It's often hard to distinguish background elements from foreground platforms and some of the "tells" on certain enemies are too vague, making it very hard to dodge or counter them. I often end up pushing the wrong buttons resulting in instant death. I hate that I can't just disable the Rush call buttons or the weapon swap. Like Mighty No.09, some challenges seem deliberately designed around the shortcomings in the controls. It kills you on the gear platforms, it kills you in those "run for your life" segments and even the speed gear barely compensates. Any time Auto is on-screen, you're in for a show. Cutscene-wise, characters are lively and expressive. Sometimes it's fun to just drop what you're doing and watch an enemy or two do their thing. Pretty much anything that moves in the game has unique animations and expressions. The game's animations are fluid, natural, and at times, cute. It's those moments where the the the two styles work best, forming Mega Man 11 's visual identity. While you're fighting the mid-boss, a dozen or so Mets are chilling out by campfire – all hand-drawn. If anything, I advise you to take a moment to appreciate what's going on at a particular spot in Torch Man's stage. The contrast between the two styles can be subtle at times, but if you pay close enough attention, I think you'll really appreciate what's at work here. A lot of the particulate effects – explosions, flames, bullets, metal scraps – are hand-drawn, too. Most, if not all background objects are hand-drawn while the foreground is rendered in 3D. Graphically-speaking, Mega Man 11 strikes an interesting, but subtle balance between the hand-drawn and the polygon. (I wasn’t provided with a manual – maybe it’s in there?) You’ll unlock more items as you progress through the game, but it’s not exactly clear what conditions must be met to unlock everything the shop has to offer. Light come in handy on your journey, too. (although "Casual" mode is anything but) A vast array of optional items and parts from Dr. With several difficulty options to choose from there’s a preference available for just about everyone. Mega Man 11 is laser-focused on delivering tough-as-nails challenges, moment-to-moment button presses, and classic gameplay that strikes a good balance for players both new and old. This is were that "solid" term comes into play. Mega Man 11, however, follows in its previous two entries' footsteps: little-to-no exploration but a greater emphasis placed on tightly designed platforming and challenges. There was this expectation among some fans that Mega Man 11 would have sprinkles of Mega Man 7, Mega Man 8, and Mega Man & Bass ' emphasis on exploration elements that were stripped away with Mega Man 9 and 10. It's “get from point A to point B” all the way through. Mega Man 11 is a *very* straightforward Mega Man game. Now, if you're going into Mega Man 11 expecting some really dynamic stages with secret areas, alternate paths, and hidden boss fights, you're going to be a little disappointed. But I gotta be honest with ya I found myself a few times asking "okay, are we getting to the end soon here or what?" Others, however, ran a little longer than needed – too many "filler" segments that seemed to break down an initially steady pace. Some stages offer this really good rhythm a natural sense of progress and build up that feels downright amazing. While this isn't necessarily a bad thing, there where some segments that felt more like filler than anything else. Mega Man 11 offers some of the longest stages in the franchise's history. These stages and their Robot Masters will be remembered. It's those kind of small touches that drive home the idea that Mega Man 11 isn't just "another Mega Man " game. Every stage has a story to tell that, very subtly, tie into the personality and characteristics of its respective Robot Master. There is a strong and deliberate sense of care, polish, and creativity across all eight Robot Master stages (and then some).
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