Showing posts with label mega. Show all posts
Showing posts with label mega. Show all posts

8/06/2012

Mega Man Legends Review

Mega Man Legends
Average Reviews:

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In the age of console progression from 2D graphics to a 3D world, so many developers and game series had trouble adapting to the drastic changes that took place - scenery required more in-depth thought than simple textures and scrolling backgrounds, and on a metaphorical level the character that a player controlled was no longer as detached emotionally; with the advent of 3D movement came a closer "bond" between the gamer and his character, a feeling that you weren't just controlling a protagonist, but working WITH him to accomplish what was done. In that respect, few companies truly managed to capture that essence in the games that graced consoles such as the Playstation (although many, such as Final Fantasy, more than proved their worth in storyline alone).

Not so with Megaman Legends.

Normally one would be worried about the substantial track that Legends takes off the main path compared to the other series - Megaman "Rock" Volnutt's origins are far from related to the events of the original series, he doesn't ever obtain the ability to copy an enemy's powers (although this is made up for with a large list of Special Weapons), and even "Wily" is reduced to an octogenarian boat shop owner. Yet it is precisely this fact that makes the game so enjoyable to both veterans and new players; the former will find within the game's content the same "Blue Boy" persona they've known, albeit with even more backstory and characterization, and the latter can jump into this game without needing to worry about prior knowledge or information.

The story, although relatively quick and straightforward, is still consistent enough in its endeavors that it's hard to find a reason to be bored - when you're not chasing down henchmen of the pirates as they storm the city's center, you're likely to be facing off against some giant Reaverbot or even simply exploring the eerie, isolated Sub-Ruins that dominate the island. And, oh, does the scenery attribute to this - no matter where you happen to go the environment and its sound effects are sure to match your situation beautifully. In the city, peppy uptown music jingles as polygonal cars drive the streets; in the underground ruins, the music changes to a solemn and eerily 'lacking' tune with only the occasional clank or grind, allowing you to focus entirely on the soft sounds of Reaverbot movements coming from all directions - it is the little details like this that help make the experience so memorable (if you don't believe me, try exploring the Clozer Woods Ruins alone in a dark room at night).

Megaman's primary weapon is of course his famous Buster gun, but the game goes about improving it in a rather interesting manner: Buster Parts. Rather than simply obtaining permanent upgrades over the course of the game, Megaman can instead collect a large variety of different attachments that increase the power of his shots, how rapidly he fires them, how far they can reach, or how many he can shoot before he must "pause" briefly to recharge, or any combination of the four. Thus, the player is invited to create and edit their own "build" to suit their needs based on the situation. Is the enemy close up but taking too long to defeat? Sacrifice some range to buff up your attack. Or perhaps they're just out of reach? Take away a little bit of your firing capacity to stretch out the range that little bit farther. The fact that there's no combination that provides a max-out of every stat (save for a particular item on Easy Mode) means that the necessity for these kind of choices is always apparent, and this further encourages experimentation and practice in a game that already involves the player so much.

However, Megaman also has some support in his efforts against the Reaverbots, in the form of Special Weapons. Ranging from explosive mines to homing missiles (and even a laser!), the options our blue-clad hero has to choose from to accompany him on his adventures remain as variable as ever. However, there is an important catch - he has to find them first. Each of the Special Weapons must either be obtained through a storyline event or by combining several different pieces together, most of which are found only through exploring the extensive caverns of the Sub-Ruins. Yet even after finally acquiring these instruments of power, there's still more that can be done - each Special Weapon has its own set of areas that can be powered up (such as attack power, ammo amount, or even a special ability). While these improvements can range from cheap to wholly expensive in cost (and thus might illicit in some a feeling of boredom from repetition of money farming), these improvements are entirely optional and absolutely none of them are required in order to finish the story, meaning the amount of time spent on them is left completely up to the player.

Perhaps what is by far the most appreciated aspect of this game, and most certainly appreciated by myself, however, is the voice acting. In a time where very few console games provided a substantial amount of voiceover work and even fewer did so WELL, Megaman Legends stands as a huge testament to just how much a great performance can enhance a character or the game experience overall. I can guarantee you any person who has played Megaman Legends beyond the first hour of gameplay will recall one or more lines spoken by the infamous Bonne family, from Tiesel's "I TOLD you....CLOSE the HATCH!!!" to Tron's infamous "It's a dog!" scene, or even just the adorable piping voices of the many Servbots. This is not limited to antagonists, however; Megaman himself is graced with one of the most fitting voices I have ever heard for his personality, and the Casket family themselves are far from monotonous. Yet despite all this character, the actual vocal performance is so spot-on that it's hard to not find yourself growing attached to both good and bad guy alike; lines are so well delivered and emotion so well conveyed, and both occur so often, that the game jumps to life long before the timeline of events becomes intense, and the clearer audio quality provided by the Playstation version of the game (which was lowered down for the port to the Nintendo 64) means that you get to hear these conversations in strikingly clear fashion.

If you are simply looking to kill some time and relax, this game can provide that - videos and evidence exist of players breezing through the game's story in anywhere from 1 to 3 hours (depending on difficulty level), and Easy mode, once unlocked, is literally the definition of "an absolute blast" for those who aren't looking to work too hard. If you want to spend longer, however, the Legends can provide that too - between the numerous sidequests and the SUBSTANTIAL number of upgrades one can make to the Special Weapons (only after you find the parts to make them, of course!), one could quite possibly spend more time on the sub-events than they do on the actual story - and yet, it is all still so immersive.

If you are already the owner of this unique and memorable installment in the Megaman timeline, I hope that you continue to enjoy its nuances even if it's a been a long time since you played it. If you're new to the series or haven't played this game, however, I honestly implore you to pick up a controller and give this a try. Though one can fully admit there are games out there with more intense fights and gameplay than what Legends presents, few can match the sheer memorability and ingenuity that surrounds so many aspects of this work from Capcom. Whether a Christmas present for a nostalgic or a blast from the past for yourself, Megaman Legends can really do nothing but good for the individual who allows the island of Kattelox to come into their life; though the light from Volnutt's Buster wasn't around for very long, it continues to shine in the hearts of so many still today.

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1/20/2012

Mega Man ZX Review

Mega Man ZX
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Mega Man ZX is, technically, Mega Man's first action venture onto the dual screens of the DS. Yes, I know we've a Mega Man Battle Network port before this, but that's more of a RPG, and doesn't exactly re-enact the type of frantic side-scrolling adventures so commonly associated with the series' games of the past. ZX, on the other hand, works like previous GBA Mega Man Zero (and before) titles, and continues to provide a sterling challenge for fans of the series with its easy-to-master, hard-to-execute platforming gameplay.

Playing either as Vent (male) or Alle (female), your character is a delivery personnel working for Giro Express, a courier company. Giro, the boss of the company, actually has the secret identity of being a Guardian, who has been fighting against the evil Mavericks for quite a while. Early in the game, you're tasked to delivery a biometal package to the Guardians, but ended up being attacked by the bad guys. The biometal then merged with you, and you gained the powers of a Mega man prototype form known as Model X. Model X provides you with increased speed, mobility and firepower, which you used to perfection in removing the immediate threat. However, Giro has gone missing during the melee, and your immediate task is to go for his rescue.

Playing as Vent or Alle has little differences to the plot. Some dialogues are different, but the premise remains identical. What's important is the introduction of Model X in the scheme of things, because it's what you'd need to transpire the various platforms and death traps in the game in your bid to uncover the evil schemes of the Mavericks and their perpetuator. As you progress, you'll unlock different forms of Model X, granting you more powers to transverse the large map that several challenging level designs. The LX, for example, allows you to move freely underwater. The HX, on the other hand, gives you the ability to hover, which in turns allows you to access previously non-accessible areas. You'll also have the option of reverting to human form as and when required - this is useful when you need to crouch under low areas, which is not possible when you're in your biometal costume.

The mission structure in Mega Man ZX has some free-roaming elements. The map is enormous, spanning over 60 unique levels, and each level has its own missions for you to undertake. It's entirely up to you to decide what you want to do first, which is a great idea for what's essentially a 2D platformer. However, despite the freedom to choose, the idea is not exactly well executed. This is because most of the time, you'd only be limited to a choice or two when you access a mission terminal. A large part of this is due to the somewhat linear manner of accessing a new area. You'd need to go into a new area via doors, but many of these doors are locked, and cannot be opened until you get a key. You'd still get to choose between missions available in the areas that are accessible, but this restriction somehow undermines the potential of a truly free-roaming environment.

The platforming in the game provides some nice challenges. Many of your jumps require extreme precision, and this is where the game sometimes becomes frustrating. Enemies also respawn almost immediately after you beat them (once you leave their "first appearance" location), and at times, you'd get hit just because you didn't expect the enemy to reappear so quickly. The challenging nature of its platforming means that Mega Man ZX may pose some problems for newcomers to the game - this is certainly not your usual feel-good Mario jumping galore. A great challenge is always good though, and this game serves up lots of them on top of the platforming. The old-school boss fights, for example, are fun and engaging. They typically require you to find out a distinctive weakness in a boss' attacking pattern, and then dealing your own counter-attacks said weakness. These fights differ from boss fights from the modern era, which are usually settled by spamming the "attack" buttons relentlessly.

For a DS game, Mega Man ZX surprisingly doesn't utilize the features of the dual screen extensively. The action occurs primarily on the top screen, while the touch screen shows nothing but a logo. During some action scenes, the touch screen will show the biometal information, but this is very much a gimmick than anything. To view your character's items, weapons and statistics, you'd need to stop the game, but these are also shown on the top screen. With several pages of statistics available, you'd end up pressing the shoulder buttons to browse through them. Surely, dividing these pages onto both screens would be a more viable choice? Moreover, for a game with such a massive number of levels, the game would do well to have a Castlevania-style map on the touch screen to guide the player. Sadly, this isn't included.

The in-game graphics in Mega Man ZX are a combination of 2D and 3D graphics, which are typical of a side-scrolling platformer on the DS. They provide some enjoyable in-game displays, and give the game a nice, dimensional look. The cut-scenes are also awesome in a sense that they're actually rendered in cel-shaded animation sequences. True, the rather weak decoding makes the animation appear blurred, but to actually watch some short cartoon scenes while playing a game? I'd take that any day. The music scores are also catchy and exciting, but most importantly, they provide much variety (no more being bored to death by repetitive music!). The levels and their bosses each have a different theme, making this a really thorough experience on top of playing the game and enjoying the graphics. The voice-overs during the cut-scenes, however, are in its original Japanese form. There's also no evidence of this game having any English voice-overs, which could be disappointing for those who wanted to actually understand what they're hearing. Subtitles are included though, so that should make understanding the story a little easier.

In a nutshell, the solid gameplay and presentations make Mega Man ZX one of the best action games on the DS. The lack of a dual-screen map support and English voice-overs pose some concerns, but the game still offers the kind of thrill that can only be found in a Mega Man franchise. And for some of us out there, it's more than enough.

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Mega Man ZX

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