will be able to scroll through them without having to enter the menu screen and will even have access to Rush with the Rush Coil and Rush Jet.

Also included is the Time Attack Mode and Challenges Mode. In the Time Attack Mode you can try for your best time on each. Here you have full access to all the weapons from your arsenal which should make it a bit easier while going for your fastest time. All eight of the robot masters are included as well Wily's Castle and three hidden options.

The Time Attack is great for touring the game but Challenges Mode really takes the meat of a Mega Man game and places the core mechanics on center stage. This new mode essentially takes almost every Mega Mechanic in existence and generates mini challenges for each. From something as simple as jumping to mastering the subtle nuances of each of Mega Man 10's weapons, these bite sized challenge rooms are quick and addictive. The load time for each is barely noticeable, removing frustration from retires and impressing an "I'll get it this time" feeling. There are 88 in all, some available on the outset and others that you must unlock. I would recommend finishing the main game before trying out these other modes as some require use of special weapons which can be considered spoilers.

Overall the entire experience is a solid one with the exception of the lame story about robofluenza but even that falls in line with the hallmarks of this old school romp. I hope Capcom decides to get more creative when designing robots for Mega Man 11. How many times have we had robots based on the elements? Do we really need another Ice Man clone?. It would be interesting to see the robots go in a more meta direction like Mega Man 3 did with Gemini Man. Capcom has done a fantastic job of recreating a legendary game style from the ground up but now that we have revisited the roots of the series it may be the time to stop looking to where Mega Man has been and to reexamine where Mega Man is going.

Mega Man 10 is available now for the Wii for 1000 Wii Points, the PS3 for $9.99 and will be available for the Xbox 360 on March 31st for 800 Microsoft Points.

6 Comments

LunaGuy9 said:

This game is awesome. SheepMan is my new favorite Robot Master. Sorry MetalMan looks like you've been bumped down. :(

SZK said:

Ah, I had no idea Proto Man took double damage! I thought the enemies were just strong, even on Normal, hahaha. :S

fillerbunny9 said:

personally, I feel this is the weakest title since Megaman 5 on the NES. (the bottom of the barrel, as far as I am concerned.) the Wily levels are particularly uninspired, the weapons are by and large not worth bothering with outside of boss fights. I dunno, I feel like Capcom really phoned this one in compared to 9.

Shin Gallon said:

I think I'm the only one that would have preferred 9 and 10 to, I dunno, look as nice as 8 did. Hell, make it look like a DS title at the very least. If they wanted to do the whole 8-bit style, they should have used that style but not the limitations. I mean, make the sprites look 8 bit but have like 5,000 onscreen at a time and tons of parallax scrolling backgrounds and nice visual effects. What they did instead amounts to glorified ROMhacks.

ROCsteady said:

I agree. There was something watered down about the themes and masters. I'm going to say that Capcom was playing it safe rather than lazy though. The Mega Man fanbase (myself included) can be rabidly opinionated when it comes to what is "classic" and Capcom has been very clear from the beginning that its purpose was to recreate a classic experience.

As far as the visual effects, I enjoyed Mega Man 8 and wouldn't mind something prettier then this last entry. Like I said toward the end of the review, I hope Capcom will spend some time evolving the series and look towards creating something fresh without removing the pitch perfect mechanics the series is famous for.

But it wouldn't be a Mega Man game with 5,000 things onscreen. That is another game altogether.

Shin Gallon said:

Yeah, but my point is they could have given us old-school looks, but not old-school limitations, and made something really great. Instead, ROMhack. Frankly the series peaked at Megaman II anyway, that's the only one I liked enough to play to death and beat multiple times.

And girls who like girls who like rumble packs!

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Shin Gallon on Review: Mega Man 10: Yeah, but my point is they could have given us old-school looks, but not old-school limitations, and made something really...

ROCsteady on Review: Mega Man 10: I agree. There was something watered down about the themes and masters. I'm going to say that Capcom was playing...

Shin Gallon on Review: Mega Man 10: I think I'm the only one that would have preferred 9 and 10 to, I dunno, look as nice as...

fillerbunny9 on Review: Mega Man 10: personally, I feel this is the weakest title since Megaman 5 on the NES. (the bottom of the barrel, as...

SZK on Review: Mega Man 10: Ah, I had no idea Proto Man took double damage! I thought the enemies were just strong, even on Normal,...

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