Some thoughts on Megaman and console limitations

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Tuckersaurus Rex

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Jun 9, 2010
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Anyone who has played any of the first six or seven Megaman games is familiar with the formula of eight worlds, eight bosses, and eight special powers which could be used in a rock-paper-scissors fashion to beat the next boss with relative ease; all leading up to the final encounter with Dr. Wily. I think the reason why this experience worked so well was because of the lack of a save function on the NES.
Starting fresh every time the game was turned on allowed the player to tackle the game in any way they wished. The ability to access eight of the game's nine levels from the beginning meant that most of the content was available to the player right out of the box. This helped avoid the problem of large amounts of quality content being locked away from the player (e.g. some of the late game Battletoads levels are seriously awesome, but almost nobody got to see them).
Restarting each time also provided the additional experience of trying out different special attacks on different bosses with each attempt. Sometimes the logic behind what specials beat which bosses was less than intuitive (MM6: Tomahawk Man beats Yamato Man?), but having the player begin each journey fresh allowed this kind of design to work because if you guessed wrong, you could simply try a different combination next time. This gave the player a sense of mastery over the game when they started to learn from past experiences and could crush more and more bosses with each run.
Any thoughts on current gen gaming limitations? I think the recent movement towards motion controls seems to have a lot of glaring problems that might be able to be worked into games in interesting ways. Any thoughts?
 

MrJoyless

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May 26, 2010
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I think i am glad that game makers moved away from grind/trial and error mechanics to keep players coming back to play more. Granted this mechanic is useful in small doses but in general it used to piss me off so hard when i played the megaman series. I enjoy a challenge but i do not like the idea of having to use a strategy guide to make the game playable, i mean unless you used the proper special attack on each boss, which did a massive amount of damage per hit, you would literally have to bang your head on the wall trying to beat the guy. This gap in easy to kill vs VERY VERY difficult was too great in my opinion.

Also motion controls can eat a dick, the only application i can see for them is dancing games or minimal (hopefully optional) mechanics like if I crouch my character crouches etc.