THE ELEVENTH OVERCLOCK / MegaMan 11 (PC) - Let's Play - Part 11 (Ending)
Channel: Trinitroid
Date: 2018-10-20

Not gonna lie, that's a bit of a mouthful for a title.

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MegaMan 11 is a good game from start to finish, in my opinion. I enjoyed a lot of bits in the game (unless you count the first Gear Fortress stage). 

I wanted to talk about the animation and art style first. I'm glad Capcom decided to do a new turn to the MegaMan franchise by changing the art style from the staple 8-Bit Classics. This time, they're going for something different, rather than playing safe. I'm also glad that most of the style is not distracting to the gameplay aspect. Although, there are some issues with some of the animations, such as the torch enemies in TorchMan's stage. Overall, it could use some polish for the next game, but it is promising so far. 

The level design is what you expect from a MegaMan game. Although, the difficulty is easier like MegaMan 10. However, BounceMan's stage could really use some tweaks, as it suffers a lot of collision detections with the bounce balls. 

The game is a lot shorter, in comparison with other MegaMan games. Maybe it's because that the Gear Fortress only have 4 Wily Bosses (including the Wily Machine and Capsule), in contrast with the 5-Boss Rule. Not only that, the last few stages are very short to what a Wily Fortress should have.

The new mechanic, the Double Gear System, serves the gameplay elements right. The game expects you to use this system as the levels will get increasingly difficult if the system is neglected. However, it is possible for Gearless Runs, but it is very difficult to achieve. In the end, the Double Gear System is a useful mechanic that doesn't make the game easier. I like that they consider this the most, as previous titles have problems with the Charge Mega Buster in MegaMan 4, or the Adaptors in MegaMan 6. 

The Robot Masters are very well-made. However, some have a slight re-used designs from previous robots, such as TorchMan. I also feel like it's better for the other Robot Masters to have some spotlight, rather than just BlockMan himself. Overall, it's still fine. 

Their Special Weapons though, are very useful (except for the Scramble Thunder), especially when overclocked. I also liked that there is some balance between them as well, such as the Bounce Ball. Although, I will not say that this is better in comparison with MM9's weapons, but they are less-broken and non-sluggish. 

The music is a hit-and-miss, in terms of MegaMan standards. The main instrument blends too much with the other instruments, making it less memorable and stand-out. Although, I kinda liked the soundtrack in Fuse, Acid, Torch, Blast, and the Gear Fortress Stage. It is, at least, better than MM8's soundtrack. 

That's pretty much I can say about this game. If they are going to make a sequel, try this style for once. A little tweaks needs there and there, but try to keep it as how we remembered MegaMan (gameplay, design, and music). If Ace Attorney Dual Destinies got a better 3D Transition Quality in Spirit of Justice, I can guaranteed that this game can with the templates at their disposal (I think). 

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Outro Music by BatHunterofDevon
Phoenix Wright: Trials and Tribulation - Cross Examination Remix: 
https://www.youtube.com/watch?v=nN1qEN9rdN0