The excellent What Happened series took a deep dive into the development of Mega Man Legends 3, and the dark times for the Blue Bomber in 2010-2011 in general. Informative yet depressing.
Do you still have to "tag" enemies in Azure to fight them?
Combat was really weird in the first game which kind of turned me off Gunvolt despite all the other good MMZ vibes.
I'm not sure about the third one or how it works, it looks like you might.
I'm really much more a fan of how Copen's works in Gunvolt 2 and the Gunvolt Chronicles series. It's like the inverse of Mighty No. 9, and it just works so well.
The whole tag>kill loop is kind of the core to Gunvolt, yeah. Copen is a neat variation on it though, since he just wants to kick off an enemy to mark them and then he starts unloading homing bullets (or subweapons, because he does the mega man copy thing too, while Gunvolt just gets new guns instead)
The whole tag>kill loop is kind of the core to Gunvolt, yeah. Copen is a neat variation on it though, since he just wants to kick off an enemy to mark them and then he starts unloading homing bullets (or subweapons, because he does the mega man copy thing too, while Gunvolt just gets new guns instead)
That sounds a lil less boring for sure.
Copen is the spinoff stuff, right? I have heard those sort of fixed some aspects of the series for some people.
The whole tag>kill loop is kind of the core to Gunvolt, yeah. Copen is a neat variation on it though, since he just wants to kick off an enemy to mark them and then he starts unloading homing bullets (or subweapons, because he does the mega man copy thing too, while Gunvolt just gets new guns instead)
That sounds a lil less boring for sure.
Copen is the spinoff stuff, right? I have heard those sort of fixed some aspects of the series for some people.
iX is directly related to the Gunvolt games, but its exact relation is considered a big spoiler component of iX 1 so you'll want to avoid digging too deep on that until you get to play it. The gameplay though is more like the Copen mode in Gunvolt 2 so if you liked that better than Gunvolt you'll probably enjoy iX more than you will Gunvolt 3.
Without saying too much, I finished iX 2 earlier, and... starting it was a little rough, but I really got into it by the end. (And there are multiple, it turns out.)
I'm kind of lamenting not pre-ordering it on LRG, as well as the first one.
Oh, and here's your Mega content for the day, from the guy who made "Mega Man 2.5D":
Without saying too much, I finished iX 2 earlier, and... starting it was a little rough, but I really got into it by the end. (And there are multiple, it turns out.)
I'm kind of lamenting not pre-ordering it on LRG, as well as the first one.
Oh, and here's your Mega content for the day, from the guy who made "Mega Man 2.5D":
1) Limiting Copen's dashes. He feels very clunky compared to Gunvolt 2 and iX 1
2) Locking an ending behind hard mode. Which has lives, and forced restarts of the level, and bosses are kind of brutally hard (and you can't buy upgrades, and boss weaknesses are shuffled because fuck you that's why).
Without saying too much, I finished iX 2 earlier, and... starting it was a little rough, but I really got into it by the end. (And there are multiple, it turns out.)
I'm kind of lamenting not pre-ordering it on LRG, as well as the first one.
Oh, and here's your Mega content for the day, from the guy who made "Mega Man 2.5D":
1) Limiting Copen's dashes. He feels very clunky compared to Gunvolt 2 and iX 1
2) Locking an ending behind hard mode. Which has lives, and forced restarts of the level, and bosses are kind of brutally hard (and you can't buy upgrades, and boss weaknesses are shuffled because fuck you that's why).
1) Agreed. I'm not a huge fan of that, but as I got further into the game, what is there grew on me more. Not as good as the original, but good in its own right. Kind of like if you wanted an alternate character that shared some traits with the OG while adding something, but not sharing SO much, you know?
2) Not a fan of that, myself, but according to the Azure Striker Wiki, "Version 1.4.0 introduced Assist Mode for Hard Mode, which sets player lives to 200 by default, enables Healing, and activates the ability Medley (can't be turned off). This mode is displayed on all score results screens." I haven't tried it myself yet, but it sounds like that might make it more manageable?
I should really freaking play Mega Man 11 at some point. It's just been sitting there since launch. I have it but I've been too lazy to put the cart in the system :P
Copen's version feels better generally I think. You have your buster, it shoots ahead and the damage is fine. But if you find an opening to tackle it becomes homing and hits harder. You have your subweapons, which do a thing, and then usually do a variant of the thing aimed right at your target when locked on.
That said, the original game had more of a thing with using accessories to get some extra mobility options, upgrading them to be cheaper on GV's energy pool, etc. And GV doesn't have to be risky with the dash in to tag, he can focus more on pure evasion since he has some really good bullet patterns to tag (and just don't overuse flash field because the slow fall is also used to dodge some stuff).
Without saying too much, I finished iX 2 earlier, and... starting it was a little rough, but I really got into it by the end. (And there are multiple, it turns out.)
I'm kind of lamenting not pre-ordering it on LRG, as well as the first one.
Oh, and here's your Mega content for the day, from the guy who made "Mega Man 2.5D":
1) Limiting Copen's dashes. He feels very clunky compared to Gunvolt 2 and iX 1
2) Locking an ending behind hard mode. Which has lives, and forced restarts of the level, and bosses are kind of brutally hard (and you can't buy upgrades, and boss weaknesses are shuffled because fuck you that's why).
1) Agreed. I'm not a huge fan of that, but as I got further into the game, what is there grew on me more. Not as good as the original, but good in its own right. Kind of like if you wanted an alternate character that shared some traits with the OG while adding something, but not sharing SO much, you know?
2) Not a fan of that, myself, but according to the Azure Striker Wiki, "Version 1.4.0 introduced Assist Mode for Hard Mode, which sets player lives to 200 by default, enables Healing, and activates the ability Medley (can't be turned off). This mode is displayed on all score results screens." I haven't tried it myself yet, but it sounds like that might make it more manageable?
Tried that tonight, and verdict? I have no fucking idea how anyone was expected to beat the final boss without it. It's a slog enough in normal mode, but taking away its weakness entirely (I tried every weapon), and being multiple phases without a checkpoint? That's completely unclearable on 1.0 for 99.9% of people I'd say, especially with the demoralizing slogging back through the final level every three deaths (unless you farmed 1 ups, because that whole system is stupid). But you basically will die in 3 hits, total, across all the phases. And the last bit is a ridiculous slog of way. too. much. HP. with a limited vulnerability window before you have to do a bunch of damage to make it vulnerable again.
I beat the whole bonus boss rush/extra ending on iX 1 without too much difficulty, but the "as intended" on this is stupid. Full stop.
There is some kind of difficulty fetishist who works at Inti Creates, every time they are given decision making authority, it is a mistake. All of their "regular difficulty" games are much more fun to play.
Like Mega Man Legends? Then check out my story, Legends of the Halcyon Era - An Adventure in the World of Mega Man Legends on TMMN and AO3!
+1
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Dr. ChaosPost nuclear nuisanceRegistered Userregular
edited April 2022
Some of those challenge requirements are absolutely nuts. I've done a few for synth materials but no way am I going for some of the advanced stuff like S+. Thats abit beyond me or rather the time I would be willing to invest.
Air hopping and dashing feels great but it feels really unnecessary to make them use up EP, especially a good chunk of it aswell.
I should really freaking play Mega Man 11 at some point. It's just been sitting there since launch. I have it but I've been too lazy to put the cart in the system :P
Mega Man 11 is ridiculously fun. The gear system brings in some new neat mechanics. The Robot Masters are all great and have pretty neat designs.
It's funny because Mighty No. 9 was supposed to be the answer to Capcom not doing any Mega Man games. But it turned out awful...like beyond awful. Mega Man 11 comes out and is smartly designed, nice to look at, and super fun. That kinda blew up in Inafune's face there a bit.
I really want some more MM11 goodness. Either a proper MM12, or even remakes of the good NES games in the new engine, with the right-stick weapon select. Seriously, that feature had me utilizing my whole arsenal in every level.
+3
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Brainiac 8Don't call me Shirley...Registered Userregular
I'm all for a Mega Man 12. I keep hoping it'll happen at some point.
There is some kind of difficulty fetishist who works at Inti Creates, every time they are given decision making authority, it is a mistake. All of their "regular difficulty" games are much more fun to play.
I thought Mega Man 9 was very well tuned for a difficult game (Inti Creates worked on that). Then Mega Man 10 reverted to using bullshit. To me it's such a delicate balance because a lot of people seem to think frustrating/unfair = good difficulty. It doesn't. You can make stuff difficult without it being cheap or unfair. Mega Man 9 I felt really walked this line well. It's really hard but never unfairly so. Stuff is telegraphed well, there's always patterns and little tricks to tackling stuff. Level design is very good. The fact that game included achievements for beating levels without getting hit is a testament to that I feel. By contrast I felt like Mega Man 10 was a lot of unavoidable hits and shit coming out of nowhere, frustrating level design, etc.
I think 10 proved that you can't go back to the 8-bit well too often or it runs dry. 9 was so, SO good, the best in the series, hands down. And I think the long gap between 8 and 9 helped that.
+4
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Dr. ChaosPost nuclear nuisanceRegistered Userregular
edited April 2022
Wasn't really a fan of 11, its alright but its one of the lesser entries for me. MM9 and 10 hit that sweet spot for me.
At the time, I was just happy it existed but my opinion of the game gets lesser over time. Not a bad game by any means though.
Kai_SanCommonly known as Klineshrike!Registered Userregular
I might need to replay it but mm9 absolutely had some fuck you moments. Those bots that flew down and pulled you into spikes come to mind
+4
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Dr. ChaosPost nuclear nuisanceRegistered Userregular
edited April 2022
Trying Mega Man X Dive for the first time.
Visually it looks better than I was expecting, character models look really solid. Is there a way to turn off auto aim? Its really bumming me out. That and the tiny bite sized stages are my biggest complaint so far but I get it, its designed as a mobile game first.
Sigma and Vile being playable in this along with a Rathlos themed armor set for X means I'm obligated to love it forever.
Visually it looks better than I was expecting, character models look really solid. Is there a way to turn off auto aim? Its really bumming me out. That and the tiny bite sized stages are my biggest complaint so far but I get it, its designed as a mobile game first.
Sigma and Vile being playable in this along with a Rathlos themed armor set for X means I'm obligated to love it forever.
I'm pretty sure there's a way to disable auto-lock... but I can't tell you right now, because it's undergoing server maintenance. D=
Like Mega Man Legends? Then check out my story, Legends of the Halcyon Era - An Adventure in the World of Mega Man Legends on TMMN and AO3!
0
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Dr. ChaosPost nuclear nuisanceRegistered Userregular
edited April 2022
I found it. It was in the options but only visible when its pulled up during an actual stage which is kind of weird.
Vile having a giant minigun that shoots red lasers is now a part of my headcanon.
Posts
Whoever designed that DVD cover has more love for the series than the writers of that cartoon :P
https://youtu.be/fuLHwfO0xMI
3DS: 0473-8507-2652
Switch: SW-5185-4991-5118
PSN: AbEntropy
It's too bad that Mega Man X episode was never anything more than a one-off glimpse at what could have been.
https://www.youtube.com/watch?v=h2bmKHeLtP4
https://www.youtube.com/watch?v=AwYhy3OTvSg
Like Mega Man Legends? Then check out my story, Legends of the Halcyon Era - An Adventure in the World of Mega Man Legends on TMMN and AO3!
Store clearancing out unsold games, guy buys them all up and then resells for profit.
Like Mega Man Legends? Then check out my story, Legends of the Halcyon Era - An Adventure in the World of Mega Man Legends on TMMN and AO3!
Oh, and Kirby's there, too.
Also:
https://www.youtube.com/watch?v=3icCimtZdLI
Like Mega Man Legends? Then check out my story, Legends of the Halcyon Era - An Adventure in the World of Mega Man Legends on TMMN and AO3!
Combat was really weird in the first game which kind of turned me off Gunvolt despite all the other good MMZ vibes.
I'm not sure about the third one or how it works, it looks like you might.
I'm really much more a fan of how Copen's works in Gunvolt 2 and the Gunvolt Chronicles series. It's like the inverse of Mighty No. 9, and it just works so well.
Bonus content for today:
Like Mega Man Legends? Then check out my story, Legends of the Halcyon Era - An Adventure in the World of Mega Man Legends on TMMN and AO3!
3DS: 0473-8507-2652
Switch: SW-5185-4991-5118
PSN: AbEntropy
Copen is the spinoff stuff, right? I have heard those sort of fixed some aspects of the series for some people.
iX is directly related to the Gunvolt games, but its exact relation is considered a big spoiler component of iX 1 so you'll want to avoid digging too deep on that until you get to play it. The gameplay though is more like the Copen mode in Gunvolt 2 so if you liked that better than Gunvolt you'll probably enjoy iX more than you will Gunvolt 3.
I'm kind of lamenting not pre-ordering it on LRG, as well as the first one.
Oh, and here's your Mega content for the day, from the guy who made "Mega Man 2.5D":
https://youtu.be/dtRL5kZpCF4
Like Mega Man Legends? Then check out my story, Legends of the Halcyon Era - An Adventure in the World of Mega Man Legends on TMMN and AO3!
There's two things iX 2 does very, very wrong.
1) Limiting Copen's dashes. He feels very clunky compared to Gunvolt 2 and iX 1
2) Locking an ending behind hard mode. Which has lives, and forced restarts of the level, and bosses are kind of brutally hard (and you can't buy upgrades, and boss weaknesses are shuffled because fuck you that's why).
3DS: 0473-8507-2652
Switch: SW-5185-4991-5118
PSN: AbEntropy
1) Agreed. I'm not a huge fan of that, but as I got further into the game, what is there grew on me more. Not as good as the original, but good in its own right. Kind of like if you wanted an alternate character that shared some traits with the OG while adding something, but not sharing SO much, you know?
2) Not a fan of that, myself, but according to the Azure Striker Wiki, "Version 1.4.0 introduced Assist Mode for Hard Mode, which sets player lives to 200 by default, enables Healing, and activates the ability Medley (can't be turned off). This mode is displayed on all score results screens." I haven't tried it myself yet, but it sounds like that might make it more manageable?
https://www.youtube.com/watch?v=_duUcR3FyGA
Like Mega Man Legends? Then check out my story, Legends of the Halcyon Era - An Adventure in the World of Mega Man Legends on TMMN and AO3!
Same honestly. This is why I never checked out any games beyond the first one. The mechanic always felt weird to me and I didn't like it.
As a side note:
I should really freaking play Mega Man 11 at some point. It's just been sitting there since launch. I have it but I've been too lazy to put the cart in the system :P
Gunvolt himself is abit of a badass without being edgy or emo (so far atleast).
That said, the original game had more of a thing with using accessories to get some extra mobility options, upgrading them to be cheaper on GV's energy pool, etc. And GV doesn't have to be risky with the dash in to tag, he can focus more on pure evasion since he has some really good bullet patterns to tag (and just don't overuse flash field because the slow fall is also used to dodge some stuff).
3DS: 0473-8507-2652
Switch: SW-5185-4991-5118
PSN: AbEntropy
Tried that tonight, and verdict? I have no fucking idea how anyone was expected to beat the final boss without it. It's a slog enough in normal mode, but taking away its weakness entirely (I tried every weapon), and being multiple phases without a checkpoint? That's completely unclearable on 1.0 for 99.9% of people I'd say, especially with the demoralizing slogging back through the final level every three deaths (unless you farmed 1 ups, because that whole system is stupid). But you basically will die in 3 hits, total, across all the phases. And the last bit is a ridiculous slog of way. too. much. HP. with a limited vulnerability window before you have to do a bunch of damage to make it vulnerable again.
I beat the whole bonus boss rush/extra ending on iX 1 without too much difficulty, but the "as intended" on this is stupid. Full stop.
3DS: 0473-8507-2652
Switch: SW-5185-4991-5118
PSN: AbEntropy
I really do hate it when "true" endings are locked up behind that kind of crazy.
Anyway, tough guy, coming through:
Like Mega Man Legends? Then check out my story, Legends of the Halcyon Era - An Adventure in the World of Mega Man Legends on TMMN and AO3!
Air hopping and dashing feels great but it feels really unnecessary to make them use up EP, especially a good chunk of it aswell.
Mega Man 11 is ridiculously fun. The gear system brings in some new neat mechanics. The Robot Masters are all great and have pretty neat designs.
It's funny because Mighty No. 9 was supposed to be the answer to Capcom not doing any Mega Man games. But it turned out awful...like beyond awful. Mega Man 11 comes out and is smartly designed, nice to look at, and super fun. That kinda blew up in Inafune's face there a bit.
Nintendo Network ID - Brainiac_8
PSN - Brainiac_8
Steam - http://steamcommunity.com/id/BRAINIAC8/
Add me!
Nintendo Network ID - Brainiac_8
PSN - Brainiac_8
Steam - http://steamcommunity.com/id/BRAINIAC8/
Add me!
I thought Mega Man 9 was very well tuned for a difficult game (Inti Creates worked on that). Then Mega Man 10 reverted to using bullshit. To me it's such a delicate balance because a lot of people seem to think frustrating/unfair = good difficulty. It doesn't. You can make stuff difficult without it being cheap or unfair. Mega Man 9 I felt really walked this line well. It's really hard but never unfairly so. Stuff is telegraphed well, there's always patterns and little tricks to tackling stuff. Level design is very good. The fact that game included achievements for beating levels without getting hit is a testament to that I feel. By contrast I felt like Mega Man 10 was a lot of unavoidable hits and shit coming out of nowhere, frustrating level design, etc.
At the time, I was just happy it existed but my opinion of the game gets lesser over time. Not a bad game by any means though.
Visually it looks better than I was expecting, character models look really solid. Is there a way to turn off auto aim? Its really bumming me out. That and the tiny bite sized stages are my biggest complaint so far but I get it, its designed as a mobile game first.
Sigma and Vile being playable in this along with a Rathlos themed armor set for X means I'm obligated to love it forever.
Semi-related to topic, for the art fans:
I'm pretty sure there's a way to disable auto-lock... but I can't tell you right now, because it's undergoing server maintenance. D=
Like Mega Man Legends? Then check out my story, Legends of the Halcyon Era - An Adventure in the World of Mega Man Legends on TMMN and AO3!
Vile having a giant minigun that shoots red lasers is now a part of my headcanon.
The elephant with a ball sections can also fuck right off.