Mega Man 10

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Qikz
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PostRe: Mega Man 10
by Qikz » Sat Mar 06, 2010 1:37 pm

tomvek wrote:Mega Man 10 - The Lost Commercial



:D


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Want.

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PostRe: Mega Man 10
by Balloon Sod » Sat Mar 06, 2010 1:58 pm

I think I'm going to get this on the 360 rather than the Wii. Can't wait.

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PostRe: Mega Man 10
by tomvek » Mon Mar 08, 2010 3:34 am

DT Review

When Mega Man 9 was released in 2008, the game freaked people out with its ability to emotionally transport thirty-someth ing gamers back to the late 1980s. The game's graphics, music, and design choices were all straight out of the Mega Man 2 playbook, a playbook that hadn't been used much in the past 20 years. Experiencing this style of game effectively made me feel like a kid again. The design missteps of Mega Man 7 and and Mega Man 8 were erased from my mind, and my love of Mega Man was back in full force.

With that love rekindled, you'd think I'd be pretty damn excited for Mega Man 10. Problem is, I've been excited for Mega Man sequels before, and I've been burned more often than not. Despite being generally well-made games, Mega Man 3, 4, 5, and 6 were all disappointments in their own ways. It was easy to imagine that Mega Man 10 would join those four amongst my least favorite games in the series. Not only does Capcom have a track record of making less-than-stellar Mega Man games, but with Mega Man 10, they can't rely on nostalgia either. Where Mega Man 9 worked to remind me of the games I grew up with, Mega Man 10 only reminds me of... Mega Man 9, and it's a bit early to be nostalgic for 2008.

To justify the existence of Mega Man 10, the game has to do more than remind me of how much I used to love Mega Man. It needs to give me a reason to keep loving Mega Man, by outdoing the past games in the series, or, at least, equaling them.

More than any other Mega Man game in recent (as in, twenty years recent) memory, Mega Man 10 becomes more enjoyable the more you play it. Unlike Mega Man 2 and Mega Man 9, which feel fantastic the first time you play them, but gradually get less exciting after beating them, Mega Man 10 only got more fun after the first time I finished it. Part of that has to do with the way the game is paced, but more than anything, it has to do with the need to drop one's expectations.

What does one expect from a Mega Man game? Well, the answer to that is likely to be different for everybody, but for me, I expect a game that gives me the most powerfully sweet-and-sour experience that it can. My two favorite games in the series, Mega Man 2 and Mega Man 9, both work to blast the player with as much joy as possible, through both a catchy, vibrato-packed soundtrack and a multi-colored, surprise-filled visual world. That's the sweet.

The sour comes from the death: the many, many, many kinds of death that Mega Man games are known for. Mega Man 2 and Mega Man 10 are both unafraid to kill the player. Instant deaths are commonplace, but instead of being frustrating and game-killing, the instant deaths in a Mega Man game should make the player smile and even laugh. If the game is doing its job right, the music, visuals, and design choices should be so much fun that you won't mind being forced to play through a level again. It should get more and more fun the more you play it, like a pop song that gets more catchy the more you hear it. That's what I've come to expect from a Mega Man game.

Mega Man 9 seemed to be made specifically to meet those expectations, even at the risk of alienating Mega Man non-fans. Mega Man 10 goes in the opposite direction. With its easy mode, multiple playable characters, branching levels, and fewer instant deaths, Mega Man 10 makes an effort to please those who didn't "get" Mega Man 9. By proxy, people who did "get" Mega Man 9 might be initially taken aback with how different MM10 is.

Level-specific traps and obstacles aren't as Mega Man-centric than those found in 9; the music often fails to initially impress, and most of the weapons feel a little boring on the first try. When I first got my ass kicked by the increasingly brutal ball-tossing elephants in Concrete Man's stage, or heard Tornado Man's stage music, or used Jewel Satellite to reflect back Uzi fire from a Sniper Joe in Mega Man 9, I was genuinely impressed. Those moments don't happen as often in Mega Man 10. Don't get me wrong: they still happen, but they're not as frequent. It takes a little more time to find the joy of Mega Man 10.

The soundtrack feels generally less inspired. An exception to that is Solar Man's stage theme. It doesn't sound like traditional Mega Man music, but it's still really catchy, like a chiptune crossbreed between Led Zeppelin and a the final minutes of Metallica's "One." It's immediately infectious, while most of the other songs in the game take longer to grow on you. As for the weapons, they grew on me too. I've actually found that Nitro Man's weapon is pretty amazing. Not only can you use it to launch little wheels of death down paths or straight up walls, but if you hold the button down after selecting it, you can use it to go straight up walls yourself. Level designs are also easier to appreciate after you've played them a few times. There is a particularly annoying castle mid-boss in Blade Man's stage that's actually a lot of fun to fight after you've acquired Pump Man's weapon, but you might not discover that on the first play-through.

I've also had a surprising amount of fun playing through the game again with Proto Man. At first, getting through the game with his abilities was just too hard, even for a life-long Mega Man fan like myself. Even though he's got a shield, a chargeable shot, and the ability to slide, he's still quick to die, mostly because he takes a lot more damage than Mega Man. Take three hits from a boss like Commando Man, and he's gone. That didn't work too well for me the first time through, but now that I've had some experience with the game, playing through with Proto provides both the added challenge and gameplay variety necessary to keep things feeling new. In many places, playing Mega Man 10 again with Proto Man feels like a whole new game.

If you don't like playing as Proto Man but you still want new challenges, you can always start up a game on the unlockable Hard mode difficulty. In Hard mode, enemies move faster and are placed in more challenging arrangements, and bosses have all-new attacks. It's a genuinely fresh and foreboding task to try going through the game again on the new difficulty.

Speaking of foreboding, Mega Man 10 may have my favorite final castle of all time. It doesn't have my favorite final battle of all time -- no, that spot is still held by Mega Man 2. However, everything leading up to the final battle in Mega Man 10 is pretty much perfect. The music, the boss battles, and the level design are all surprising, challenging, and joy-inducing. If you've just started playing Mega Man 10 but aren't sure if you want to keep going with it, I implore you to get through the last stages before judging the game as a whole.

Probably the greatest source of replay value in the game comes from its challenge and time attack modes. Challenge mode works a lot like the mini-levels found in Mega Man Powered Up. They do a good job of both training newcomers to the Mega Man series and giving pros extra levels to deal with. Time attack is like it was in Mega Man 9, but now you can upload video replays and your best times to online leaderboards. It's pretty damn inspiring to see some of the tricks and exploits that others have used to rush through the game's various stages. I've watched Not Sure's run-through of Blade Man's stage at least three or four times now, both to pick up techniques and for sheer entertainment value.

Overall, Mega Man 10 doesn't have as many high-water moments as Mega Man 9, but it is still consistently fun, while providing more overall content than the Mega Man games that preceded it. Though they may be disappointed with some of the music and levels, fans of Mega Man can't afford to miss Mega Man 10. The game includes a little something from every game in the original Mega Man series (including the oft-forgotten Game Boy entries), and even makes a few references to the Mega Man X games. Though it puts in more effort to convert non-fans of the series, Mega Man 10 is still 100% Mega Man. Its mix of classic Mega Man style, weird new stuff such as bosses shaped like baseballs, and multiple gameplay options should please just about everyone. The truly amazing moments are fewer and farther between this time around, but this is still a great game.

8.5/10

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PostRe: Mega Man 10
by Christopher » Thu Mar 11, 2010 11:00 pm

This is rather awesome again :wub: Those trophies seem to be impossible. I reckon I could get 2 tops :lol: Although this is easier than 9 on Normal. Defeated 2 bosses within 20 mins :o

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PostRe: Mega Man 10
by Mafro » Thu Mar 11, 2010 11:21 pm

I've done all the robot bosses. Just the usual Dr. Wiley gauntlet to do :x

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PostRe: Mega Man 10
by Balloon Sod » Fri Mar 12, 2010 1:56 am

This is by far the hardest Mega Man IMO. It's crazy. I can normally get through the games using just the Mega Buster then just the weapons on the bosses, but this (on normal) is killing me repeatedly. I think the stages are too long, too. Some of these are twice as long as Concrete Man.

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PostRe: Mega Man 10
by tomvek » Sun Mar 14, 2010 3:57 am

Bass Trailer


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PostRe: Mega Man 10
by Christopher » Mon Mar 15, 2010 9:44 am

Just Wiley to go now. I do wish they had taken out the save game function. It makes the games too easy. I always liked how the NES games would have to be done in one sitting. The new games keep the same design ethos but add in a save game function and it should change the design. I still adore the game though as it is simply amazing.

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PostRe: Mega Man 10
by Wedgie » Mon Mar 15, 2010 9:49 am

Did that boy just said "strawberry floating awesome" in that lost commerical? :lol:

Well, it does if you just switch off the sound and lipread him.

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PostRe: Mega Man 10
by tomvek » Tue Mar 23, 2010 2:54 am

DLC brings the Mega Man Killers

Mega Man 10's DLC is important sh*t for serious Mega Man fans like myself. It looks to finally unify the four branches of the original Mega Man games (NES, SNES, PS1/Saturn, and Gameboy) under one title, something that's never been done before. We already knew that Bass from the SNES and PS1 Mega Man games was on his way, but according to the latest press release from Capcom, multiple characters from the Gameboy Mega Man games are dropping into Mega Man 10 as well. First you have Enker (named after the Japanese style of music Enka), who first killed Mega Man in the Gameboy release of Mega Man, and later murdered the little blue victim in Mega Man Soccer. He's the boss of Mega Man 10's first downloadable "special stage".

The second and third special stages feature Punk (from the Gameboy Mega Man III) and Ballade (from the Gameboy Mega Man IV). Rumor has it that you'll also get a new weapon from defeating each of these bosses, to be brought back to the main game, effectively altering the way everything is played. Kind of a big deal.

It's also a big deal (for Mega Man nerds like me anyway) to acknowledge that along with Tango from Gameboy Mega Man V (who appears in Proto Man's shop in Mega Man 10) this DLC makes Mega Man 10 the only game in the series to include at least one character from every Mega Man game ever. Yeah, I know I forgot Gameboy Mega Man II. That's the awful one with an evil, green Mega Man from the future named Quint who wears sunglasses indoors and rides a giant robotic pogo stick. Even the developers of the game don't acknowledge its existence, so you can't blame me for ignoring it too.

Full press release from Capcom after the jump, featuring pricing details and console-specific release schedules. Pics of this DLC in action are in the gallery.

Bass (Playable Character) = $1.99 USD/200 Wii Points/ 160 Microsoft Points and

Special Stage 1 (includes Enker) = $$.99 USD /100 Wii Points/ 80 Microsoft Points.

4/5 - Wii
4/7 – Xbox 360
4/8 – Playstation 3


Endless Attack =$2.99 USD /300 Wii Points/ 240 Microsoft Points,

Special Stage 2 (Punk), Special Stage 3 (Ballade) = $.99 USD /100 Wii Points/ 80 Microsoft Points.

4/26 - Wii
4/28 – Xbox 360
4/29 – Playstation 3


For Special Stage 1, we have Enker, the first of the Mega Man killers. He was created by Dr. Wily and has completely devoted himself to Mega Man’s destruction. Some of you might remember him from Mega Man: Dr. Wily's Revenge where he appears after the second set of Robot Masters. Mirroring his pokey appendages, there’s a variety of spiky hazards Mega Man will have to avoid in this particular stage. The drill robot for instance will launch a threat from underground, so watch out!

Next-up, we have Special Stage 2, and the second Mega Man Killer is Punk, also created by Dr. Wily. He was designed to be bigger than Enker in size and his special attack is a rapid spinning tackle. Now folks are going to be tempted to rush through on these stages because they are timed, but be careful because the Parabombs in this stage will make life ache-ee-double-hockey-sticks for you.

And finally for the Special Stage 3 we have Ballade, the third Mega Man Killer created after Enker and Punk. This robot is enormously proud of himself and he will not give up easily, even he’s close to death! Make sure to watch out for the fierce attacks he unleashes from high jumps. His stage requires smart decision-making because a series of conveyor belts and diverse traps will challenge the most masterful Mega Man pro

http://www.destructoid.com/mega-man-10- ... 8583.phtml

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PostRe: Mega Man 10
by tomvek » Thu Apr 01, 2010 3:48 am

DLC Schedule Confirmed

* Bass Mode - $2 / 160 Microsoft Points / 200 Wii Points
Play the game as Bass. Bass can shoot in 7 directions. Some of his abilities differ from Mega Man's.
o Wii - 4/5/10
o Xbox 360 - 4/7/10
o PlayStation 3 - 4/8/10

* Special Stage 1 - $1 / 80 Microsoft Points / 100 Wii Points
An additional stage for Time Attack with its own special Boss.
o Wii - 4/5/10
o Xbox 360 - 4/7/10
o PlayStation 3 - 4/8/10

* Endless Attack - $3 / 240 Microsoft Points / 300 Wii Points
Test your skills on a stage without end. Try to break the record for getting the farthest.
o Wii - 4/26/10
o Xbox 360 - 4/28/10
o PlayStation 3 - 4/29/10

* Special Stage 2 - $1 / 80 Microsoft Points / 100 Wii Points
An additional stage for Time Attack with its own special Boss.
o Wii - 4/26/10
o Xbox 360 - 4/28/10
o PlayStation 3 - 4/29/10

* Special Stage 3 - $1 / 80 Microsoft Points / 100 Wii Points
An additional stage for Time Attack with its own special Boss.
o Wii - 4/26/10
o Xbox 360 - 4/28/10
o PlayStation 3 - 4/29/10

http://www.shacknews.com/onearticle.x/63074

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PostRe: Mega Man 10
by ~Earl Grey~ » Thu Apr 01, 2010 5:27 am

Mega Man X is also stupidly hard. That one level at the end where you basically have to do all the previous bosses in a row, then some new ones.

Some lush tunes though. Got a few mp3s. Love the password entry music! So cute!


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PostRe: Mega Man 10
by ~Earl Grey~ » Thu Apr 01, 2010 5:47 am

Multibonal punksplitter!

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PostRe: Mega Man 10
by TheTurnipKing » Thu Apr 01, 2010 9:15 am

Balloon Sod wrote:I think I'm going to get this on the 360 rather than the Wii. Can't wait.

Try the trial version first. Personally, I find the 360 pad just isn't good enough for a Megaman game.

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PostRe: Mega Man 10
by Qikz » Thu Apr 01, 2010 10:51 am

I've been using the 360 pad fine, although I have trouble spamming B to fire. :S

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