![]() ![]() Firstly, the game eliminates dialogue boxes completely and returns to the classic formula of well-designed screens that introduce new concepts that are slowly integrated and layered over one another as the stage plays out. Mega Man 11 brings things back to basics, with brilliant design across the board. Our detailed breakdown of Mega Man 11 showcases what a remarkable release this is, especially for longer term fans of the series. It's a situation that's even worse in breakaway title Mighty No 9 - and that's before we even start to talk about poor performance and lacklustre stage design. ![]() They increased in frequency to the point where they started to break up the game, and in combination with less interesting level design, it's clear why titles like Mega Man X6 aren't held in high regard. This is a key element in building a great Mega Man stage, but it's something that later installments, particularly in the X series, started to lose with the introduction of in-game dialogue boxes. ![]() Basically, the designer introduces a new enemy or hazard early in a stage allowing you to easily recognise and learn how to handle the new threat before combining them to create more difficult challenges. Mega Man is widely recognised for its approach to teaching through level design - the idea is that challenges are presented to the player in controlled environments - you learn through doing. When it comes to crafting these challenges, however, Mega Man 11 wisely channels the classic games. This wider canvas has enabled the team to push out the level design and introduce new challenges that would not have worked as well in a smaller space. This isn't the first widescreen Mega Man game, of course, but it's the first to truly utilise the additional screen space. To begin with, Capcom has opted to build Mega Man 11 with 16:9 widescreen in mind, opening the playfield in the process. To fully appreciate Mega Man 11, we need to first consider what it is that makes Mega Man so special and how the team has improved upon each element in building this new game. For my money, it's Capcom's Sonic Mania moment: for series purists it reminds you of everything that made the original games great, while also serving as a good jumping on point for new players. It modernises the game while retaining an innate understanding of what made the originals so special - and it looks and plays beautifully across all platforms. The series has evolved over the years - and not always in the right direction - but the recently released Mega Man 11 is a monumental achievement. With the new monsters getting their inspiration from Japanese yokai, it would be cool if Nioh 2 gets a collaboration with Monster Hunter Rise.It's been over 30 years since its NES debut, but Capcom's classic Mega Man is still one of the greatest platform games of all time. If Capcom does collaborate with Naruto, it would be a good way to appeal to younger audiences! Nioh 2 This one relies solely on the overall theme of the village in the game which reminds us so much of Konoha from the Naruto series. With the introduction of Wirebugs, we think Attack on Titan could be a perfect collaboration! With the newly introduced wirebug actions and mobility options, it looks very much like the omnidirectional maneuver gear from the anime! Naruto What more, Natsuki Hanae, the Japanese voice actor for Iori, the Buddy Handler is the same as that of Tanjiro Kamado from Demon Slayer! Maybe this could be a hint that there would be a Demon Slayer collaboration in the works! Attack on Titan Demon Slayer fits the overall theme and feel of Monster Hunter Rise as a whole. ![]()
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