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Showing posts from June, 2021

Mega Man 11

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Note: I played on the hardest difficulty setting. I can see where Capcom was going with this. Play through the levels, and buy items in Dr. Light's shop with your hard earned bolts to help you prepare for each journey. There's a reason why Mega Man 11 features the longest levels in the franchise. The idea is to carefully consider what to invest on and what is more necessary for your journey, which should invite to a mental involvement with the game. It should be a huge cost to pay and you could lose it all in a game over. The problem is that Capcom somehow didn't consider how this would repercute on the player's behavior. Because enemies respawn, and there's always a chance to find bolts after destroying any enemy, it's very easy for any player to just start farming for them, and the result is that the tension of what should a player invest in disappears, since they can just buy everything at the shop after some sessions of collecting materials. Nothing in the g...

Return of Samus

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This is better than I remembered. Everything is right in its place. Disregarding the obvious inherited aspects of the original (lack of a map, black backgrounds, floating jump mechanics, only having one type of weapon at a time) that work just as well here, the changes reshape the meaning of the experience. The close camera to represent a dark cavern where watching ahead is difficult, the repeated tiles to simulate the feeling of getting lost the more one enters into labyrinthine places, and the black-and-white coloration that strengthens the limited vision. In a sense, you can interpret these elements as the developer's way to put the player in Samus's perspective, and they help as well to give thrill to the anticipation of an encounter. Even if the game is linear, it's easy to stop having track on where to go if you don't pay attention, and even if the game has some modern conventions such as save points and healing spots, it's not nearly as bad as modern works b...