Game Corner [Sci-Fanuary]: Mega Man 6 (Xbox Series X)


January celebrates two notable dates in science-fiction history, “National Science Fiction Day” on January 2 and Arthur C. Clarke’s HAL 9000’s birthday on January 12. Accordingly, I’m dedicating January to celebrating sci-fi in an event I call “Sci-Fanuary”.


Released: 24 August 2015
Originally Released: 5 November 1993
Developer: Digital Eclipse
Original Developer: Capcom
Also Available For: GameCube, Mobile, Nintendo 3DS, Nintendo Entertainment System (NES), Nintendo Switch, Nintendo Wii, Nintendo Wii U, PlayStation, PlayStation 2, PlayStation 4, PlayStation 5, PlayStation Portable, Xbox, Xbox One, Xbox Series S 

The Background:
Capcom made a successful debut on the home console market with the notoriously difficult Mega Man (known as “Rockman” in Japan), a widely praised run-and-gun that spawned numerous, equally celebrated sequels and spin-offs that dominated Nintendo’s consoles. By 1993, Capcom were busy working on bringing Mega Man to the industry-defining Super Nintendo and series artist Keiji Inafune worked hard to come up with new, innovative gameplay mechanics for the Blue Bomber’s sixth 8-bit outing. As before, the game’s Robot Masters were designed by fans, though two were the result of North American submissions and the implementation of the Robot Masters caused some issues for the overworked Inafune. Despite being the last Mega Man title released for the NES, Capcom decided not to publish it outside of Japan, so Nintendo of America handled that aspect. Regarded by some as the best of the original six Mega Man titles, Mega Man 6 has been widely praised despite sticking to the series formula and including some cheesier elements. Mega Man 6 has enjoyed many re-releases over the years and was naturally a part of this Legacy Collection release, which included quality of life features and additional bonuses.

The Plot:
A year after defeating Doctor Albert Wily, the Global Robot Alliance organises the First Annual Robot Tournament to determine the world’s strongest peacekeeping robot. When the mysterious “Mr. X” attacks with eight Robot Masters, the super fighting robot Mega Man to intervenes.

Gameplay and Power-Ups:
For his final NES appearance, Mega Man delivers one last 2D, run-and-gun action/platformer that pits him against another batch of eight Robot Masters. Although you can challenge the bosses stages in any order, it’s best to tackle them according to the cheat sheet provided with the Legacy Collection (or an online guide) as each Robot Master has a specific weakness. Mega Man 6 also includes more branching or alternative paths than any previous Mega Man title, with each of the initial eight stages featuring two paths that lead to their boss. Although you’ll still battle the Robot Master and obtain their Special Weapon upon victory, only one of these two routes gives you one of the four Beat Parts to utilise Beat, Mega Man’s robotic bird helper. You can replay any of the previous stages to acquire ones you’ve missed but will lose this ability once all eight Robot Masters are defeated. Mega Man 6 adds nothing new to Mega Man’s basic controls: you’ll jump with X, sliding under enemies, projectiles, and through narrow corridors with down and X, fire your Mega Muster with A (holding A to charge the shot), and rapidly fire with Y. The Legacy Collection allows you to tweak these controls, if required, rewind the game, create save states, and apply special borders and filters to the game. Although the Mystery Tank is gone, you’ll still grab E-Tanks to refill your health and 1-Ups, health and weapon energy from enemies or scattered about the levels, and be gifted these power-ups whenever your robot ally, Eddie, appears. You’ll find more of these by taking alternative paths or utilising the Flame Blast or Mega Man’s new Rush Power Adapter to melt or destroy certain blocks, respectively, and open new paths.

Mega Man can now merge with Rush to power up, and open new paths using his Special Weapons.

Yes, while Rush does appear whenever you select one of the two Adapter forms, the little robotic canine can no longer be summoned to aid you. Instead, Mega Man fuses with Rush to gain a powerful set of armour that fires a shorter, but far stronger shot. Alternatively, Mega Man also gains a super useful jetpack, perfect to flying to ladders, platforms, or hovering over spikes. These two forms are tied to a meter that limits how much you can use them, but you don’t need to collect energy to fill it (though you lose the ability to slide when using Rush Adapters). Once again, Capcom are hardly thinking outside the box with Mega Man’s Special Weapons, but I appreciated that the Flame Blast and Rush Power Adapter were used to reach new areas and it’s extremely useful to use Centaur Flash to attack all onscreen enemies or Plant Barrier to gain a shield. Personally, I prefer to save the Special Weapons for the boss battles, so I largely relied on the Mega Buster and charged shot, though the speed of the Yamato Spear was appreciated and it’s always useful to hit airborne or oddly placed enemies with the likes of the Silver Tomahawk and Blizzard Attack. Like Mega Man 5’s Water Wave and Charge Kick, the Wind Storm and Flame Burst are great for attacking smaller enemies that rush across the ground, while the Knight Crush’s boomerang-like arc can deal extra hits if shot correctly. Sadly, they’re all way too familiar at this point and still don’t mix up the gameplay mechanics. Rather than expanding upon the Marine Bike and Super Arrows, Mega Man 6 removes them. You do have to hit Pookers with a charged shot to flip them into rideable platforms, but that’s not as fun as the fast-paced sidescrolling shooting offered by the Marine Bike. As mentioned, Beat also returns and is just as difficult to obtain. His ability to battle alongside you explains this, but it was annoying not being able to utilise him without a guide.

What few new gimmicks are included are at least visually engaging.

Mega Man 6 also plays it safe when it comes to stage hazards and level design. Sure, the spikes all have a different appearance in each stage and it’s fun to discover new areas, but you’ll encounter the same bottomless pits, disappearing and reappearing blocks, moving platforms, and tricky platforming challenges here (though the Rush Jet makes it much easier to bypass some of these). However, there are some new and clever mechanics to encounter here. Flame Man’s stage is filled with oil that slows you down and bursts into insta-kill flames when ignited by enemy fire. Blizzard Man’s stage also slows you down with snow and sees you skidding about on ice, making jumping to ice columns and platforms a genuine concern. Knight Man’s stage includes a large set of ceiling spikes that threatens to crush or skewer you and bouncy gears that pinball you about, Centaur Man has underwater sections (including a part where you must time your jumps according to the rising/falling water to avoid spikes and pits), and Wind Man’s stage features propellers that enhance your jump and are used to clear gaps and reach ladders and platforms. Many of these gimmicks are recycled for Mr. X (not that one) and Dr. Wily’s stages, with a falling block bridge, reliance on the Rush Jet, flipping spiked platforms, fan enemies that blow you into spikes, hidden drops, and a lack of energy refills making these, fittingly and as usual, the most challenging stages. Each time you clear a stage, you get a password (made redundant by the Legacy Collection), though I found enemies dropped health and weapon energy far less frequently than before, which can make Mega Man 6 tricky at times.

Presentation:
It remains a constant disappointment that, six games in, Mega Man’s sprite remains unchanged since Mega Man 3 (Capcom, 1990), with his sprite simply changing colour whenever he has a Special Weapon equipped, dramatically exploding when killed, and striking a pose when he defeats a Robot Master. I suppose this isn’t entirely true as Mega Man does get a new sprite when using the Rush Adapters, but I would’ve liked to see more detail, a proper idle animation, and a revised sprite to match with the far more detailed backgrounds and environments. As in Mega Man 5, Mega Man 6 uses its resources wisely, limiting the onscreen enemies to reduce (but not eliminate) slowdown and screen tearing and transitioning to a plain black background whenever larger sprites appear. Sadly, Mega Man 6 is a bit of a step back from Mega Man 5 when it comes to narrative; the introduction features large sprite art, but it’s all static and you’ll only see it animate in the game’s ending. However, the stage introductions are vastly improved, now displaying stats for each Robot Master (though not their weaknesses) and a big, animated Mega Man sprite is showcased when you obtain a Special Weapon, with my call for a visual representation of the weapon’s abilities being answered. While Proto Man, Roll, and Doctor Thomas Light are all absent, there is a sprite-based cutscene revealing that Dr. Wily was the true mastermind behind the recent robo rampage and Robot Masters are accompanied by ominous lighting when they drop into their arenas. The more detailed Capcom logo also returns, as do instances of moving foregrounds and backgrounds that appear to be a version of parallax scrolling, though they’re used sparingly (as are instances of flickering lights in the background).

The stages are more colourful and detailed than ever and really showcase the power of the NES.

The music is, again, top-notch, if hardly anything groundbreaking. What did surprise me was just how far the environments have come since the franchise’s basic early days. Again, this is why I feel the series would’ve benefitted from releasing games every two years or so, to give the developers time to figure out the NES hardware limitations and combine some of their ideas to appear more innovative with less games. Flame Man’s stage is a veritable oil field, but with an Oriental flavour to the background; I loved the gimmick of the oil igniting and wish the game had done more with it. Blizzard Man’s stage takes place in the snowy mountain peaks, featuring platforms that’ll explode under you if you’re not careful, meltable walls, and a really fun and impressive section where you carefully platform across a submarine, avoiding the spikes overhead and below. Plant Man’s stage was the most visually impressive for me thanks to the dense forest in the background. Enemies even dropped from the trees and hopped out of grass, which was really surprising, and the stage included some quirky springy parts to mix things up. Tomahawk Man’s stage has a distinctly Wild West theme, featuring cacti and a beautiful sunset in the background, while Yamato Man’s is themed more around Japan, featuring a large mountain and traditional architecture, and Knight Man’s is, as you might guess, themed around a medieval castle and dungeon. Centaur Man’s stage is more inspired by Ancient Greece or Atlantis, featuring columns and ruins and animated water, while Wind Man’s stage sees you traversing a cluttered mechanical tower. Mr. X and Dr. Wily’s stages are the usual mishmash of garish colours and mechanical trappings, though Mr. X’s impressed with a surprisingly detailed futuristic city and moon-lit night sky in the background. Being able to see through windows and Dr. Wily’s mixed and matched enemies and hazards from previous stages create another visually interesting obstacle course, though one boasting alternative paths.

Enemies and Bosses:
As you might expect, some of Mega Man’s more iconic enemies return in Mega Man 6, such as Sniper Joes now piloting massive cannons, though the Metall’s adopt a disappointingly back to basics approach. You will encounter giant Metall dispensers a few times and one pilots a mech suit in Dr. X’s third stage, but there are now fun new variants and even giant versions here. Slightly tweaked versions of the Dachone, Shield Attacker, shielded Tatepakkan cannon all appear; the Fire Boy is somewhat similar to the Hothead enemies in that they toss fireballs; drill tanks still charge towards you; and you’ll even encounter an evil version of Beat, Peat. Robotic seals, tanukis, pandas, cowboys, fish, bugs, and pelicans (which drop robot fish) make up the quirky list of enemies you’ll face. Skull-faced jumpers, erratic anthropomorphic springs, and speedy curling stones also appear alongside larger enemies. You’ll encounter a few robotic squids that fire homing missiles and ice blocks, brutish Power Slams try to crush you with a boosted jump, clouds transform to submarines, and samurai-like guardians deflect your shot with their spear and toss projectiles. Naturally, the largest enemies act as mini bosses; you’ll destroy a few Metall dispensers, as mentioned, which are more an inconvenience than anything. Gamarn and Gamadayu are a bit tougher in that the large mechanical frog fires lasers from its mouth and his little pilot tosses bombs, but they’re a largely stationary target. Not so for the Gorilla Tanks, which trundle along on tank-like treadmills and spit a spread shot as well as firing their fists at you. All these mini bosses are notably weak to the Flame Blast, though you’ll have to target the Gorilla Tanks’ eyes to take them out.

Robot Masters continue to be weak against specific Special Weapons.

As ever, Mega Man 6’s latest Robot Masters are fought in enclosed arenas and generally jump about firing their Special Weapon. Like in Mega Man 5, Robot Masters seem to take more hits than in previous games, offering a bit more challenge even when hitting them with their weakness. All are fought a second time, in more generic settings, in Dr. Wily’s fortress and, as ever, their difficulty depends on which Special Weapons you have. I went for Flame Man first, who not only causes flame pillars to burst from the ground but also launches a fireball. The Mega Buster works on him very well, though the Wind Storm is obviously even better. His Flame Blast makes short work of Blizzard Man, who’s fought outside for a change and is invulnerable when charging in his ball form. His Blizzard Attack, which summons snowflake projectiles, is the best way to wilt Plant Man, who utilises a very familiar barrier that both protects him and acts as a projectile. You’ll need to time your Blizzard Attack to hit him in the small window when he’s vulnerable, and similarly time your own Plant Barrier when facing Tomahawk Man, who not only tosses his directional Silver Tomahawk but also fires feathers at you. Yamato Man is a bit nimbler and more versatile, defending himself with his lance and flinging his signature Yamato Spear straight ahead or in a spread. This fast-paced attack obliterates Knight Man, who’s mace/boomerang-like Knight Crusher equally crushes the life out of Centaur Man. Possibly the most creative Robot Master up to this point (at least visually), Centaur Man teleports about and fires an easily avoidable spread shot but will briefly freeze you with the Time Stopper-like Centaur Flash. This Special Weapon makes a joke of Wind Man, who desperately tries to suck you in and fires propeller-like projectiles only to fall with a few hits. When fought again in Dr. Wily’s castle, you’ll again have to endure only having your health refilled after each bout, hence why I like to conserve my Special Weapon usage in stages.

Mr. X is obviously Dr. Wily and has some big, dangerous mechs in his castles.

Like Mega Man 5, you’ll have to tackle Dr. X’s four stages, three guardian robots, and the madman himself to unmask the game’s true evil genius. First, you’re pitted against two upgraded Rounders; these spherical craft loop around a track dropping small bombs and are tricky to hit with the Heat Blast. The Power Piston is a much easier target, though you’ll need to position yourself just right so the Silver Tomahawk arcs into it while also avoiding its spread shot and the falling boulders. Although it looks intimidating and fires a big, bouncy shot, the Metonger Z is easily felled by the Blizzard Attack. The X Crusher can be much more challenging as it’s a huge wrecking ball sprite with an equally large hit box; it sways back and forth and drops a purple shot like the one used in Mega Man 5’s finale. However, if you stay in one corner, time your jumps, and attack with the Flame Burst, he’ll be toast soon enough. Dr. Wily’s fortress houses the huge (but entirely stationary) Mechazaurus, perhaps the franchise’s biggest and most impressive boss so far. It’s no slouch, either; you must avoid its fireballs and hop on quick moving platforms fired from its torso to shoot its eyes with the Yamato Spear, which can get quite hectic. The Tank CSII is much easier, despite being a moving target; simply avoid its small and big shots and blast its centre mass with Wind Storm. Your final confrontation with Dr. Wily is a three-phase battle that first seems him trying to crush you in a gigantic skull ship that’s also got a massive hit box. All you need to do is slide to safety and pelt it with the Knight Crusher or Silver Tomahawk, though I’d save that for the third phase. After enough hits, the cockpit is damaged and the ship moves more erratically, relying more on its large spiral shots, but the strategy remains the same. Finally, Dr. Wily again teleports about in his UFO craft and blasting you with four spiral shots. But this is probably the easiest final battle against him as you just pelt him with the Silver Tomahawk and he’ll soon be begging for mercy and finally locked up for good.

Additional Features:
Twenty-four Achievements are up for grabs in the Mega Man Legacy Collection and you’ll snag one for completing this game, and another for beating all six Mega Man games. Alongside the usual display options on offer, you can enable a turbo mode, play the Japanese version of the games, browse a concept and character art museum, and listen to the soundtrack. If you fancy an additional challenge and some more Achievements, you can check out the appropriately named “Challenge Mode”, where remixed stages from all six Mega Man games offer timed challenges. Challenges specific to Mega Man 6 are also included to test your skills, though the only real replay value offered by Mega Man 6 is again in replaying stages to find the secret exits and acquire Beat.

The Summary:
Mega Man certainly finished up his NES days with a bang. While, on the surface, Mega Man 6 is much of the same as before, offering only a few additional features and even missing or not expanding on mechanics from Mega Man 5, it’s astounding how much more detailed the game’s environments have become compared to the first game. While it’s disappointing that Mega Man’s sprite hasn’t evolved all that much, the more detailed sprite art and animations between stages and the new Jet Adapters make up for this. I missed Jet Marine and the Marine Bike, but I loved having a jetpack and the power armour and that they didn’t consume energy when used. As ever, Capcom could’ve done more with these, but it was great seeing them be necessary to access alternative paths and giving you a reason to switch to Special Weapons in stages. While the Robot Masters aren’t all that special, they’re visually very quirky, much like the beautiful stages, and I really enjoyed how big and outrageous some of the boss machines were. It’s a shame we never got a resolution to the Proto Man storyline here, or got to play as him, and that Mega Man 6 focuses more on action than narrative, but the gameplay experience was really solid, with some fun gimmicks. Again, I do think the 8-bit games would’ve been better served releasing further apart and in fewer numbers but Mega Man 6 shows how powerful the NES could be at times and offers a fair bit of innovation compared to some of its predecessors, and even sneakily teases that the series will continue by the end.

My Rating:

Rating: 4 out of 5.

Great Stuff

Do you think Mega Man went out with a bang with Mega Man 6? What did you think to the new Rush Adapter mechanics? Were you disappointed that the game didn’t better expand on Mega Man 5’s gimmicks? Which of the Robot Masters was your favourite to fight against? Did you guess that Dr. Wily was behind everything again? Were you impressed by the greater level of detail in the stages? How are you celebrating the science-fiction genre this month? Whatever you think about Mega Man 6, comment below and go check out my many other Mega Man reviews.

Game Corner [Sci-Fanuary]: Mega Man 5 (Xbox Series X)


January celebrates two notable dates in science-fiction history, “National Science Fiction Day” on January 2 and Arthur C. Clarke’s HAL 9000’s birthday on January 12. Accordingly, I’m dedicating January to celebrating sci-fi with an event I call “Sci-Fanuary”.


Released: 24 August 2015
Originally Released: 4 December 1992
Developer: Digital Eclipse
Original Developer: Capcom
Also Available For: GameCube, Mobile, Nintendo 3DS, Nintendo Entertainment System (NES), Nintendo Switch, Nintendo Wii, Nintendo Wii U, PlayStation, PlayStation 2, PlayStation 4, PlayStation 5, PlayStation Portable, Xbox, Xbox One, Xbox Series S 

The Background:
In 1987, Capcom sought to move away from producing arcade titles and debut on the revitalised home console market with Mega Man (or “Rockman” in Japan), an Astro Boy (Tezuka, 1952 to 1968)-inspired run-and-gun title notorious for its difficulty. Although widely praised and regarded as an NES classic, Mega Man wasn’t successful enough to justify an immediate sequel and, even though Mega Man 2 (Capcom, 1988) vastly improved the gameplay mechanics and was equally lauded, it took two years for the similarly praised (and challenging) Mega Man 3 (ibid, 1990) to drop. This success was seemingly enough to convince Capcom of the franchise’s popularity and Mega Man 4 released just one year later, earning notable praise and setting a new standard for the series. Mega Man 5 was spearheaded by artist Keiji Inafune, who had had major involvement in the previous games and sought to make the game more accessible by lowering the difficulty. In an effort to spice up the gameplay loop, the developers powered Mega Man up considerably, revising development documents from Mega Man 3 to create Beat and again turning to fans to submit designs for the new Robot Masters. Staying on-trend for the franchise, Mega Man 5 was highly praised for its graphics, music, and controls despite continued criticisms of the franchise’s lack of innovation. Like its predecessors, Mega Man 5 has been re-released on multiple consoles, including the Legacy Collection release that bolstered the gameplay with numerous quality of life features and additional bonuses.

The Plot:
Shortly after his last defeat, Doctor Albert Wily strikes back by ordering Proto Man to lead the newest batch of Robot Masters in conquering the world. Aided by his new robotic companion, Beat. the super fighting robot Mega Man heads out to confront his brother and defeat Dr. Wily once more.

Gameplay and Power-Ups:
Mega Man 5 continues in the same spirit as its predecessors, being a 2D, sidescrolling, run-and-gun action/platformer that sees you back in the role of the super fighting robot, Mega Man, and taking on eight new Robot Masters. These await at the end of eight themed stages, which can be tackled in any order. However, since each Robot Master has a specific weakness, it’s better to take them on in the right order to have the correct Special Weapon on hand. While online guides help with this, the Legacy Collection provides a helpful cheat sheet to point you in the right direction, alongside full customisation of the game’s controls. Not that you really need this as Mega Man 5 is nice and simple to play: you fire your Mega Buster or currently equipped Special Weapon with X, holding the button to charge your Mega Buster for additional damage, and utilising a rapid auto-fire function with Y. A is your jump button; holding it lets you jump higher and you’ll also jump higher in Star Man’s stage due to the lower gravity and the second of Dr. Wily’s stages when underwater. Pressing down and A lets you slide under projectiles, jumping enemies, and through tunnels, often to goodies but sometimes to insta-death spikes or bottomless pits. Pressing the ‘Menu’ button pauses the game and lets you select a Special Weapon, Item, or use an E-Tank to fully restore your health or the new Mystery Tank (M-Tank) for one of three helpful bonuses (filling all your energy, granting an extra life, or turning all weak enemies onscreen into 1-Ups). The ‘View’ button brings up the Legacy Collection menu, allowing you to create or load a save state and apply filters, borders, or enable turbo functions, while the Left Bumper lets you rewind the game if you make a mistake.

Mega Man’s new weapons are joined by a new robo-bird companion and an awesome jet ski!

While Mega Man’s Special Weapons are somewhat similar to those found in the previous games, I actually found them to be a little more creative and versatile this time around. The Star Crash surrounds you with stars that act as a shield; you’ll lose one each time you’re attacked and can fling them directly ahead with X. Gravity Hold damages all onscreen enemies then sends them hurtling to the ceiling, while the propeller-like Gyro Attack can be briefly redirected once shot to attack airborne enemies. The Crystal Eye fires a big, slow, powerful shot that explodes on impact; the Napalm Bomb bounces a couple of times before exploding; and the Power Stone has three stones circle out from you, damaging anything that they touch. Easily the most useful Special Weapons were the Charge Kick (which adds an attack to your slide and makes you immune to some hazards) and the Water Wave (which sends waterspouts across the ground) simply because they destroy smaller enemies on the ground, like the Mousubeils and Subeils. Defeating Star Man also gifts the Super Arrow, a plunger-like projectile that sticks to walls and creates temporary platforms for you to clamber up. You also start the game with the Rush Coil, which summons Mega Man’s robotic canine companion, Rush, to spring you to higher areas, and acquire the Rush Jet to fly across gaps (no Rush Marine submarine this time, though). Mega Man’s little helper robot Eddie also pops up in stages to chuck power-ups your way and each stage also hides one of eight letters. Collect them all to spell out MEGAMANV and acquire Beat, a little robot bird that attacks anything in sight. If you miss one of the letters, you can replay the stage from the Stage Select menu to get it and this is highly advisable since Beat is very useful against the game’s bosses. One thing I did enjoy was the Marine Bike in Wave Man’s stage, which finally mixes up the gameplay by turning it into an autoscrolling shooter where you blast at marine enemies and hop over them as they come from left and right.

Stages sport visually fun new gimmicks that push the limited hardware.

Many of the same stage hazards and designs return from the previous games, as you’d expect. Insta-kill spikes are commonplace, both across the ground and down vertical shafts (though each stage sports their unique variant now), as are bottomless pits, meaning you still have to take care when jumping to platforms. Disappearing and reappearing blocks compound these issues, as do moving platforms and narrow columns. Sometimes, you’ll need to use Rush or your Super Arrow to clear gaps and little buzzsaws run along turning gears or small platforms to keep you on your toes. Stages also sport new gimmicks, though, such as a meteor storm in Star Man’s stage, the aforementioned Marine Bike that also sees you battling a giant robot octopus, and a fun gravity gimmick in Gravity Man’s stage that has you running across the ceiling and pressing up to use ladders or your slide. Swinging maces, steam bursts, and rushing water are also present, as are erratic moving platforms that fling you towards spikes and mean you have to think about when to jump. Gyro Man’s stage sees the foreground act as a lift to higher ground, while Proto Man’s fourth stage sees you blasting stone blocks to cause the environment to drop down. Similarly, Dr. Wily’s first stage features a lowering ceiling that will crush you if you’re not careful, while Chase Man’s stage has you running across the rooftop of a speeding train. You’ll also ride bubbles to higher ground and be flung around in tubes in Wave Man’s stage, following snake-like temporary paths in Proto Man’s stage, dodge falling crystals in Crystal Man’s sparkling caves, and take out giant drills in Napalm Man’s underground caves. Overall, while a lot of Mega Man 5’s gimmicks are familiar, there’s finally enough variety and accessibility to make the game challenging but enjoyable and a significant step up from its predecessors.

Presentation:
Mega Man remains unchanged from his last few entries; he still changes colour with each Special Weapon and barely has an idle animation. He does have a dramatic new animation when acquiring each Special Weapon and is showcased spinning around and transforming into his new colour scheme each time (though it would’ve been nice to see an animation demonstrating what the Special Weapon does). Enemy sprites continue to improve, being more outlandish and cartoonish than ever, and the game smartly loads a plain black background for the larger enemies to avoid unnecessary slowdown and screen tearing. These do still crop up but they’re nowhere near as prevalent as previous games; mostly, the game either limits how many sprites appear onscreen at once or renders them far better, though instances will still occur. Mega Man 5 really ups the focus on story, featuring a greater mixture of in-game sprites and larger, anime-style sprite art to tell the story of Proto Man’s attack and Doctor Thoms Light’s abduction. Confrontations between Mega Man and Proto Man, and Dr Wily, are brought to life by the surprisingly expressive in-game sprites and the use of text and text boxes perfectly convey what’s going on, even if Proto Man’s true motives remain a mystery. The developers’ experience with the NES, its hardware, and limitations also saw them craft a more detailed Capcom logo for the opening credits and have some backgrounds move with you in a version of parallax scrolling, as well as blinking lights and flickering effects (most notable in Crystal Man’s stage).

Mega Man 5 is the most visually impressive of the series so far.

Mega Man 5 is a top contender for best music in the series so far, I’d say. Every stage has a jaunty, catchy theme that goes perfectly with the action and rivals even Mega Man 2 for its appeal. Stages also feel much bigger and are noticeably visually superior to the game’s predecessors. Every stage includes multiple areas, changing significantly as you progress, to showcase Dr. Wily’s influence on the natural landscape. Star Man’s stage has the most detailed night-time sky so far, including stars, the Moon, and giant satellite dishes ahead of a more mechanical, colourful interior. Gravity Man’s stage is highly mechanical, with blinking and flickering tech in the background and a garish colour scheme, but also sporting arrows to show where the gravity gimmick takes effect. Gyro Man’s stage is up in the clouds on some kind of airship; propellers appear in the foreground and the pulsating clouds obscure enemies and platforms to keep you on your toes. Crystal Man’s stage is a beautiful crystal and glass mine, Napalm Man’s is a thick, luscious jungle (where the trees and grass sway with a background wind effect), and Stone Man’s stage is a mixture of rock, metal, and scaffolding. Chase Man’s stage is probably the most impressive stage, starting in a train yard and progressing to have to jump across train carriages, battling inside them, hopping over logs and crates, and even sporting a screen jump to simulate the train going over tracks! Wave Man’s station is a dam or pumping station, featuring tubes, bubbles, and waterfalls ahead of your race across the waves, while Proto Man’s fortress is themed after a medieval castle. Dr. Wily’s fortress is much the same as you’d expect, being an ugly mishmash of colours, pipes, and technology, but it’s suitable ominous and the obligatory teleporter pods now shatter after the defeat the Robot Masters within.

Enemies and Bosses:
A few of Mega Man’s most persistent and iconic enemies return in Mega Man 5, again tweaked with fun new attack patterns and variants. The Metalls are here, of course, hiding behind their helmets and firing triple shots at you. They’ll split into smaller minions when destroyed, man giant cannons, swim about with snorkels, fly about in spacesuits and with jetpacks, and even drive mini trains! The “Joe” enemies also return, now tossing crystal projectiles, piloting attack helicopters, and riding their own Marine Bikes. The Shield Attacker enemy also returns, though you still get around behind it to destroy it, and you’ll encounter somewhat familiar robots that throw bombs or rocks at you. New enemies include a fat chicken that constantly spawns little robot chicks, an ape-like variant that fires homing missiles, two variations of a robotic tiger that pounce at you, a little cannon that hides behind a shield, a catapult-like robot that launches rocks, and weird little vacuum-cleaner-like robots that hover over spikes. One of the more common enemies is the Power Muscler, a large pink or green robot that leaps at you and tries to squash you and is usually easier to slide past than battle. You’ll also have to contend with robots that detach their heads, aerial craft that carpet bomb you, little spherical robots that extend their spiked heads, robotic dolphins, and ballistic missiles that send shrapnel flying. Your fun little aside on the Marine Bike is also interrupted by the Octoper OA, a giant robot octopus that fires shots from its cannon-like nose and which can only be destroyed by shooting the cyan oval on its head.

The Robot Masters’ Special Weapons are definitely more diverse this time around.

Mega Man 5’s new Robot Masters are very similar to their predecessors, being fought in enclosed arenas and favouring jumping about and firing their signature weapon, and each are fought again in Dr. Wily’s fortress (though in a more generic setting). The order you battle them determines how difficult the game is as each one is weak to a specific Special Weapon; thus, I challenging Star Man first. Weak to the Water Wave, Star Man protects himself with Star Crash, a spinning shield of stars he launches your way. This Special Weapon is the key to defeating Gravity Man, but you’ll have to time your shots well. Gravity Man constantly switches the gravity around, giving you a small window to fire at him, but only has a standard shot otherwise so he’s not much of a threat beyond his large hit box. His Gravity Hold makes Gyro Man a joke; while this Robot Master hides in the clouds and fires his Gyro Attack, you can decimate him with a few shots of Gravity Hold. Although Crystal Man is weak to the Gyro Attack, he is a slippery devil and his Crystal Eye can split into multiple projectiles. Similarly, the slowness of this Special Weapon can make Napalm Man a little tricky, especially as his missile barrage isn’t the easiest to dodge. The Napalm Bomb is most effective against Stone Man, who just jumps about and spawns floating rocks, but time your shots well as they won’t hurt him when he’s a pile of rubble. His Power Stone whittles down Charge Man’s health bar, but only when he’s not charging at you or raining flaming coal from above. This small window, and the wide range of Power Stone, make Charge Man one of the more frustrating encounters as he’s not easy to jump over. When you battle them again in Dr. Wily’s fortress, they’ll drop a big health refill for you but you won’t get to replenish your Special Weapon energy, so pick your shots well and abuse that rewind feature, if necessary.

Beat will be the difference maker in your battles against Dark Man and Dr. Wily.

Proto Man’s medieval-style castle houses four additional stages boss battles against Dark Man (not that one!), a versatile Robot Master who takes on different forms, all vulnerable to Beat’s attacks as well as specific Special Weapons. Dark Man’s first form is a tank that blasts at you with its cannon and trundles back and forth; the second is humanoid that charges about and is protected by a revolving energy shield; and the third sports a Galvatron-like arm cannon that fires three shots from high in the sky and briefly freezes you with Time Stopper. At the end of the fourth stage, you’ll confront Proto Man in a cutscene where it turns out he was a fake! The real Proto Man saves you, replenishes your health, and then leaves you to battle Dark Man’s fourth, more demonic form that sports a faster version of Dark Man’s electromagnetic barrier, which it fires outward. You’ll have to overcome Dr. Wily’s final defences before facing off with him, with the first being a stationary column that rains enemies onto you. You must hit its spiked body parts with the Mega Buster to hop on them, then attack its head with the Crystal Eye, which can get tedious since you need to keep going in and out of the menu and must time your jumps right. The Circring Q9 is pretty tough, too, since it’s got a big hit box and floats about firing projectiles. You must use the platforms to hop up and fire the Gyro Attack when the central core is exposed. After this, Dr. Wily tries to crush you in his UFO-like craft. Watch out for the insta-kill spikes in the middle and jump out the way, blasting his cockpit with Star Crash or a charged shot to make him flee. You’ll then face him in a two-stage battle where he pilots a massive, skull-faced tank that tries to crush you, fires a bouncing shot from its main cannon and a needle from its lower one. The Super Arrow is great here, but you’ll need Beat or the charged Mega Buster to finish him off when he switches to his capsule. Like in Mega Man 4, he disappears into the darkness so you must anticipate when he appears to attack. He charges up a purple orb that drops and splashes across the ground and circles around the screen, though it’s not too difficult to avoid this and send him fleeing in a panic.

Additional Features:
The Mega Man Legacy Collection includes twenty-four Achievements, with you earning one after completing this game. As with the other titles included in the collection, you can set different display options, enable turbo mode, and even play the Japanese version of the game and listen to the awesome soundtrack. There’s a museum mode, a character database, and production art to view as well, if you fancy it. Additional Achievements await in the “Challenge Mode”, where stages from all six Mega Man games are remixed into timed challenges. There are also challenges specific to Mega Man 4 included here that will test the abilities of even seasoned Mega Man players. Sadly, there’s still no multiplayer options though there is a bit more replay value on offer here with the collectable MEGAMANV letters hidden in the eight main stages.

The Summary:
Mega Man 5 was such a breath of fresh air. Just to clarify, I’ve been playing these games one after the other and, honestly, it’s been frustrating how minor the changes have been to the gameplay formula with each one. To me, it’s almost like Capcom could’ve made only three or four Mega Man titles since the differences between them have been so minor, but Mega Man 5 felt like it was doing a lot more with the hardware. Stages were far more varied, including new gimmicks and hazards that brought the levels to life. The graphics were also far more detailed, allowing for little touches and better management of screen tearing and slowdown. The Special Weapons finally felt unique for the first time since Mega Man 2, having diverse effects and being useful outside of boss battles, though this aspect could still be expanded upon. Where Mega Man 5 really impressed me was with the Marine Bike section, which finally does what Rush Jet and Rush Marine should’ve done from the start and introduce a new gameplay style into the run-and-gun action. I also enjoyed the increased focus on the story, the mystery of the fake Proto Man, and the expansion of the final act into an additional four stages. Given Proto Man’s significance to the story, it’s still a shame you don’t get to play as him through remixed levels, but I really enjoyed Mega Man 5, which expanded upon the stale Mega Man formula in fun and visually engaging ways and impressed me with the way it pushed the limits of the NES hardware.

My Rating:

Rating: 4 out of 5.

Great Stuff

Do you agree that Mega Man 5 was a significant improvement over its predecessors? What did you think to the new Special Weapons and the Marine Bike section? Were you surprised to find that Proto Man was being framed by Dr. Wily? Which Robot Master was your favourite to fight against? What did you think to the new visuals and stage gimmicks? How are you celebrating the science-fiction genre this month? Whatever you think about Mega Man 5, share your thoughts below and check out my other Mega Man reviews.

Game Corner [Sci-Fanuary]: Mega Man 4 (Xbox Series X)


January celebrates two notable dates in science-fiction history, “National Science Fiction Day” on January 2 and Arthur C. Clarke’s HAL 9000’s birthday on January 12. Accordingly, I’m dedicating January to celebrating sci-fi in an event I call “Sci-Fanuary”.


Released: 24 August 2015
Originally Released: 6 December 1991
Developer: Digital Eclipse
Original Developer: Capcom
Also Available For: GameCube, Mobile, Nintendo 3DS, Nintendo Entertainment System (NES), Nintendo Switch, Nintendo Wii, Nintendo Wii U, PlayStation, PlayStation 2, PlayStation 4, PlayStation 5, PlayStation Portable, Xbox, Xbox One, Xbox Series S 

The Background:
In 1987, Capcom wished to move away from producing arcade titles and make their debut on the revived home console market. Thus was born Mega Man (known as “Rockman” in Japan), a notoriously difficult run-and-gun title widely praised as an NES classic, Yet, the developers were only able to produce the vastly improved Mega Man 2 (Capcom, 1988) between other projects and, despite also being a success, it would be two years before the equally praised (and challenging) Mega Man 3 (ibid, 1990) came out. This wasn’t the case for the fourth game, which was quickly pushed into development to capitalise on the franchise’s now-undeniable success. The game’s eight new Robot Masters were the result of fan input; the developers had to narrow over 70,000 submissions down to eight, and the winners all received a special gold edition cartridge of Mega Man 4. The game added a new charge shot to Mega Man’s arsenal and placed additional emphasis on the narrative, elements that were praised and set a new standard for is subsequent sequels, though the repetition of the gameplay formula was criticised. Still, Mega Man 4 has seen multiple re-releases and was naturally a part of the Legacy Collection release, which boasted helpful quality of life features and additional bonuses to introduce new gamers to the long-running franchise.

The Plot:
The fighting robot Mega Man faces a new challenge when Doctor Mikhail Sergeyevich Cossack seeks to succeed where Doctor Albert Wily failed, unleashing eight new Robot masters and striving for world domination.

Gameplay and Power-Ups:
As you’d expect, Mega Man 4 is a 2D, sidescrolling action platformer where you again assume the role of chibi­ fighting robot Mega Man and run-and-gun your way through eight levels to defeat the newest crop of Robot Masters. You’re free to choose the order you challenge these bosses, but your life will be made much easier if you use an online guide (or the handy cheat sheet supplied with the Legacy Collection) and tackle the stages in a specific order as each Robot Master has a specific weakness. As before, the Legacy Collection lets you play the US and Japanese versions of the game, enable a turbo feature, and freely configure the button layout, though the basic setup is perfectly viable. By default, you jump with A, fire your currently equipped weapon with X, utilise an autofire function with Y (more akin to a rapid-fire mode), while B does nothing. The Xbox’s Menu button brings up an in-game menu where you can select different “Special Weapons” to equip to Mega Man’s Mega Buster arm cannon. Finally, you can rewind the game with the Left Bumper and manually save at any time from the main pause menu. Mega Man 4 brings back the slide gimmick, performed by pressing down and A, though it’s still somewhat limited as there aren’t many narrow gaps or tunnels to slide through. I did find more opportunities to slide under enemies and projectiles, to be fair. Rush and his three abilities (a spring, jet, and submarine) also return, allowing you to reach higher areas, traverse gaps, and freely blast through water for as long as your energy meter lasts. Similarly, enemies continue to drop health and energy pick-ups, you can still find the odd 1-Up and Energy Tank, and the password system also makes a return.

In addition to his new (if samey) Special Weapons, Mega Man has a new ability and a new little ally.

Players can finally replay any of the eight base stages once they’ve beaten them (though there’s little incentive to do this), and Mega Man’s arm cannon has received a substantial upgrade. Now, you can charge a shot by holding X, unleashing a more powerful blast to deal additional damage. It’s useful, especially when used with an equipped Special Weapon, but I rarely used it all that much except against the game’s tankier enemies. Although Mega Man gains eight new Special Weapons here, long-time players will notice that, again, his new weapons are simply reimaginings of previous weapons. The Flash Stopper is similar to the Time Stopper, for example, the Skull Barrier to the Leaf Shield, and the Pharaoh Shot to the Shadow Blade. Each Special Weapon has its own energy bar, meaning you’ll need to “farm” enemies to keep them all topped up, which can limit their use outside of boss battles. Generally, there’s no requirement to use any of them, however (though the Drill Bomb can destroy certain otherwise impassable walls), depending on how good a shot you are. It can be easier, though, to fire off a few of the homing Dive Missiles or clear the screen with the Rain Flush, and destroy wall turrets with the diagonal Pharaoh Shot. Still, I remain disappointed that they don’t have more utility, like being used to solve puzzles or having certain enemies be vulnerable to certain weapons. Mega Man also has a new ally, Eddie, who tosses him health or energy power-ups when you spot him wandering about. Still, it’s like Capcom are afraid of experimenting with new abilities; everything feels very safe and samey, despite small tweaks like the Dust Crusher exploding on impact and you being able to remote detonate the Drill Bombs. Hell, this time around there were very few instances where I needed to use Rush. You can spring up to ladders or optional paths for goodies, bypass certain platforming sections using Rush Marine, and cross longer gaps, of course, but it’s still disappointing that there aren’t dedicated sections or even levels utilising these mechanics to break up the action with scrolling shooter sections.

Some fun new gimmicks and hazards add some much-needed spice to the gameplay.

Mega Man 4 is very typical of its predecessors, featuring an abundance of bottomless pits, tricky jumps, instant-kill spikes (of varying design), and floaty underwater sections. You’ll drop down shafts, slide through tunnels, and clamber up ladders; jump to swinging, moving, and temporary platforms and blocks; and occasionally take different paths to reach power-ups hidden in precarious sections. Some ladders now have clamps on them that’ll knock you off, some enemies pop out from the background, and more hazards are liable to drop from above this time around. The blackout feature from Mega Man 3 returns, now tied to the 100 Watton enemy and primarily seen in Bright Man’s stage. Destroy these lightbulb-like robots and the background is plunged into darkness, though destroying the firework-blasting Dompans will illuminate the area once more. Mega Man 4 brings back the annoying disappearing/reappearing blocks from the last two games and also debuts some new platforming hazards, such as platforms that sink the longer you stand on them, blocks the sprout spikes from their sides and force you to better time your jumps, coil and rainbow platforms that create a temporary surface you need to quickly run or jump across, and quicksand and rushing water that’ll suck you in and push you along, respectively. Ridable enemies are also included: you can cross spikes on either the grasshopper-like Battan or the shot-firing Hover, often blasting enemies and hopping to platforms or other rides to progress. Toad Man’s stage includes a bit of wind resistance, trash compactors threaten to crush you if you don’t clear a path and slide to safety, and snow and ice will slow you down and cause you to slide along, respectively, in Dr. Coassck’s dangerous stages. The level design actually felt more forgiving this time around; I encountered less instant-kill hazards than before, though bottomless pits, respawning enemies, tricky jumps, and disastrous knockback can still be your downfall.

Presentation:
At this point, it’s obvious Capcom knew what worked for Mega Man and had very little intention of making massive deviations. Mega Man’s sprite is still exactly the same, changing only when you equip different Special Weapons or charge up your shot, which is honestly a bit of a shame considering the continued overhaul to the in-game menu and the abundance of bigger, more detailed enemy sprites. Mega Man 4 does boast an impressive introductory cutscene, however, that recaps the previous games and introduces the new threat, complete with large, chibi-style pixel art. The title screen is still lacklustre compared to Mega Man 2 but it’s a big step up from Mega Man 3 simply for including Mega Man’s helmet alongside the title. Robot Masters continue to be introduced with a fun pre-stage graphic, new sprite art depicts Mega Man acquiring his weapons, and the music is a step up from the last game, in my opinion, being a bit more memorable and jaunty. Sadly, story takes a backseat until you battle Dr. Cossack. The dangling plot thread regarding Proto Man is completely unresolved and the game still suffers from screen tearing, slowdown, and sprite flickering in certain stages or when too many sprites are onscreen at once.

You can definitely see the developers starting to push the NES hardware.

Mega Man 4 ups the ante a bit in its stages, however. While there’s nothing really that new here, with the same combination of futuristic, mechanical, and industrial areas, backgrounds tend to be livelier than before, with fossils, blinking effects, moving clouds, mountains, and hieroglyphics all included. This makes it all the more disappointing when you’re faced with a plain black or blue background, but stages like Toad Man’s (with its honestly impressive rain effects, waterfalls, and rushing sewer streams), the light/dark effect in Bright Man’s stage, and the veritable snowstorm in Dr. Cossack’s stages show just how far the developers have come since the first game. Electrical currents, bubbling lava, pipes and girders, and splash effects are far more commonplace here, with some stages boasting more forked paths that lead to dead ends, goodies, or more challenging sections. Dive Man’s stage includes a rising water gimmick where you need to watch for spikes and mines, and you’ll need to jump at switches to spawn in ground in Drill Man’s cave-like stage. Dr. Cossack’s third stage includes an autoscrolling section where you need to outrace the screen and hop to hazardous platforms, and you’ll need to continuously jump to avoid being sucked into quicksand in Pharoah Man’s stage. Things get a bit garish when you reach Dr. Wily’s stages, with the colour palette not being the most pleasing to the eye, but I liked the rendition of Dr. Cossack and Dr. Wily’s lairs and the use of in-game sprites to advance the story and reveal Dr. Wily’s newest master plan.

Enemies and Bosses:
Mega Man 4 boasts a new crop of robotic baddies to blast your way past, courtesy of Dr. Cossack, though series fans will recognise the returning, hard hat-wearing Metalls. Now sporting a three-way projectile and the ability to twirl and swim, these little bastards are more annoying than ever. The “Joe” enemy variant also returns, but again completely unrecognisable as Skeleton Joe, a skeleton who tosses bones and will rebuild itself unless you hit it with the right Special Weapons. Robotic fish, rats, manta rays, bats, and bugs are commonplace enemies, as are bizarre gumball machine robots that spit projectiles, flocks of robot penguins, and caterpillars. Robot scorpions burst from the sand in Pharaoh Man’s stage, which also introduces the head-tossing Mummiras (who pop in and out from hidden doors), and you’ll have to slide or jump over the charging Shield Attackers to hit them from behind. Four stages also boast gigantic sub-bosses, similar to those in Mega Man 3. We’ve got a giant whale, a giant hippopotamus, a giant snail, and a giant eye-thing. All of these toss bombs or homing missiles except for the latter, which fires rings and is best held in place with the Flash Stopper. The hippo-like Kabatoncue can be a problem if you’re low on weapon energy as you need to destroy its constantly-regenerating pillar to get it low enough to hit, but the Dive Missile, Pharaoh Shot, and Rain Flush can level the playing field.

The Robot Masters felt much more durable and troublesome this time around.

Of course, you also have to battle the eight new Robot Masters, who challenge you again in Dr. Wily’s fortress at the end of the game, dropping only health and no weapon energy. It might just be me, but I found the Robot Masters much more durable this time around. Only a handful of them were easily bested by their weakness and I had to do a lot of rewinding and reloaded when battling them. First up for me was Dive Man, who’s also weak to the Skull Barrier; he attacks with a torpedo-like charge and by firing destructible homing missiles that can be a pain to dodge. Though Drill Man is weak to the Dive Missile, he avoids damage by burrowing into the ground and launches drills at you. His Drill Bomb makes short work of Toad Man, but you’ll need to be quick as this slippery bugger hops about and can decimate you if he unleashes Rain Flush. This Special Weapon will dampen Bright Man’s day but, again, you can’t take him lightly; there’s a delay when deploying Rain Flush and Bright Man can freeze you in place and pepper you with projectiles. His Bright Flash makes a joke out of Pharaoh Man, freezing him in place before he can even launch a shot and allowing you to destroy him and keep the time stop going, though again it seems to take a lot of shots to destroy this boss. The Pharaoh Shot is great for taking out Ring Man thanks to it firing diagonally to hit him when he leaps high up, but again he’s pretty difficult thanks to his Ring Boomerang travelling far and snapping back to him, curving upwards to hit you when you’re in mid-air. It’s the best way to battle Dust Man, though, but he’s also a tricky customer since he spits trash from (and sucks you in with) his vacuum-like cannon. The Dust Crusher makes mincemeat out of Skull Man, but you have to account for its slow firing speed and him protecting himself with his Skull Barrier (not to mention hopping over his triple shot attack).

Dr. Cossack offers new machines and a new challenge, but turns out to just be an unwitting pawn.

With all the Robot Masters defeated, you’ll storm Dr. Cossack’s frigid fortress, which is home to four additional bosses (including the new big bad of the game). First up is Mothraya, a large robotic moth with a massive hit box that tries to crush you, breaks the stage with its stinger, and fires diagonal projectiles. Its only weak spot is the orb on its chest and you’ll need the Ring Boomerang to have the best chance here. Next up is probably one of the game’s more annoying bosses, the Square Machine. Similar to the Yellow Devil, this appears onscreen in sections. You must hop into the lower section, slide under the middle, and jump to one of the blocks to hit the central eye (avoiding its plasma blast) and attack with the Dust Crusher before it separates again. Its pieces will trick you by flying in faster and the projectile can be difficult to dodge, making this a pretty frustrating boss. After that, you battle the far simpler Cockroach twins. These bulbous, bug-like robots clamber about the walls, ceiling, and floor of a spike-filled arena, firing at you as they go. The Drill Bomb easily rips through them, so your main concern is not slipping to the insta-kill spikes. Once they’re defeated, you’ll battle Dr. Cossack in his Cossack Catcher machine. He floats about, bashing you with his hit box or dropping down on you, keeping you at bay with projectiles from either side. His biggest threat is the claw appendage, which will grab you if you’re underneath, but it’s pretty simple to slide past him, take the high ground, and pummel him with the Dust Crusher. When he’s defeated, Proto Man pops in with Dr. Cossack’s daughter, Kalinka, who reveals that Dr. Wily was behind everything! Shock! Horror!

Dr. Wily offers his toughest challenge yet thanks to some finnicky weak spots.

So, yes, you’re then forced to take on four additional stages in Dr. Wily’s newest fortress, including battling the Robot Masters again and taking on two additional bosses before facing Dr. Wily once more. The first is the Metall Daddy, a giant Metall not unlike the one from Mega Man 3 that hops about, slamming the ground and causing Metalls to rain down. You’ll need to slide under him and attack his big, gormless eyes with the Ring Boomerang or Dust Crusher to defeat him. Next, you take on Tako Trash, a decidedly more troublesome boss. It sits there launching bombs and spitting fireballs, but its weak point is so small and its projectiles so big that it’s pretty tricky to time your shots while riding the moving platforms in the enclosed arena. The same is true of Dr. Wily’s newest machine; the first phase is simple, just stay under the massive fireballs it shoots and hit the skull-like front with the charged Mega Buster or Ring Boomerang. The second phase is much more challenging; Dr. Wily moves erratically, launching fireballs high and low that are extremely hard to avoid due to their huge hit boxes. You also need to perfectly time detonating the Drill Bomb to damage the jewel below his cockpit, which is quite the ask (especially if, like me, you learned far too late about this trick). Dr. Wily doesn’t give up that easy as he flees to a final area, one sadly a simply pitch-black room, and pilots a UFO-like capsule. In this fight, the only way to damage Dr. Wily is with a fully charged Pharaoh Shot and Dr. Wily is only visible when firing his big, charged plasma ball. However, his craft is onscreen even if you can’t see it which, yes, is a hazard but also means you can hit him with your charged shot when it’s overhead or if you can intuit where he’ll be (or abuse the rewind feature to guide your aim).

Additional Features:
There are twenty-four Achievements in Mega Man Legacy Collection and you’ll earn one specifically for beating this game. Alongside different display options (including borders and filters), the Legacy Collection allows you to view a character database and production art and take tough, time-based challenges for additional Achievements in “Challenge Mode”. Here, you’ll be tasked with conquering remixed stages from this game and taking on the bosses once more under specific conditions, with additional challenges unlocked as you complete them. Remixes of Mega Man 4’s stages and gauntlets also appear in this mode, but there’s little else on offer here as there’s still no high score table or multiplayer options.

The Summary:
Mega Man 4 is what Mega Man 3 should’ve been. It not only has the slide and the additional Rush mechanics, it also includes the charged shot at last and expands the narrative to include a new (albeit misguided) antagonist, expanding Mega Man’s lore and cast and attempting (however safely) to expand the player’s arsenal with some new abilities. My only wish is that the developers had combined more elements of the two, such as allowing more use for Rush Jet and Rush Marine like in Mega Man 3 and incorporating rematches against Mega Man 2’s Robot Masters instead of Mega Man 4’s when tackling Dr. Wily’s fortress. It’s disappointing that the lingering question about Proto Man wasn’t addressed here; he only shows up once when realistically I think he should be a playable character or could’ve at least featured in side missions to help mix things up a bit more. That aside, there’s a lot to like in Mega Man 4. The game is about as big as Mega Man 3 but feels like it has a little more variety in the stage designs, enemies, and boss encounters. Bosses were a lot tougher (for me, at least) and stages seemed easier to navigate (again, for me), making for an interesting difficulty curve. The large sprite art used for the opening and throughout the game was impressive, as was the continued use of giant enemies, although it’s a shame Mega Man hasn’t had much of an overhaul. The music and overall more detailed presentation does account for this (I’m seriously impressed by Toad Man’s stage) and I definitely think this was more of an advancement than Mega Man 3. It just feels as though Capcom were afraid to really step out of their comfort zone with Mega Man, which is a shame as there’s some gimmicks and inclusions here with a lot of potential.

My Rating:

Rating: 4 out of 5.

Great Stuff

What did you think to Mega Man 4? Did you enjoy the new charged shot? Were you surprised to find Dr. Wily was the true mastermind? Do you agree that the bosses were tougher this time around? Were you disappointed that the gameplay formula remained relatively unchanged four games in? How are you celebrating the science-fiction genre this month? Whatever your thoughts and memories of Mega Man 4, drop them below and go check out my other Mega Man reviews across the site!

Game Corner [Sci-Fanuary]: Mega Man 3 (Xbox Series X)


January celebrates two notable dates in science-fiction history, “National Science Fiction Day” on January 2 and Arthur C. Clarke’s HAL 9000’s birthday on January 12. Accordingly, I’m dedicating January to celebrating sci-fi in an event I call “Sci-Fanuary”.


Released: 24 August 2015
Originally Released: 28 December 1990
Developer: Digital Eclipse
Original Developer: Capcom
Also Available For: GameCube, Mobile, Nintendo 3DS, Nintendo Entertainment System (NES), Nintendo Switch, Nintendo Wii, Nintendo Wii U, PlayStation, PlayStation 2, PlayStation 4, PlayStation 5, PlayStation Portable, Tiger Electronics, Xbox, Xbox One, Xbox Series S 

The Background:
Capcom was eager to move beyond simply producing arcade titles in 1987, and thus made a dramatic debut on the revived home console market with Mega Man (or “Rockman” in the East), an Astro Boy (Tezuka, 1952 to 1968) inspired run-and-gun notorious for its difficulty. Despite widespread praise and being seen as an NES classic, Mega Man wasn’t successful enough to warrant an immediate sequel and it was only by enduring a great deal of stress that the developers improved upon the original with Mega Man 2 (Capcom, 1988). The sequel was a big hit that many regard as one of the best in the series, but it would again take two years for a third game to emerge. In that time, lead supervisor Akira Kitamura quit Capcom and artist Keiji Inafune noted that Mega Man 3’s development was chaotic as a result. Despite Mega Man’s arsenal, versitality, and lore being expanded upon in the third game, Inafune felt the final product was unpolished and full of begrudging compromises that saw many elements being excised. Yet, Mega Man 3 has continued to be met with praise; reviews noted the continued improvement of the graphics and gameplay and lauded the action and franchise appeal it helped establish. Though criticised for its excessive difficulty, Mega Man 3 sold over one million copies worldwide. Like its predecessors, it was completely remade for the SEGA Mega Drive and ported to several consoles, including this Legacy Collection release that came with quality of life features and additional bonuses to celebrate the long-running franchise.

The Plot:
Shortly after his latest defeat at the hands of Mega Man, Doctor Albert Wily apparently has a change of heart and works with Doctor Thomas Light to build a peace-keeping robot named “Gamma”. However, when eight new Robot Masters go berserk and steal Gamma’s power crystals, Mega Man must team up with his new robotic canine partner, Rush, to retrieve them.

Gameplay and Power-Ups:
Mega Man 3 does little to break the mould of its predecessors. Like the first two games, it’s a 2D, sidescrolling run-and-gun action platformer that tasks you (as Mega Man) with traversing eight levels and defeating a batch of new (and old) Robot Masters. Although you can still pick the order you challenge each stage (something made much easier with the helpful cheat sheet included with this Legacy Collection, which tells you each Robot Master’s weakness), there’s no difficulty settings like in Mega Man 2. Still, you can choose to play either the US or Japanese versions, enable a turbo mode, and customise the button layout. Not that you really need to given how simple the controls remain. A lets you jump, X fires your currently equipped weapon, Y offers an autofire option, and you pause the game to select another weapon with the Xbox’s Menu button. Mega Man 3 introduces a slide action, performed with down and A, to let you slip through narrow gaps and tunnels and beneath jumping enemies and certain projectiles, though it’s not implemented all that much. Each of the eight new Robot Masters gifts a new Special Weapon upon defeat, and Doctor Thomas Light upgrades Rush with new functions as you progress. Like in Mega Man 2, you can’t replay previous stages but there are some optional paths at times, hidden power-ups such as extra lives, Energy Tanks (great for restoring your health in a pinch), and boosts for your health and weapon energy. Mega Man 3 also offers a password system that lets you continue your progress at any time, or gain additional bonuses, though this is largely superfluous thanks to the Legacy Collection’s save state and rewind features.

Mega Man’s arsenal is bigger than ever, yet also paradoxically familiar.

While Mega Man’s trusty Mega Buster will serve you well for the most part, your battles against the eight Robot Masters will be made much simpler by equipping one of the new Special Weapons. Each has an energy meter that depletes as you use them so you’ll need to grab Weapon Energy capsules to keep this topped up, often requiring you to “farm” enemies that conveniently respawn when you move offscreen. Although they’re new weapons, some are again similar to the ones seen before (Shadow Blade, for example, is functionally identical to the Metal Blade as you can fire it upwards, downwards, and diagonally), though only the Hard Knuckle has a use outside of boss battles as it destroys certain blocks. The Magnet Missile travels horizontally unless there’s a target above, then it homes in vertically; the aforementioned Hard Knuckle is slow but deals damage on impact; the Gemini Laser fires a laser that ricochets about, and the Top Spin adds a whirlwind spin to your jump but is finnicky to control. I already mentioned the directional Shadow Blade, the Spark Shot stuns enemies, the Needle Cannon rapidly fires needle projectiles, and the Search Snake sends three small snakes across floors, walls, and ceilings. I had little use for most of these, honestly. I used the Magnet Missile the most, followed by the Shadow Blade (which is great for dispatching enemies on ladders), but had little use for the Snake Search or Spark Shot outside of boss battles so I never worried about these running  out of energy. Mega Man 3 also introduces Mega Man’s robotic canine, Rush, who effectively replaces the Items from previous games. Rush Coil springs you high into the air, Rish Jet flies across gaps for as long as your energy meter lasts, and Rush Marine does the same but when underwater. These latter two turn the action into something of a sidescrolling shooter, which helps break up the gameplay a bit, though you need to snag the energy refills as you go or you’re liable to drop to an untimely end.

The game is bigger and more detailed, and yet doesn’t seem to be innovating much.

Mega Man 3 is much bigger than its predecessors, and therefore much tougher as a result. Ladders, tricky platforming, insta-kill hazards like spikes and bottomless pits, and disappearing/reappearing blocks are commonplace, often over huge gaps. Turrets also crop up a lot, as do tunnels for you to slide through (sometimes with the risk of a drill hazard), and some stages feature a lightbulb enemy that blankets the environment in darkness until they’re destroyed. Some stages have more unique elements built into them; Magnet Man’s stage, for example, incorporates a magnetic gimmick where turbines attract you, causing no damage but putting your jumps at risk. Spark Man’s stage includes a moving electrical hazard that forces you to time your jumps to avoid damage (or a drop down a pit) and rising blocks over a bottomless pit with insta-kill ceiling spikes above, and Snake Man’s stage includes giant snake head turrets that spit massive fireballs and make the ground uneven until they’re destroyed. Gemini Man’s stage features underwater sections where your jump is much higher and your progress is blocked by destructible Pole eggs that spawn in Pole enemies when destroyed. Often, you’re tasked with making tricky jumps to small or moving platforms, usually while enemies or projectiles rain down. Sometimes these platforms are temporary, sometimes they’re moving, and sometimes you’ll need to make your own using Rush’s abilities. Four of the stages are remixed into harder challenges once you’ve defeated the eight Robot Masters, adding small cogs to Spark Man’s stage, upping Rush Coil’s use in Needle Man’s stage, increasing the spikes and Pole eggs in Gemini Man’s stage, and adding more spiked shafts to Shadow Man’s stage.

Presentation:
Mega Man 3 offers same 8-bit stylings of its predecessors, adding only a new sliding animation to Mega Man’s repertoire and little else. Sure, his sprite changes colour when a Special Weapon is equipped but the presentation is starting to feel quite samey at this point. Although bigger sprite art is used when Mega Man acquires a new Special Weapon, and in-game graphics are used for the few story cutscenes near the endgame, the title screen is a dramatic step back, being simply the game logo on a plain black background. While many large enemy sprites appear in the game, and the game is much bigger than the last two, Mega Man 3 still suffers from slowdown, sprite flicker, and screen tearing when too much is happening onscreen. The music is still a highlight, with jaunty tunes accompanying each stage and the iconic Mega Man theme kicking in, but again it’s all very familiar at this point and feels like an extension of Mega Man 2 rather than necessarily improving upon it. There’s possibly even less story here than before, at lest until the endgame. Occasionally, you’ll be challenged by Proto Man, who announces his arrival with a whistling tune and opens new areas upon defeat, but there’s no story text about this until you’re ready to track down Dr. Wily. Indeed, if it wasn’t for Doc Robot’s presence in the four remixed sages, you’d be forgiven for not even realising that Dr. Wily was supposed to have repented his evil ways. Instead, he shows up in his UFO and flees to another impressive castle, forcing you to brave six additional stages to track him down. There are a few additional flourishes to this, to be fair: Mega Man 2’s Robot Masters dramatically fuse with Doc Robot before each bout, Dr. Wily’s revealed to be a puppet at one point, and there’s a lingering mystery about Proto Man by the end.

Sprites and stages are more detailed than ever, but I would’ve liked to see more from the story.

Mega Man 3’s stages are a touch more detailed than before, but again aren’t really offering much new. Exposed wires, pale pastels, and ugly electronics are rife in Magnet Man’s stage, Hard Man’s stage takes place atop and within a rocky mountaintop, Top Man’s stage features a particularly garish blue and green pastel aesthetic that’s barely tolerable with the grass effects in the foreground, and Shadow Man’s stage appears to take place in a sewer, but one filled with red water. Spark Man’s stage is full of gears and conveyors in the background, and Snake Man’s stage has a green scale effect to every surface that makes it seem like a gigantic extension of the titular Robot Master but ends up in the clouds. Gemini Man’s stage is perhaps the most visually striking with its ice crystals, flashing blocks, and underwater coral reefs, and Needle Man’s stage is set in a futuristic city and features girders, drills, and skyscrapers. Dr. Wily’s fortress is your typical mechanical hellhole where you must breach his outer defences before tackling the tight corridors and sewer system within. While most stages have a horizontal progression, it’s not uncommon to find yourself dropping down shafts (often while dodging insta-kill spikes) or platforming across gaps. While the visual identity of the franchise is as strong as ever and the big enemy sprites are impressive, things again feel very safe and very familiar. I applaud Mega Man 3 for avoiding using cliché elemental tropes to differentiate stages, but it would perhaps have helped this title to stand out a little bit more, or maybe if there was more focus placed on the story and the mystery of Proto Man.

Enemies and Bosses:
A gaggle of new robotic foes stands between you and victory in Mega Man 3 but don’t worry, Metall is still here and now they can fly with little propellors and a giant version even acts as a sub-boss. Sniper Joe is not only missing (thankfuller!) but poorly replaced by Hammer Joe, an armoured foe who tosses a ball and chain and can only be damaged when their eyes glow, but are otherwise immobile and easy to attack. For the most part, enemies are stranger and weaker than ever: Poles can surprise you, parachuting Parasyu and annoying Elec’n’s appear at the worst times, and Peterchy’s wander about and drop down from above, but they all die in one hit. Things get a little tougher when Have “Su” Bees drop a swarm of Chibees onto you or the porcupine-like Hari Harry’s come rolling along, or the large, frog-like Bikky springs at you, but by far the most amusing and strangely dangerous for me were the pole-vaulting Bubukans. Large enemies are far more commonplace here with the likes of the Giant Springers, Gyoraibos, Penpen Makers, and the cat-like Tamas appearing often. Like the Giant Metall and Big Snakeys, Tamas act as sub-bosses; though they’re less of a hazard than the likes of Bikky as they’re completely stationary, their projectiles are large and difficult to avoid. Robotic apes, walking bombs, floating orbs, and the spinning top-firing Matasaburo round out the enemies, who appear in multiple stages, and even the Pickelman returns from Mega Man, now driving a cute little digger!

Eight new Robot Masters exist to challenge you and fall by their weaknesses again…

Yet again, you’ll face a Robot Master at the end of every stage and, as ever, the order you challenge them dictates how difficult the battle is since each one is weak to a different Special Weapon. All eight are battled again in Dr. Wily’s fortress, as is tradition, in bland arenas and when you’re at full power, making the rematches much easier. I tackled Magnet Man first, who’s weak to the Spark Shock, Shadow Blade, and even his own Magnet Missile but the Mega Buster will do him in just fine despite his magnetic shield and projectiles. His Magnet Missile makes short work of Hard Man, who blasts you with his Hard Knuckle and stuns you with a screen shaking slam. His Hard Knuckle is the key to besting Top Man, though the weapon is slow and Top Man is invulnerable when spinning; he also fires spinning tops that can be tricky to avoid thanks to Mega Mans large hat box. The Top Spin lets you whittle down Shadow Man, though I found it strangely difficult to use. Shadow Man jumps about tossing his Shadow Blade shuriken and sliding into you, so be sure to attack from the air. The Shadow Blade is great at hitting Spark Man when he leaps high into the air to fire electrical shots in all directions or charge up his big shot. I took on Snake Man next, who’s primarily weak to the Needle Cannon but can be bested with the Mega Buster. It’s a tough fight in this instance though as Snake Man jumps about and fires his little Search Snakes, which are difficult to avoid in the uneven area. The one time I used his Special Weapon was against Gemini Man, a super-fast Robot Master who duplicates himself and fires his ricocheting laser about the room. This Gemini Laser makes Swiss cheese out of Needle Man, despite his rapid-fire projectile and extendable head. As mentioned, you’ll battle all eight of these guys again in Dr. Wily’s fortress, with each dropping some health afterwards (but no energy), but you’ll also battle three Maga Man duplicates. Top Spin is the key here, and targeting the right one (he’ll teleporting the same was as you do).

Old foes return alongside mysterious rivals and Dr. Wily’s biggest creation yet!

After you defeat all eight, you’ll play through four remixed stages and battle the eight Robot Masters from Mega Man 2, two per remixed stage, with each one inhabiting Doc Robot. They sport all their familiar attacks and are vulnerable to your new Special Weapons (use Spark Shot against Air Man, for example, Shadow Blade against Bubble Man, and Top Spin against Heat Man). Occasionally, you’ll battle Proto Man, who doesn’t have a health bar and simply runs and jumps about shooting at you; he’s particularly weak to the Magnet Missile and begrudgingly aids you as the game progresses. Dr. Wily’s fortress is also home to two additional bosses, the Kamegoro Maker (simply destroy the frog-like Kamegoro it spawns) and the Yellow Devil MK-II (which is actually easier than its predecessor as its blocks are easier to void, though you do need to watch for its projectiles and deal with the Hard Knuckle’s slow fire rate). Best all of these threats and you’ll finally battle Dr. Wily once more, this time in two two-phase battles. The first is against one of his trademark machines; simply blast the lower antenna with the Spark Shot and avoid his large spinning projectiles, then watch for his pin-like legs and time your Hard Knuckle shots to hit his cockpit when it lowers. When he’s defeated, Dr. Wily will pilot the gigantic robot Gamma, which fires three projectiles from its big, stupid head in the first phase and adds an energy shot and a big fist attack in the second. Just clobber him with Hard Knuckle shots then finish him off with a Top Spin to win.

Additional Features:
There are twenty-four Achievements in the Mega Man Legacy Collection, with one specifically awarded for beating this game. Alongside different display options (such as borders and filters), the Legacy Collection offers a character database, production art, and a series of tough, time-based challenges for additional Achievements. The more challenges you complete, the more you’ll unlock, including additional remixes of Mega Man 3’s stages and even gauntlets that pity you against multiple Mega Man titles and bosses against stricter time limits. Otherwise, there’s not much else to return to in Mega Man 3 thanks to the continued lack of a high score table or avenues for exploration.

The Summary:
Mega Man 2 improved upon the first title a lot, being bigger and better while still retaining the same charm and appeal despite the increased difficulty. This is true of Mega Man 3; it’s a good two times the size of the first game and is definitely bigger than the second, but I have to say I expected a bit more by the third title. Whether that be more creativity in the weapons, more focus on the narrative, or more interesting gameplay mechanics; just give me something to make me feel its unique experience. As is, I felt Mega Man 3 didn’t quite live up to its potential; it’s still a great game, but no better or worse, overall, than its predecessor. I would’ve liked to see more focus on the Rush mechanic, perhaps even making him a secondary character or offering entire sections or bonus rounds where you play as (or on) him. I would’ve liked to see more of the narrative address Proto Man’s appearances, perhaps even make him playable in the boss rematches or show up for the final battle. The slide was cool but it’s poorly implemented, with few chances to take full advantage of its potential. Mega Man’s Special Weapons also feel increasingly useless as gameplay mechanics thanks to the continued linear direction, and I just think things should have progressed a bit further by the third title. Mega Man 3 definitely expands and adds to the formula, the point where I’d say you could skip the previous two and start here, but it doesn’t truly innovate as much as it like a feels like a stop-gap before the next game, especially in terms of its narrative.

My Rating:

Rating: 3 out of 5.

Pretty Good

Are you a fan of Mega Man 3? What did you think to Rush and the new slide mechanic? Do you agree that the formula was becoming a bit stale by this point? What order did you tackle the game’s stages and which Robot Master gave you the most trouble? Would you have liked to see and learn more about Proto Man? ? How are you celebrating the science-fiction genre this month? Whatever your thoughts and memories of Mega Man 3, please leave them below and be sure to check out my other Mega Man reviews across the site!

Game Corner [Sci-Fanuary]: Mega Man 2 (Xbox Series X)


January celebrates two notable dates in science-fiction history, “National Science Fiction Day” on January 2 and Arthur C. Clarke’s HAL 9000’s birthday on January 12. Accordingly, I’m dedicating January to celebrating sci-fi with an event I call “Sci-Fanuary”.


Released: 24 August 2015
Originally Released: 24 December 1988
Developer: Digital Eclipse
Original Developer: Capcom
Also Available For: GameCube, Mobile, Nintendo 3DS, Nintendo Entertainment System (NES), Nintendo Switch, Nintendo Wii, Nintendo Wii U, PlayStation, PlayStation 2, PlayStation 4, PlayStation 5, PlayStation Portable, Tiger Electronics, Xbox, Xbox One, Xbox Series S 

The Background:
In 1987, Capcom sought to move away from producing arcade titles and make their debut on the revived home console market with Mega Man (known as “Rockman” in Japan), a run-and-gun title inspired by Astro Boy (Tezuka, 1952 to 1968) that became notorious for its difficulty. Although widely praised and now regarded as an NES classic, Mega Man wasn’t successful enough to justify an immediate sequel. The developers were only permitted to work on a follow-up alongside other projects, creating a great deal of stress for all involved. Still, the small team was determined to improve upon the graphics, gameplay, and music of the original. Scrapped ideas from Mega Man made their way into the sequel, which also introduced support items to aid the player and address the difficulty of the first game. Contrary to Mega Man’s low sales, Mega Man 2 was a huge success, selling over 1.5 million copies and being met with unanimous praise. Reviews lauded the improvements to the controls and difficulty curve and the refined graphics and mechanics, and the game is renowned as one of the best in the series. In the years since its release, Mega Man 2 was ported several times, including a remake for the SEGA Mega Drive, before being released alongside the first five titles with this Legacy Collection release, which included quality of life features and additional bonuses to celebrate the long-running series.

The Plot:
After being defeated by Mega Man, the maniacal Doctor Albert Wily creates his own Robot Masters and constructs a new fortress to strike back at his foe, compelling Rock to once again confront the mad scientist.  

Gameplay and Power-Ups:
Like its predecessor, Mega Man 2 is a 2D, sidescrolling run-and-gun action platformer that places you back in control of fighting robot Mega Man, now tasked with blasting through eight levels and defeating a Robot Master in each. As before, the player can pick the order they tackle each stage and boss, meaning Mega Man 2’s difficulty is placed in your hands (luckily, the Legacy Collection includes a helpful cheat sheet) as Robot Masters are vulnerable and resistant to different weapons. Unlike the previous game, the difficulty can be further increased if players select the “Difficult” mode on the title screen, though there is now a password system to save your progress (something negated by the Legacy Collection’s manual save feature). Once again, the Legacy Collection edition offers the US and Japanese versions and options to speed up the gameplay and configure the button layout to your liking, The default setup, though, is perfectly acceptable and exactly the same as before: you jump with A, fire your currently equipped weapon with X and use an autofire function with Y, and bring up the pause menu to select different “Special Weapons” with the Right Bumper. Each Robot Master you defeat grants you a new Special Weapon, and Doctor Thomas Light gifts three additional ones as you progress. Since you can’t replay previously completed stages this time, there’s no need to worry about backtracking for missed items, but certain weapons (such as the Crash Bomber and the Items) will open paths to goodies such as extra lives and the new Energy Tank power-up. You can store up to four of these and they’re great for restoring your health in a tight pinch, though you can still abuse the Legacy Collection’s rewind feature with the Left Bumper. While Mega Man gains some new Special Weapons, his default abilities are unchanged. He still can’t duck or slide, but levels are still created to take advantage of his platforming and shooting skills so this is more of a nit-pick.

Mega Man takes on eight new stages, eight new Robot Masters, with eight new abilities!

As before, Mega Man is equipped with his Mega Buster, but this can be swapped out for a Special Weapon after defeating each of the eight Robot Masters. Each Special Weapon has an ammo meter that depletes with use and you’ll need to collect Weapon Energy capsules to partially or fully refill this, meaning you may need to “farm” the enemies that conveniently respawn right before each boss room. While some Special Weapons are similar to those of the last game (the Crash Bomber isn’t too dissimilar to the Hyper Bomb, for example, and the Quick Boomerang is very much like the Rolling Cutter), they are some of the most iconic in the franchise. Metal Man’s Metal Blade is super useful as you can fire it upwards, downwards, and diagonally, which is great for taking out aerial enemies or when climbing ladders. Wood Man’s Leaf Shield surrounds you in a shield of leaves that blast ahead as soon as you move, Bubble Man’s Bubble Lead drops a heavy bubble that rolls along the floor, and the Air Shooter acquired from Air Man sends mini tornados hurtling upwards. The aforementioned Crash Bomber has a bit of a delay, but its explosion is great for destroying certain blocks and dealing big damage. The Quick Boomerang is a great rapid-fire projectile, and Flash Man’s Time Stopper is essential for getting past the insta-kill lasers in Quick Man’s stage, though you’re left completely defenceless once it’s activated. Of them all, I found Heat Man’s Atomic Fire the most useless; in fact, I don’t recall using it once! The Magnet Beam from the first game is expanded into three additional “Items” gifted by Dr. Light after defeating certain Robot Masters. Used correctly, they’re invaluable for crossing bottomless pits, beds of spikes and rushing water, and scaling tall shafts and Dr. Wily’s tower. Item-1 creates a vertical platform and you can place up to three at once to create temporary bridges, Item-2 carries you horizontally across large expanses on a rocket-powered platform, and Item-3 bounces along until it hits a wall, then it crawls upwards to give you an extra boost.

The game’s difficulty is upped a notch by more insta-death hazards and tricky platforming gimmicks.

If Mega Man was challenging, Mega Man 2 is tough! I probably made things harder for myself by playing on “Difficult”, but this was a hell of a challenge. The score system is gone and you get a few extra lives from enemies or within levels, and I’m sure the password system helped back in the day, but I’m not sure how anyone beat this game without the quick save and rewind features of the Legacy Collection. Bottomless pits, respawning enemies, insta-kill hazards, and projectiles are commonplace obstacles, with Mega Man 2 boasting more sprites than its predecessor. Falling, temporary, or hazard-strewn platforms dog your progress as much as vertical shafts forcing you to scale ladders or make blind jumps, often requiring split-second reflexes to avoid spikes or lasers. Conveyer belts push you along or work against you, slippery blocks send you careening towards hazards, disappearing blocks over bottomless pits will have you on the edge of your seat, and enemies surprise you from the foreground and offscreen. In Bubble Man’s stage and the third Dr. Wily stage, you’ll take a dip in water; this slows your forward momentum but increases your jump height, forcing you to rethink even simple jumps. The fourth Dr. Wily stage includes annoying false floors that are indistinguishable from the rest of the terrain and can drop you down a screen, while Crash Man’s stage features a lot of ladder climbing and alternate routes that can lead to goodies or enemies. Thankfully, the rewind and manual save feature can assist you, but it definitely pays to play the stages in an efficient order so you can make short work of each Robot Master.

Presentation:
At first glance, Mega Man 2 is more of the same 8-bit goodness offered by the original. Mega Man’s sprite is exactly the same, with no new animations or expressions beyond changing colour when a Special Weapon is equipped and some new sprites to represent those abilities. However, the game impresses from the start with its text-based story and dramatic pan up a large skyscraper to find Mega Man brooding on the rooftop alongside a far more impressive title screen. The game still struggles a bit when too much is happening on screen; sprite flickering, slowdown, and screen tearing are commonplace issues but, overall, the stability seems much improved and the very fact the game has eight stages, eleven new abilities, two difficulty settings, and a password feature shows it’s built upon its predecessor. One area where Mega Man 2 really impresses is its music; every stage is accompanied by a jaunty or rocking tune, with Crash Man’s being a particular highlight. There’s a little more story here as well; Dr. Light communicates to you every now and then to bestow a special Item and there are more cutscenes of Dr. Wily escaping in his UFO. There are also a few more graphical touches in some stages: Flash Man’s stage is a touch maze-like at times, offering higher and lower paths to take, and Quick Man’s has a lot of vertical drops where you’ll be biting your bottom lip to avoid the deadly lasers. Bubble Man’s stage has an (admittedly ugly) waterfall in the background of the opening section, and there are even moments where the entire screen goes black save for the character and enemy sprites.

Though still simplistic and handicapped, the visual and graphical variety is much improved.

In fact, while the eight stages aren’t exactly trendsetting for this era of gaming, the levels on offer in Mega Man 2 have far more visual variety than in the first game and better suit their associated Robot Master. Metal Man’s stage is a mess of gears and industrial aesthetics that’s full of drills and weighted spiked obstacles. Wood Man’s stage impresses for the time with its surprisingly detailed forest, which extends underground and to the treetops, as does Bubble Man’s stage (waterfall notwithstanding), which eventually drops you into the sea where you must rethink every jump to avoid death. Air Man’s stage takes place up in the clouds, and even behind them at times, with Mega Man hopping to small, hazardous, and floating platforms to progress, while Crash Man’s stage is a construction site that’s a mess of yellow pipes, ladders, and these little rolling platforms you ride to reach ladders. Heat Man’s stage is either in a sewer or some kind of lava-filled underground cavern, it’s hard to tell the difference, but I enjoyed the rushing liquid and the disappearing block platforms (especially as Item-2 allows you to completely bypass them). Flash Man’s stage has a blue sheen to it and slippery floors, while Quick Man’s stage is more mechanical and almost a prelude to the challenge offered by Dr. Wily’s castle. Yes, after besting the eight Robot Masters, you’ll travel to Dr. Wily’s newest fortress: six additional stages containing recycled and reimagined gimmicks and hazards from the previous levels. These exist alongside new aesthetics, such as the rocky/fortified exterior and lengthy outer wall, the industrial interior with its giant fans, dripping water, and teleport pads, and the final showdown in Dr. Wily’s control room, sadly relegated to the pre-credits cutscene in favour of a bland final battle against the rushing backdrop of space.

Enemies and Bosses:
A whole host of new robotic enemies awaits you in Mega Man 2, though there are a couple of familiar faces here: Neo Metall hides behind its hard hat and fires projectiles like its predecessor but is bold enough to rush you, too. A renewed Sniper Joe also returns, still hiding behind a shield but now staying completely still. However, they make up for this by controlling giant mech walkers that almost act like mini bosses unless you have the Air Shooter or Leaf Shield. Similarly, you’ll encounter gigantic robotic Lantern Fish in Bubble Man’s stage. These perpetually spit out shrimp-like Shrink’s and can only be destroyed by shooting the lure on its head. Another gigantic quasi-mini boss are the Hot Dogs encountered in Wood Man’s stage; while they don’t move, they breathe plumes of fire that are difficult to avoid in the cramped tunnels. Most other enemies can be destroyed in one or two shots and are largely more manageable compared to the first game, though the constant respawning can be a headage. Bubble Bats, crab-like Claws, Tellys, and Springers are all commonplace and good for farming ammo or health, while Crabbots, Robo-Rabbits, and Pierobots can cause some headaches due to their small size, versatile firing range, and suddenness of their appearance, respectively. Enemies like Croaker, Pipi, and Blocky should be taken out quickly to avoid them spewing up smaller enemies or spreading themselves as projectiles. Air Tikkis and Lightning Lords act as platforms in Air Man’s stage, where Fan Fiends blow you back, and Crazy Cannons shoot at you through the environment. I was very impressed by the visual variety and character in Mega Man 2’s enemies, with guys like the speedy Atomic Chicken, Hothead, and Mecha Monkey being fun standouts for their large sprites and toughness.

Tackling the Robot Masters in the right order is still the best option.

As before, every level ends in a battle against one of the eight Robot Masters in a specially prepared arena and is accompanied by an ominous boss theme and a helpful health bar. The Robot Masters will be significantly easier to battle if you have the Special Weapon they’re weak to on hand; without these, even the easiest Robot Master is a challenge, so I tackled Metal Man first. Fought on a conveyer belt floor that switches your direction, Metal Man tosses gear-like projectiles as he hops about the arena; he’s weak to the Quick Boomerang and his own weapon, but easily falls to the Mega Buster with enough patience. Armed with his Metal Blade, I then fought Wood Man (though Atomic Fire works well, too), who is invulnerable when his Leaf Shield is up. You need to carefully jump to avoid both this and the falling leaves to attack when he’s vulnerable, making for a tricky boss if you’re low on health. The Metal Blade also makes short work of Bubble Man, who’s fought underwater. While your jumping is restricted and he swims about dropping Bubble Leads, it’s easy to pick him off with the versatile Metal Blade or Leaf Shield. The Leaf Shield also makes short work of Air Man, though it can be hard to land a direct hit thanks to his mini tornados. Similarly, Heat Man is decimated by the Bubble Lead but only when you land a hit. When he’s enflamed or teleporting or you’re stuck in his flame pillars, the battle can go south pretty quickly. Crash Man may be erratic and dangerous with his timed mines, but the Air Shooter takes care of him pretty quickly. Flash Man is also quite easy, especially with the Metal Blade or Crash Bomber that obliterate him before he can even think of freezing you in place with Time Stopper. But Quick Man…he was a tough one the first time. It’s very helpful to farm ammo for the Time Stopper as a fully charged shot will drain half his health, then it’s just a case of timing your Crash Bomber shots, which can be tough as he hops about and fires a lot of projectiles.

Dr. Wily’s greatest creations, and his true alien form (?), await in his fortress.

When tackling Dr. Wily’s fortified fortress, you’ll rematch all eight Robot Masters before taking on the mad scientist. This time, they’re fought in bland arenas and drop large Health Capsules upon defeat, plus you have all the Special Weapons so they’re much simpler in the rematches. Before you can get to them, you must best four additional boss battles. First up is the Mecha Dragon, which chases you across an empty void, forcing you to hop to small blocks to avoid being one-shotted, then breathes fire plumes and fireballs at you. Fortunately, the Quick Boomerang cuts this beast down, but it’s still easy to fall to your death from knockback. Next, you battle Picopico-kun, which is essentially the walls and floor of a small arena coming to life to attack you, but they’re easily bested with the Bubble Lead. Guts Man returns as the mammoth Guts Tank, a large sprite that tests the game engine’s performance and spits both projectiles and Neo Metalls, as well as attacking with its large fists. By hopping onto its base and making liberal use of the Quick Boomerang, you can bring this foe down without too much trouble, however. The Boobeam Trap is a little tricker, though, especially if you haven’t got full Crash Bomber ammo. You need to destroy the walls protecting the five turrets, so you need all your Crash Bomber ammo for this; you also need to dodge the flurry of projectiles each first, too (though you can rapidly pause to glitch through them). Once you’ve cleared these challenges, you’ll face a two-phase battle against Dr. Wily’s newest machine. In the first phase, he fires projectiles in a low arc; hop over them and target the cockpit with the Crash Bomber or Atomic Fire and he’ll be exposed, adding a more sporadic bouncing shot to his arsenal. After enough hits, Dr. Wily retreats and transforms into an alien that saps your health on contact. The alien flies about firing easy-to-dodge projectiles and is vulnerable only to the Bubble Lead. With patience and well-timed attacks, Dr. Wily’s simulation (and plans for world domination) will be ended and he’ll be left begging for mercy once more.

Additional Features:
The Mega Man Legacy Collection offers twenty-four Achievements, with one being awarded when you complete Mega Man 2. Alongside numerous display options (such as applying borders and filters), the Legacy Collection offers a character database, production art, and sound test for the game. You can also take on tough, time-based challenges for additional Achievements in the game’s “Challenge Mode”, which tasks you beating remixed stages from Mega Man 2, tackling the Robot Masters once more, and taking on challenges set by the developers to prove your mastery of the game. Completing challenges unlocks yet more of these tests, with Mega Man 2’s stages and bosses being remixed into others alongside gauntlets. Otherwise, you may wish to return to Mega Man 2 to tackle the “Difficult” mode, where enemies have altered attack patterns, Mega Man’s attacks deal less damage, and the Robot Masters have more health.

The Summary:
There’s a good reason why Mega Man 2 is considered one of the best of the classic Mega Man games. It takes everything that worked in the previous game and expands upon it, adding new abilities to Mega Man’s arsenal (if not his base moves), more visual variety, and an absolutely kick-ass soundtrack. The difficulty may be cranked up a little, but the game does compensate for this: the password system, for one, and a slightly more linear progression system where the player doesn’t have to worry about backtracking. Unfortunately, you can still hit a wall if you don’t challenge the stages and Robot Masters with the right Special Weapons. My first time through, I couldn’t get past Quick Man and ended up starting over and saving him for last, for example. Insta-death hazards are far more aggravating this time around; those laser beams offer no quarter, forcing you to drain your Time Stopper ammo to survive and then farm mech-riding Sniper Joes to replenish it enough to battle Cut Man. Though the Legacy Collection mitigates a lot of these issues, I do wonder how gamers survived Mega Man 2’s challenge back in the day. While the stages are much richer and more detailed and I appreciate the added emphasis on story and the new enemy sprites, I think Mega Man 2 played things a little too “safe”. Sure, it’s technically bigger and runs a lot better and the visuals are tweaked and improved, but it feels like Mega Man was a proof of concept for this game, and this is simply Mega Man 1.5, adding minor improvements here and there. There are no additional playable characters, for example, and the stages didn’t feel longer or much more than expansions on what came before. I think I’d rather play Mega Man 2 than the original, for sure, though. It feels much more refined and laid the foundation for the games that followed and has earned its reputation. But, by repeating a lot of the same beats of the first game, I feel it doesn’t deserve to be rated any higher than its predecessor, despite being a noticeable improvement.

My Rating:

Rating: 4 out of 5.

Great Stuff

Did you enjoy the improvements made to Mega Man 2 back in the day? Do you also consider it to be one of the best of the classics or do you prefer a different entry? What order did you tackle the game’s stages and which Robot Master gave you the most trouble? What did you think to the game’s difficulty and the new Special Weapons? Were you surprised when you fought an alien in the finale? How are you celebrating the science-fiction genre this month? Whatever your thoughts and memories of Mega Man 2, please leave them below and be sure to check out my other Mega Man reviews across the site!

Game Corner [Sci-Fanuary]: Mega Man (Xbox Series X)


January celebrates two notable dates in science-fiction history, “National Science Fiction Day” on January 2 and Arthur C. Clarke’s HAL 9000’s birthday on January 12. Accordingly, I’m dedicating January to celebrating sci-fi with an event I call “Sci-Fanuary”.


Released: 24 August 2015
Originally Released: 17 December 1987
Developer: Digital Eclipse
Original Developer: Capcom
Also Available For: GameCube, Mobile, Nintendo 3DS, Nintendo Entertainment System (NES), Nintendo Switch, Nintendo Wii, Nintendo Wii U, PlayStation, PlayStation 2, PlayStation 4, PlayStation 5, Xbox, Xbox One, Xbox Series S

The Background:
Prior to 1987, Capcom was primarily known for their arcade titles and Mega Man (or “Rockman” as it was known in Japan) was specifically conceived to be their first venture into the home console market, which was seeing a resurgence thanks to Nintendo’s efforts. Inspired by Astro Boy (Tezuka, 1952 to 1968), artist Keiji Inafune designed Mega Man’s iconic, chibi­-style look that was absolutely butchered when Mega Man released in the United States. Mega Man was developed by a team of only six people and incorporated a “rock, paper, scissors” methodology to its bosses, which would be vulnerable to specific weapons. Despite its reputation as one of the hardest videogames of its era, Mega Man received critical acclaim. It’s widely regarded as one of the all-time NES classics, largely because of the challenge involved, and spawned a popular and sprawling series of videogames, comic books, and cartoons over the following decades. Over the years, Mega Man has been re-released several times: it was completely remade for the SEGA Mega Drive in 1994, rebuilt into a 2.5D PlayStation Portable-exclusive title in 2006, and finally came to modern consoles alongside its first five sequels with this Legacy Collection release, which included quality of life features and additional bonuses to celebrate the long-running series. 

The Plot:
In the year 20XX, the kindly Doctor Thomas Light’s robots are turned into malevolent “Robot Masters” by Dr. Light’s rival, Doctor Albert Wily. In response to this threat, Dr. Light’s assistant, Rock, volunteers to become the fighting robot Mega Man, defeat the Robot Masters, and confront Dr. Wily in his dangerous robot factory. 

Gameplay and Power-Ups:
Mega Man is a 2D, sidescrolling run-and-gun action platformer in which players assume the role of the chibi­ fighting robot Mega Man (despite what the atrocious American box art would have you believe) and blast your way through six levels to track down and defeat the six Robot Masters. You can freely select the order you want to play these levels, but you’ll have a much easier time if you consult an online guide (or the handy cheat sheet that comes with this Legacy Collection version of the game) and tackle the stages in a specific order as Robot Masters are extremely vulnerable to certain weapons so it makes the game a lot easier if you plan out which order you’re going to tackle its levels. The Legacy Collection release lets you pick between the Mega Man and Rockman versions, speed up the gameplay, and freely configure the button layout, but the basic setup is perfectly fine for gameplay. By default, A jumps, X fires your currently equipped weapon, Y enables an autofire function that’s more like a rapid-fire mode, and B does nothing. The Right Bumper brings up the in-game pause menu where you can select different “Special Weapons” to equip to Mega Man’s Mega Buster arm cannon, the Left Bumper allows you to rewind the game if you make a mistake, and you can manually save at any time from the main pause menu. Mega Man is a little limited in his abilities here; you can run, shoot, and jump and shoot and that’s about it. There’s no slide, dash, or wall jumping here, just the basics, but that’s enough to get through most levels if you’re skilled and patient enough. 

Blast and platform through stages using versatile Special Weapons.

However, Mega Man’s abilities increase as you clear stages and defeat the Robot Master. Each victory adds the Robot Master’s signature ability to your Special Weapon list, providing additional means to traverse stages, defeat enemies, and easily dispatch subsequent Robot Masters. Unlike the Mega Buster, the Special Weapons have finite ammo; each has a bar that depletes upon use and you’ll need to pick up blue Weapon Energy capsules to partially or fully refill the meter. Since each Special Weapon has its own ammo, you’ll need to switch between them to fill each up, though smaller Weapon Energy capsules are often dropped by enemies easily defeated with the Mega Buster. Enemies also drop Life Energy cells to refill your health, and you’ll find larger variants of both and the odd extra life hidden in each level, usually near a death trap. Still, six Robot Masters means six Special Weapons: Cut Man’s Rolling Cutter sees you toss out a pair of boomerang-like scissor blades, Elec Man’s Thunder Beam fires electrical bolts above and ahead and is great for clearing large blocks out of your way, and Ice Man’s Ice Slasher fires arrow-shape ice projectiles that can freeze enemies and flame bursts to create temporary platforms. Fire Man’s Fire Storm blasts out a fireball and temporarily protects you with a flaming shield, Bomb Man’s Hyper Bomb sees you throw a large bomb that’s slow and takes a while to explode but deals heavy damage, and Guts Man’s Super Arm allows you to pick up and throw certain blocks. There’s also an additional power-up hidden in Elec Man’s stage; once you have the Thunder Beam or Super Arm, you can clear away the blocks to snag this item, which creates temporary energy platforms. Luckily, you can replay any level at any time to challenge the bosses again or acquire this item if you missed it the first time, and you’ll absolutely need it to clear Dr. Wily’s stages. 

The game is notorious for its punishing difficulty and testing your platforming skills.

Mega Man is not a game to be taken lightly; every stage is full of bottomless pits, tricky jumps, annoying enemies with erratic attack patterns that respawn the moment you edge off the screen, and other hazards designed to sap your health or whittle away your lives. Every enemy you defeat awards you points, though these appear to be completely useless. If you exhaust all your lives, you can choose to continue as often as you like or return to the stage select screen with all your progress saved, which is helpful, though I’m sure it was exhausting back in the day having to replay the tougher stages right from the start. The Legacy Collection’s rewind feature circumvents that but Mega Man is still tough. You’ll be climbing up and down ladders, hopping to blocks that vanish almost immediately, dropping down shafts and avoiding instant death spikes, and taking out flying enemies to buy yourself enough time to make a jump before the next one pops up. Wall and ceiling turrets, slippery ice in Ice Man’s stage, flame bursts in Fire Man’s stage, electrical currents in Elec Man’s stage, flying platforms that also shoot projectiles, and riding broken tracks on platforms that drop under you in Guts Man’s stage can all be difficult challenges to overcome. Pretty much all these gimmicks are then recycled in Dr. Wily’s gauntlet at the end of the game. Here, you’ll have to plough through four additional stages, each with an abundance of instant death pits and hazards and rematches against the Robot Masters (and battles against other bosses) in even more restricted arenas, which all put your skills to the test. Truthfully, I was always intimidated by Mega Man because of its notorious difficulty, but it wasn’t as bad as I thought, though I wholeheartedly put this down to me making liberal use of the rewind feature. 

Presentation:
Obviously, you’re going to need to temper your expectations for Mega Man; it’s an 8-bit title that originally released on the NES, a console not exactly known for its processing power. Still, everything is bright and colourful here; backgrounds aren’t always the most detailed and Mega Man is a pretty simplistic character sprite, but simple often works best in these types of games. Mega Man has a great deal of personality with his exaggerated head and arm cannon, blinking when left idle, wearing a look of agony when hit, and dramatically exploding into a shower of pixelated circles when killed. Every time you equip a Special Weapon, Mega Man’s sprite changes colour so you know what you have equipped (red for Fire Storm, yellow for Thunder Beam, etc) and he hops around with just the right level of control and dexterity, only really being unwieldy when skidding about in Ice Man’s stage. His hit box is quite large, though, as are those of his enemies, so there’s very little margin for error when battling enemies up close. Additionally, the game struggles a bit when there are a lot of sprites on screen. Screen tearing, sprite flickering, and collectibles quickly disappearing are commonplace and the action will slow down if too many sprites appear at once even with the Legacy Collection’s performance boosters.  

Mega Man sports a colourful, if garish, anime-inspired aesthetic.

While each level is aesthetically very similar, primarily being composed of a series of mechanical platforms and surfaces, they do have unique elements and colour palettes to separate them. Elec Man’s stage focused more on vertical progression, for example, with different ladder-based routes offering different enemies and hazards to bypass, while Guts Man’s stage takes place in a mine, with mine tracks and a rocky aesthetic punctuating this. Ice Man’s stage is fittingly covered in slippery snow and ice and even features water-based sections where your movement speed is dramatically hampered, and Bomb Man’s stage features large gold spherical buildings in the background. Dr. Wily’s stages are probably the most impressive, with lots of blinking lights and mechanical trappings emphasising the danger of his lair, while boss battles take place in enclosed arenas fitting for their inhabitants. Mega Man’s story is only related in the ending, which shows Mega Man returning home to Dr. Light and shedding his armour, though it includes some of the catchiest bit-tunes of its era, so it’s nice that the Legacy Collection includes the complete soundtrack on the disc. 

Enemies and Bosses:
A whole host of robotic minions will dog your progress in Mega Man, many of which spit projectiles either right at you, in a spread, or in an explosive burst, and some of which even shield against your attacks or can only be destroyed with specific Special Weapons. Enemies like the Bunby Helis, Kamadomas, Mambus, penguin-like Pepes, and Bullet Bill-like Killer Bombs will fly, float, and rocket across the screen to screw up your jumps, turrets sit on walls and ceilings, and the Adhering Suzies make traversing narrow corridors a massive pain as they wander back and forth and up and down. Mega Man so debuts some of the franchise’s most recognisable enemies, the Metall, a little robot who hides under a construction helmet and peeks out to spit projectiles at you, and Sniper Joe, a pistol-firing marksbot who hides behind a shield and requires the use of the Hyper Bomb to defeat. The Hammer Bros.-like Pickelman also carries a shield but tosses an endless supply of pickaxes at you, often hopping between platforms to up their annoyance factor, while spherical Watchers slowly float up and down, shooting projectiles and knocking you from ladders on Elec Man’s stage. Ice Man’s stage is also home to the wacky Crazy Razy, a robot who can detach its head from its body! Many stages also include a sort of mini boss, the Big Eye, a large robot that jumps about trying to crush you. Multiple versions of this enemy are found in Dr. Wily’s stage and they can take a lot of hits to defeat for very little reward, so it’s easier to simply run underneath them when they do a big hop and avoid them entirely. 

Each Robot Master has a specific weakness and yields a powerful Special Weapon.

Each stage culminates in a battle against one of the six Robot Master’s. Before battling them, you usually have to bypass a Big Eye and a corridor full of enemies, hazards, and a few power-ups before you’re locked into an arena, the awesome boss them kicks in, and the bosses health meter appears onscreen. The difficulty of the Robot Masters is entirely based on what Special Weapons you have on hand. f you don’t have the weapon they’re weak to, they can be quite tough but, with the right weapon equipped, they become a joke. With this in mind, the first Robot Master I fought was Cut Man, who runs and jumps about tossing his boomerang-like scissor blades at you. You can easily avoid this and defeat him with the standard Mega Buster, and then use the Rolling Cutter to decimate Elec Man, whose three-way Thunder Beam is as nothing to this weapon. Similarly, while Ice Man fires three freezing arrow-like projectiles, the Thunder Beam will do him in in no time. His Ice Slasher makes quick work of Fire Man (though he’s still quite tricky thanks to his erratic movements and flaming shield), and the Fire Storm is the best way to take out Bomb Man, who jumps across the arena tossing large bombs. Bomb Man’s Hyper Bomb is the key to taking out Guts Man, who’s probably the most difficult of the six Robot Masters. He causes the screen to shake when he stomps, leaving you stunned, and tosses massive boulders at you, and the Hyper Bomb takes so long to go off that it’s easy to miss your target. All six Robot Masters are fought again in Dr. Wily’s stage, in new arenas with less room to manoeuvre, though you can simply use the same tactics to defeat them. 

Dr. Wily stacks his greatest creations against you in the tough-as-nails finale.

Alongside facing off with the six Robot Masters in Dr. Wily’s stage, you’ll also battle three other boss robots before confronting the mad scientist himself. The first of these is the now iconic Yellow Devil, a massive blob-like monstrosity that can dismantle itself to appear on either side of the arena. These blocks can be difficult to avoid, even with the rewind feature, and you only get a split second to attack its one, small weak spot (the eye, which also fires shots at you) before it dismantles itself again. Thankfully, there’s a brilliant exploit where you equip the Thunder Beam, fire it at the Yellow Devil’s eye, and rapidly pause and unpause the game as the shot hits its target, which will obliterate this boss in record time. Next, you must face an exact duplicate of Mega Man, who copies whatever weapon you have equipped and has all the same abilities as you. I found the best method was to equip the Fire Storm, hop over his attacks, and blast away, whittling down the doppelgänger’s health with the weapon’s shield ability. Finally, you’ll battle a series of CWU-01P robots underwater; these appear from one of three parts of the arena, rotate in a clockwise pattern, and are shielded by a bubble. You’ll need to jump over them and blast at their central cores to destroy them, though they get faster and faster the more you destroy. Once you’ve triumphed, you’ll face off with Dr. Wily, who attaches his flying saucer to a gigantic machine that slowly lumbers side to side firing projectiles in an arc that can be as hard to avoid as the machine’s hit box. Equip Fire Storm again and attack the giant gun arm on the front to expose Dr. Wily and begin the second phase, where the machine fires balls of energy in a spiral pattern. The weak spot is now on the top of the craft, so equip the Thunder Beam and blast away, doing your best to not get boxed into a corner, and you’ll soon have Dr. Wily begging for mercy. 

Additional Features:
There are twenty-four Achievements available in Mega Man Legacy Collection, with one awarded specifically for beating this game. In addition to different display options (including borders and filters), the Legacy Collection allows you to view a character database and production art and take on a series of tough, time-based challenges for additional Achievements. “Challenge Mode” gives you six minutes and thirty seconds to conquer remixed stages from this game, five minutes and thirty seconds to defeat the Yellow Devil, and battle all six Robot Masters in a boss rush without the use of Special Weapons. The more challenges you complete, the more you’ll unlock, including additional remixes of Mega Man’s stages and even gauntlets where you play through multiple Mega Man titles and against the game’s bosses against stricter time limits. Otherwise, there’s not much else to return to in the base game. There’s no high score table so it’s a bit pointless to try and outdo your higher score, though it’s a fun enough game to play through again so you can always come back for that (and for the nostalgia factor). 

The Summary:
I’ve always had a soft spot for the Mega Man series, despite never really playing any of the games. Until I got the Legacy Collection games, I’d only finished one Mega Man title and I’d always wanted to play more but was put off by the difficulty factor. Thankfully, the Legacy Collection includes a rewind and save state feature, making Mega Man much more accessible to someone like me, who grew up playing SEGA’s consoles and largely avoided some of Nintendo’s more infamously difficult titles. I’m happy to say that I really enjoyed Mega Man; I can see how it would be frustrating and tricky to play through without modern quality of life features, though the infinite continues and various hidden checkpoints throughout the stages is a benefit. While the levels are mainly defined by a few gimmicks and their steadily increasing difficulty, I liked the freedom of choice on offer. You can make the game much harder or easier depending on which order to take on the Robot Masters and nothing ever felt spitefully unfair, with hazards and enemies being a question of trial and error more than aggravation. Mega Man is a visually appealing character and I enjoyed utilising his Special Weapons, especially to cut through the Robot Masters, who also exhibit a lot of personality in their little introductory cutscenes. Dr. Wily’s final barrage of stages and bosses is a definite uphill battle but exploits and memorisation definitely swing things in your favour, and I was really enjoying the jaunty tunes that peppered the game’s stages. There’s some additional challenge and replay value added in the Legacy Collection version with the time trials and boss gauntlets, which will test seasoned players, so I’d absolutely recommend picking up this collection to experience the most accessible version of this original game. 

My Rating:

Rating: 3 out of 5.

Pretty Good

Was Mega Man a staple of your NES library back in the day or did you first play it on a different console? Which order did you tackle the game’s stages in and did you also have to replay Elec Man’s stage for the Magnet Beam as I did? Which of the Robot Masters and Mega Man’s Special Weapons was your favourite? What did you think to the difficulty of the game and the quality of life features included in this version? Which Mega Man game is your favourite and would you like to see more titles released in the franchise? How are you celebrating all things science-fiction this month? Whatever your thoughts and memories of Mega Man, feel free to leave them below and be sure to check out my other Mega Man reviews across the site!

Game Corner [Sci-Fanuary]: Star Fox 64 / Lylat Wars (Nintendo Switch)


January celebrates two notable dates in science-fiction history, “National Science Fiction Day” on January 2 and Arthur C. Clarke’s HAL 9000’s birthday on January 12. Accordingly, I’m dedicating January to celebrating sci-fi in an event I call “Sci-Fanuary”.


Released: 25 October 2021
Originally Released: 27 April 1997
Developer: Nintendo EAD
Also Available For: iQue Player, Nintendo 64, Nintendo Wii, Nintendo Wii U (Original); Nintendo 3DS (Remake)

The Background:
In their effort to break into the 16-bit market, Nintendo forged a close relationship with Argonaut Software, leading to the ground-breaking creation of the “Super FX” chip and the Super Nintendo Entertainment System’s (SNES) ability to process 3D graphics. Nintendo and Argonaut drew inspiration from the original Star Wars trilogy (Various, 1977 to 1983) to showcase the chip with arcade shooter Star Fox (1993). However, despite becoming the fastest-selling videogame in North America and garnering rave reviews, a sequel was unceremoniously cancelled so Nintendo could focus on the more powerful Nintendo 64. Although gamers had to wait over twenty years for Star Fox 2 to be released, lead producer and series creator Shigeru Miyamoto spearheaded a Nintendo 64 entry that began as a port of the original game as the developers struggled to adapt to the Nintendo 64’s hardware. After six months of testing, Nintendo higher-ups were apparently unenthusiastic, though it took only a ten second demonstration at Shoshinkai 1995 for the project to be approved. Artist Takaya Imamura was heavily involved in many aspects of the game, from the art direction to gameplay mechanics, while Miyamoto sought to both build upon the existing mechanics and recycle some of the work that had gone into the cancelled Star Fox 2, specifically the multiplayer mode and branching paths. The developers created new craft for the Star Fox team to utilise (though on-foot sections were scrapped due to time constraints), and the game was the first in the Nintendo 64 library to use the Rumble Pak peripheral. Retitled to Lylat Wars in Europe, Star Fox 64 released to critical acclaim. The multiplayer and gameplay were highly praised, and it even initially outsold Super Mario 64 (Nintendo EAD, 1996). Despite this, it would be another five years before there was another game in the franchise, though it did receive an equally successful 3DS remake in 2011 alongside numerous ports, and it’s highly regarded as one of the best in the series.

The Plot:
Five years after being exiled for biological warfare, the mad scientist Andross attacks the Lylat system, causing General Pepper to hire the Star Fox team – Fox McCloud, Falco Lombardi, Slippy Toad, and Peppy Hare – to defend the worlds within.

Gameplay and Power-Ups:
Star Fox 64 is an arcade-style, space-based shooter that largely takes place on-rails and with you back in control of an Arwing space craft. In many respects, the game is a remake of the original Star Fox, taking few elements from the cancelled Star Fox 2. You’re back controlling Fox alone with three AI-controlled wingmen helping you out, and there are no real-time strategy elements to think about (though the path you take and the missions you tackle will change depending on how you play). If you’re new to the game, you can get to grips with the controls in the “Training” mode, or jump right into the main story and take on seven stages (or “Missions”) to confront Andross’s forces. Players begin with two lives and a basic shield meter, which depletes as you take damage and can be refilled with silver rings, extended with gold rings, and replenished by passing through checkpoints. You blast enemy ships with A, holding the button to charge a homing shot that targets the nearest enemy, or destroy all onscreen enemies with one of your limited supply of Nova bombs with B. Y boosts you ahead, which is great for rushing past hazards, chasing down enemies, or outrunning ships on your tail. X brakes, which is also great for avoiding hazards and having pursuing craft fly past you, though this and the boost are tied to a small, replenishing meter to keep you from abusing their functionality. ZL and R allow you to bank, aiding in strafing and quickly sweeping enemy swarms. Double tapping either performs a “barrel roll” to evade and deflect incoming fire, and the left and right sicks execute a U-turn (though I struggled with this nine times out of ten).

Fox has more versatility, vehicles, and options than ever in this fun arcade shooter.

The right stick also switches to a cockpit view, if that’s your preference, though I was very impressed with how the game handled from the standard third-person viewpoint, especially compared to the last two games. The onscreen aiming reticule helps, for sure, as do the tighter, far more responsive controls that makes flying a breeze. Things get a little trickier when you enter “All-Range Mode”, where you’re confined to a set arena, generally to battle a boss or attack a central target. I found it a bit difficult to get my bearings in these situations, generally crashing into objects and being forced back into the fight by an invisible border, which my wingmen were quick to comment on. Yor wingmen offer advice encouragement, criticism, and require your help constantly. Generally, they’re pretty useful and will attack targets, but you can’t command them and they (Slippy, usually) are always getting into trouble or flying into your laser fire. It pays to keep them healthy, however; if they take too much damage and leave, you’ll lose out on Slippy’s analysis of bosses and the accompanying health meter, Peppy’s gameplay advice, and Falco’s alternative paths. Depending on which route you take, you’ll also be aided by Bill Grey or Katt Monroe, and ROB 64 will occasionally provide helpful pick-ups, as indicated by an onscreen notification to flick the right stick, or provide cover fire in the Great Fox. Players also take to the ground in the Landmaster tank and the sea in the Blue Marine, which have all the same capabilities as the Arwing except the Landmaster can’t fly (it can briefly hover, though I could never remember which shoulder buttons to press to do this) and the Blue Marine fires homing torpedoes. While there’s only one underwater mission, Landmaster missions are a nice change of pace but aiming can be a little trickier, something made even more troublesome by your Arwing-based wingmen still needing your help despite having the high ground. If you take too many hits, your ship will sustain heavy damage to its wings, which can be repaired with the Spare Wing pick-up. Your lasers can also be powered-up, and you’ll gain 1-Ups either by finding them or finishing a mission with a high kill count.

Missions, objectives, and the game’s difficulty all change based on how you play.

Your performance is graded at the end of every mission; your remaining wingmen and your health is tallied against your kill count, which increases your chances for a 1-Up. It’s advisable to avoid being too trigger happy as you’ll rob yourself of your backup while they go in for repairs, and General Pepper is billed for property damage at the game’s end. Generally, missions simply involve flying through a set course, defeating enemies, dodging hazards, and taking out a boss. However, even linear missions can hide secret paths; downing a set number of enemies, flying through certain alcoves, defeating rival team Star Wolf, and shooting switches can lead to alternate paths both in the mission and on the main map. The path you take dictates the game’s difficulty (with the top path being the hardest), though you can opt to change your path if you wish. Some missions task you with completing an objective in a time limit; others have you destroying shield generators, rushing through narrow corridors, or blasting through asteroid belts. When on Solar, your shield constantly drains from the intense heat; on Titania, you’ll bomb across the sand avoiding collapsing ruins in search of Slippy. Katina sees you defending a pyramid base from a swarm of enemy fighters alongside Bill, and Macbeth has you chase after a train, blasting boulders and defensive towers. Warp gates appear sporadically, allowing you to skip ahead, and you’ll face battleships, space stations, and swarming forces as you approach Venom, Andross’s home base. Walls, girders, fire plumes, space debris, and turrets will test your reaction times, and you’ll occasionally have to pick different paths and make tight turns as you race towards (and away from) Andross.

Presentation:
I’ve always said one of the main things holding back Star Fox was the awful polygonal graphics. They might’ve been impressive at the time, but I never liked them and they really ruined my experience in a lot of ways. Thankfully, that’s not an issue here with the superior power of the Nintendo 64. The entire game is brought to life through polygons (with the exception of some background elements and such, I’m sure), with the correct textures and rendering making for a smooth and far more pleasant experience. The game’s story and character interaction are all fully voiced (a rarity even at the end of the Nintendo 64’s lifecycle let alone the start), and the cast all have distinctive personalities: Peppy is wise and seasoned, Slippy a pain in the ass, and Falco a stubborn jerk. Although most cutscenes relegate the crew to amusing flapping heads, each mission gets an intro and outro, generally showing the team checking in or setting the stage for the current conflict. The game’s sound effects and music are also top-notch, with stirring military themes, adventurous tunes, and ominous overtures adding to the increased stakes as stages get progressively difficult. Some interesting touches are included here and there, such as planets looming into view when you’re blasting through space, enemy tanks toppling columns, and the very architecture itself coming to life around you. As you’d expect from the Nintendo 64, there’s some pop-up and fog effects here, but it’s generally masked or incorporated into a level’s structure, or the action ramps up to compensate.

The technology has finally caught up with the concept to present a charming action romp.

There’s quite a bit of variety to the mission locations in Star Fox 64; you view your current path and its branches from a rotatable space map, encouraging experimentation to visit new worlds, with their objectives tweaked depending on your path. Things start off familiarly enough with the distinctly Earth-like Corneria, with its river-filled mountains and futuristic main city. Weather effects and seasons taint the remaining planets in the Lylat system: Fortuna is the icy home to one of Andross’s outer bases, Solar is quite literally a raging star, Titania is a desert world filled with ruins and beset by a raging sandstorm, and Aquas takes place in the ocean depths. When partaking in space missions, you’ll blast towards stars, constellations, and planets taking on vaguely Star Wars-like battleships, debris, asteroids, lumbering craft, and surprise attacks from swarming, Space Invaders-esque (Taito, 1978) ships. Even confined areas like Bolse can have a lot going on with their intricate mechanical textures, endless enemy swarms, and unique objectives. Sure, it’s all a bit quaint these days, with blocky polygons and out-dated graphics, but Star Fox 64 has aged far better than the first game. The on-rails action keeps you moving, lasers and explosions and interesting obstacles are as constant as cries for help and warning notifications, and there’s always something to see, collect, shoot at, or avoid as you blast along. Although I found the stage aggravating and full of hazards, Macbeth was a great example of this as enemy ships fly overhead, the train trundles along firing concussive blasts and dropping boulders, and you’re constantly swerving to avoid obstacles and target everything in sight.

Enemies and Bosses:
If there’s a downside to Star Fox 64, it’s mostly the enemies. Indistinct polygonal crafts of various sizes pop up, fly in, or swarm around each area, blasting at you or charging into you or chasing Slippy and forcing you to rescue her for the hundredth time. They’re easily shot down with your primary weapon but it’s recommended you charge a shot to take out multiple foes at once (and net yourself a power-up and a hit combo in the process). Turrets, mines (both land, sea, and space), towers, and bigger swarms become more frequent as you progress. Snake-like Moras weave throughout the Meteo asteroid field, whole swarms fill the screen with grid-like laser patterns, bee-like fighters dance about firing coloured rings, and winged craft rise from Solar’s burning depths. Some of the more interesting enemies are land-based, such as the Garudas (construction robots who topple buildings and toss girders at you) and the giant, crab-like walkers of Titania. Anime-like Shogun Troopers attack the Corerian fleet in Sector Y, disc-like defence station platforms and large battle cruisers act as both hazards and targets in Area 6, and you’ll be hard-pressed to destroy each section of the seemingly unstoppable train on Macbeth, especially while blasting tanks, towers, and through gates. As versatile as Andross’s forces are, often splitting apart and flying at you as horizontal and vertical hazards, his home world of Venom is rife with buzzing swarms, tight turns, explosive booby traps, and walls that sprout hazards at the command of the stone golem, Golemech.

The game’s not short on gigantic bosses to challenge your skills.

Each mission culminates in a boss battle, though some missions have more than one depending on how well you play or will add additional phases and challenges (such as a time limit) to bosses. It’s recommended that you keep Slippy alive as that’s the only way you’ll properly gauge your progress against the boss as she brings up their health bar, though pieces of them will break off as you attack. Many are also accompanied by or spawn smaller enemy craft or fire destructible projectiles, which are worth targeting if your shield or bombs are low. Finally, the general strategy against these bosses is to simply avoid their attacks and target their weak spot (often a glowing yellow target), though you will have to adapt to All-Range Mode and partake in some tricky dogfights in some missions. On Corneria, you’ll battle either an Attack Carrier or Granga’s Mech, with the latter being the harder option. The Attack Carrier’s weak spots are small but it’s dead simple to avoid its shots and blast its wings off, while Graga stomps about firing homing missiles and making his mech a hard target to track. When facing the Meteo Crusher, fire when the central metal plate rotates to expose the weak spot but watch for the big Death Star-like laser it fires and its second phase where it flips around to shoot from the front. The giant clam Bacoon awaits on Aquas, the heavily armoured Sarumarine on Zoness, and the crab-like Vulcain on Solar, with this latter swiping its pincers, crating lava tidal waves, spewing fie plumes, and spitting flaming boulders. There’s even a fun Independence Day (Emmerich, 1996) homage when you team up with Bill to attack a gigantic, saucer-like alien mothership on Katina. As mentioned, Macbeth really aggravated me the first time through as the Forever Train was a difficult battle. A winged mech detaches from it and rains spears onto the track, but it’ll also crash into you if you don’t take it out fast enough at the end. However, if you target eight switches dotted alongside the main train track, you can one-shot the boss with a cutscene!

After besting Star Wolf and all his forces, you’ll take on the monstrous ape-thing Andross!

After taking out the security facility on Boise, you’ll infiltrate Andross’s pyramid-like base and chase down Golemech, blasting away his sandstone hide to attack his mechanical innards. You’ll battle the Spyborg in Sector X, which launches its fists at you and fires projectiles from its head. Take too long battling it and it’ll swipe Slippy to Titania, forcing you to rescue her from Goras, which has Slippy hostage in one pincer and fires lasers with the other. Target the limbs first, then switch to the chest and heart to bring it down. To finish Sector Y, you’ll chase down and destroy some super-fast Shogun Troopers and the larger, chrome-plated Shogun who eventually (and conveniently) settles atop an attack carrier and makes itself an easy target. The Gorgon super laser in Area 6 proved quite a challenge; you need to destroy its extendable tentacles and attack craft, then the three energy spheres inside it, all to finally expose its inner core multiple times over to succeed, By far your most persistent foes will be rival team Star Wolf, who you’ll face numerous times. Sometimes you can ignore them in favour of other objectives, but if you engage then you’re in for a tough dog fight. Star Wolf and his team love to come at you from behind and chase down your wingmen, and their ships have the same capabilities as yours, making them formidable foes. I found the battle against them on Venom particularly frustrating due to the enclosed space, them sporting shields to negate your charge shot and bombs, and Andrew Oikonny being a douche and not getting off my ass! No matter which path you take, you’ll end up facing Andross alone with Fox, though this giant disembodied ape head only shows his true form (a giant brain!) on the hardest path. Andross attacks by swiping his hands, firing an electrical blast from his fingertip, and sucking you in to eat you. Target his eyes to briefly stun him, destroy each hand in turn, and drop a bomb in his mouth and you’ll soon encounter his second form, a mechanical devil head that chomps at you. Destroying this is enough for the easy and medium paths, but the final form sees you desperately flying around blasting first Andross’s eyes and then the grey matter on the back of his brain as he teleports about, then desperately following Fox’s father as he leads you to safety.

Additional Features:
As mentioned, there are three paths to choose in Star Fox 64, though you really need to be paying attention in missions to figure out how to tackle the different levels and challenges. Rescuing Falco or ignoring Star Wolf or prioritising kills will put you on different paths and, while you can change to a lower path, you can’t change up to a higher one. You’ll get slightly different endings for each, with Andross only being properly destroyed on the hardest path, though this encourages replaying the game as much as the high score table. As if that wasn’t enough, if you accumulate enough kills and keep your allies alive, you’ll be awarded a medal. Get a medal on every mission to unlock the harder “Expert” mode and really challenge yourself. There’s also a Versus mode where you compete against friends for points, either working towards a set number of kills or against a time limit, which also allows you to play outside of a vehicle. Beyond that, you can mess about with the title screen, search for warp points, unlock artwork by beating Expert mode, and use the Nintendo Switch Online functionality to create save states.

The Summary:
I’ve played Star Fox 64 before; I never had it on the Nintendo 64, but I downloaded it for the Nintendo Wii and I was even tempted to get the 3DS version. What put me off was my dislike of the original Star Fox, a clunky and ugly game that hasn’t aged well at all. This isn’t true of Star Fox 64, which retains the same charm and appeal as it had all those years ago. The technology has finally caught up with the concept here, providing slick, tight, action-orientated space battles that really bring the idea to life. I loved the presentation of the story, the way the vehicles controlled (Landmaster aiming notwithstanding), and the challenge on offer. It’s a bit cheap to not make it more explicit what you have to do to pick each path but the signs are there, guides exist, and it’s fun replaying and experimenting, especially as missions are altered each time. This means some missions that are quite easy can become much more difficult, your approach to Venom and reaching Andross changes, and you get slightly different endings for your troubles. Yes, constantly rescuing Slippy and the others is annoying but the on-rails action is really fun. There’s also a lot happening and everything runs really smoothly. All-Range Mode was a bit tricky for me, and some missions and boss battles (particularly against the powered-up Star Wolf) had me tearing my hair out at times, but this stress was mitigated by the Switch’s save state feature. I would’ve liked to see a free play mode, the ability to play as the other characters, a co-op mode, and a boss rush implemented but that’s all stuff I’d expect to see in a sequel or remake. As is, Star Fox 64 is the first entry in the franchise I really enjoyed playing. It wasn’t a chore to control or look at, the soundtrack is excellent, blowing up enemies was satisfying, the bosses were huge and engaging, and the game finally brought the characters and the action to life in a way I could enjoy.

My Rating:

Rating: 4 out of 5.

Great Stuff

Are you a fan of Star Fox 64? Do you consider it the best of the classic Star Fox titles? Which vehicle and boss was your favourite? Did you ever best every mission and complete every path? What did you think to All-Range Mode and the branching path system? Do you have any memories of playing this with friends back in the day? Which Star Fox game is your favourite? Whatever your thoughts on Star Fox 64, please share them below and check out my other sci-fi content across the site! 

Game Corner [Sci-Fanuary]: Star Fox (Nintendo Switch)


January celebrates two notable dates in science-fiction history, “National Science Fiction Day” on January 2 and Arthur C. Clarke’s HAL 9000’s birthday on January 12. Accordingly, I’m dedicating all of January to celebrating sci-fi in an event I call “Sci-Fanuary”.


Released: 6 September 2019
Originally Released: 21 February 1993
Developer: Nintendo EAD / Argonaut Software
Also Available For: Super Nintendo Entertainment System (SNES) and the SNES Classic Edition 

The Background:
In the early days of their successful foray into 16-bit gaming, Nintendo worked closely with Argonaut Software. This collaboration gave birth to the “Super FX” chip, a ground-breaking component that allowed the SNES to process 3D graphics and unique visuals. To best showcase the Super FX chip, the two developed the basic concept of Star Fox. Inspired by the original Star Wars trilogy (Various, 1977 to 1983), the game would be an arcade-style space shooter and its main characters were designed by Shigeru Miyamoto, Katsuya Eguchi, and Takaya Imamura, who were influenced by Japanese folklore. Argonaut’s developers were kept separated from Nintendo’s main office due to being outsourced developers. However, Miyamoto frequently checked on the game and helped tweak aspects of its design, though Star Fox was mainly seen as an experiment to see if a 3D game could sell. Still, Nintendo went to a lot of effort to market the game, allegedly sinking $15 million into advertising and even signing off on competitive showcases where players compete for merchandise and cash prizes. The result was a critical and commercial hit; Star Fox topped Japanese sales charts and became the fastest-selling videogame in North America, eventually selling over four million copies by 1998. Reviews gushed about the arcade-style gameplay and pioneering 3D graphics, and the game is fondly remembered as a 16-bit classic despite some notable flaws. While Star Fox may have been a hit and inspired a Nintendo Power comic strip, it didn’t see a port or re-release for nearly twenty-five years and the sequel was famously cancelled. Even the critical acclaim of Star Fox 64/Lylat Wars (Nintendo EAD, 1997) and the franchise’s prominent inclusion in the Super Smash Bros. series (Various, 1999 to 2018) couldn’t stop the series from suffering a decline over the years due to some odd decisions on Nintendo’s part.  

The Plot:
Fox McCloud and his fellow anthropomorphic mercenaries (known as “Star Fox”) are called in by General Pepper of the planet Corneria to pilot the experimental “Arwing” craft against the invading forces of the mad scientist Andross. 

Gameplay and Power-Ups:
Star Fox is a pseudo-3D rail shooter in which players assume the role of Fox McCloud and engage with the armies of Andross, which have invaded the Lylat System and can only be stopped by the firepower of your Arwing and with the assistance of your teammates. The game offers four control styles and you can test these out both in the control selection screen and in the game’s “Training” mode. Personally, I went with control style B as it maps the Arwing’s blaster to the B button but pick whatever you prefer! This setup sees you tapping B to fire; sadly, there’s no rapid fire option and you can’t hold the button to continuously fire or charge up a bigger attack). A fires one of your limited supply of Nova Bombs, using Y to brake and X to boost ahead for as long as your meter lasts, and holding the L or R triggers to fly sideways. You can also tap these, in conjunction with the control stick or directional pad, to “do a barrel roll” and avoid incoming fire. This is a necessity in the game’s later stages and against certain bosses, where incoming fire comes in a barrage and walls and hazards pop out of nowhere. You can also press – to switch between a third-person view and a first-person view from Fox’s cockpit. This latter option is automatically assumed in some of the space-based stages, but I found it too disorientating so I preferred to stick with the default out-of-cockpit camera position. 

Blast across numerous Stages and three different Courses, helping your wingmen as you go.

Although Fox isn’t alone in his campaign against Andross, you’re not allowed to play as anyone but the titular Star Fox, which is a bit of a shame and means the game does not different stats for the different characters, such as stronger defence for Falco Lombardi and a faster speed for Slippy Toad. However, your teammates provide encouragement and backup as you fly through the game’s stages. Often, each will inevitably require your help when they pick up a bogey, requiring you to rescue them in exchange for their gratitude (or admonishment in Falco’s case) and assistance with some firepower. On the flip side, it’s very easy to accidentally tag them with your blasts so check your fire as your final percentage grade will be affected by how healthy your team’s shields are. Also, if you lose a wingman at any point, they’ll be gone for the rest of the game, severely hampering your ability to get 100% completion. Additionally, Star Fox doesn’t use a traditional difficulty system; you pick from three paths (or “Courses”) containing seven Stages each. Some are shared across each path but with minor differences, such as containing different visual effects and bosses, and some lead to hidden areas, but the difficulty of the game depends on which Course you choose, with the top Course being the easiest and the bottom Course being the hardest. “Hard”, however, is somewhat relative. You may be attacked by more enemies, have to deal with more hazards, and encounter different bosses, but you’ll still find extra Nova Bombs, the odd extra life, and various sparkling circles to replenish your shield or alter your blaster fire. 

Things get more hectic and cluttered as you progress, but variety is at a minimum.

Fox’s Arwing is pretty tough and manoeuvrable, but it can only take so much damage. Fortunately, you can use silver and/or gold silver rings to replenish some or all of your shield. There’s also a power-up that temporarily renders you an invincible wireframe model, and upgrades that increase the strength and rate of your firepower. These are worth picking up, but are often placed near closing doors, pistons, columns, buildings, and other hazards, meaning you need to calculate the risk of acquiring them. The Arwing can also be a bit clunky at times; it’s got quite a large hit box and slips about when you roll, meaning it’s easy to crash into things and lose parts of the ship, and you’re not always given enough time to react to incoming hazards. Additionally, there are no other game modes available here and no other mechanics to challenge you. You simply fly along a set path, blast enemies, and defeat a boss, rinse, and repeat. Sometimes you’ll need to boost or avoid pistons, doors, and other crushing hazards; sometimes you’ll automatically fly through a tunnel or navigate tight hallways; and sometimes you’ll have to blast meteors, semi-sentiment columns, and destroy buildings. Ultimately, though, you’re simply flying along and destroying enemies until you reach the find of the stage. 

Presentation:
If there’s one thing Star Fox has going for it, it’s the music and sound design. Hajime Hirasawa brings the energy with some memorable, militaristic, and foreboding tunes that do a fantastic job of engaging you as you blast through Stages. Fox and his allies chatter in an amusing gibberish, but the game does feature English sound bites here and there, which is always impressive on 16-bit hardware. Yet, one of the reasons I’ve never really played Star Fox (beyond being a SEGA kid growing up) was because of the polygonal graphics employed to bring the ships and much of the environments to life. Even as a kid, I remember being unimpressed with these supposedly “ground-breaking” effects and they really haven’t aged very well today. Ships and buildings appear blocky, angular, and amateurish, featuring next to no textures or details, and really clashing against the more traditional sprite work on offer. The game tries to impress with its cinematic opening and shameless borrowings from the original Star Wars trilogy, but the models just don’t hold up and I can’t help but wonder if it would’ve been better to limit the polygonal effects to the bosses. As it is, I found it incredibly difficult to see what was happening when I was playing. As beautiful and varied as many of the environments are, the clash of styles makes it difficult to spot and target enemies (and the lack of an aiming reticule in third-person mode doesn’t help). Many of the hazards (from enemies to incoming missiles and even towers and cuboid blocks) tend to pop in out of nowhere because the SNES hardware is struggling to render the 3D graphics. 

The game’s polygonal graphics and atrocious pop-in effects age and ruin the gameplay.

It’s a shame as the sprite work is really good. The team pop up in animated dialogue boxes to offer hints, encouragement, and admonishment as you play, enemies will sometimes fly at the screen after their crafts are defeated, and the Mode 7 techniques for scaling and rushing across water and grass gives the game an epic scope and makes it fun to swoop around blasting at those awful polygonal ships. Environments are quite varied; you’ll fly through gates and past blocky skyscrapers on Planet Corneria, dodge pixelated asteroids and polygonal missiles in the various asteroid fields, desperately avoid rotating beams and space debris against a backdrop of stars and flaming nebula, and even blast through ice-, lava-, and storm-themed worlds full of mountains, flaming hazards, and rumbling storm clouds. Many times, you’ll automatically enter battleships, facilities, or the core of Andross’s homeward, Venom, where you’ll navigate tight corridors, blast doors, avoid pistons, and destroy power cores to succeed, often with the environment crumbling and exploding around you. However, I did notice a few graphical hiccups here and there. The pop-in is outrageous, one environment didn’t load properly, and the game’s bosses are a mess of crude polygons that can be difficult to battle since their weak points aren’t always immediately clear due to the awful 3D models. 

Enemies and Bosses:
As if Andross having an entire army at his disposal wasn’t bad enough, you’ll also have to watch out for various onscreen hazards. Asteroids, buildings, and cubes will dog your progress, as will spinning obstacles, rectangular plates, collapsing columns, and various debris all rotating or positioned to chip away at your shield. Andross’s forces are an eclectic bunch piloting various ships, from simple cannon fodder, tanks, and blaster turrets to larger walkers, spider-like robots, and co-ordinated attack craft that appear in formations. You’ll shoot down butterfly-like spacecraft, small frog-like ground troops, spheres that wait behind asteroids, blast missiles fired from enemy crafts or the surface of planets, mash L or R to shake off blob-like amoebas that stick to you, slowing your ship and draining your shield in Sector Y, and even encounter strange, mechanical animals such as a manta ray and a bird, the latter of which will warp you to the bizarre “Out of This Dimension” stage where you’ll encounter hostile paper plates! Larger ships can be found in some space Stages. These Star Destroyer-like craft can only be subdued by blasting the hexagonal panels on their sides or disabling their turrets, and you’ll then venture inside to take them out for good and even tackle one head-on in the form of the Great Commander boss. The path you choose at the start of the game determines which bosses you’ll face. Each (with one exception) has a helpful health bar and sports at least one glowing weak spot, and some are shared across the different paths but with altered strategies. Still, your best bet for almost all of them is to conserve your Nova Bombs to make short work of them since your teammates will conveniently abandon you before each battle.  

Each Course has its own bosses, but some are repeated, more aggressive, or plain bonkers.

At the end of Corneria, you’ll battle the Attack Carrier twice and the Destructor once. The Attack Carrier flies overheard to start, so keep low to the ground, opening hatches to unleash enemy fighters or missiles. On Course 2, the enemy fighters also fire missiles instead of lasers, but your strategy remains the same: destroy the hatches to then target the main body, avoiding plasma blasts as you go. The Destructor, fought in Course 3, is far more formidable. It’s a tank-like machine whose top pods split off to reveal bolt-firing turrets that will regenerate until the pods are destroyed. The more of the Destructor you destroy, the more aggressive it becomes, ramming you and firing more missiles from its underside. Finishing the Asteroid Belt will see you battle that Rock Crusher on the top two paths and the Blade Barrier on the lower path. While the Rock Crusher is relatively simple (destroy the hexagonal panels when they open up, avoiding its lasers and body parts as you attack), the Blade Barrier is not only invulnerable to your blasters but they actually bounce off it and can hurt you! It spins around, firing missiles and a web-like tractor beam that you’ll need to shake off with L and R, and can only be damaged after its fins are blown off and even then you have to watch for it smashing into you. Things really deviate on the third Stage; on the easiest Course, you’ll encounter the Atomic Base, which also appears in Sector Z on the lower Course. This is a rotating power core that’s protected by an impenetrable outer casing. You need to destroy the electric power nodes as they rotate around the core to expose its innards, but this is easier said than done due to the odd angle and some dodgy hit detection. 

Once you learn his limitations, final boss Andross offers less challenge than same prior bosses.

The Dancing Insector and Metal Smasher can cause issues, the former due to you being forced to target its legs and its surprisingly powerful flame burst when reduced to a saucer, and the latter since it sucks you in to crush you between its two halves. In comparison, I barely even registered Professor Hanger, a robotic drone that attacks from an overhead path and is easily destroyed, despite summoning fish-like enemies to pop up from the sea below. Star Fox also offers a taste of the surreal: you’ll encounter a giant slot machine that can only be bested by scoring a lucky seven, the unimpressive Spinning Core that spits iron balls at you, and a two-headed dragon/bird hybrid that hops about laying giant explosive eggs and forcing you to blast its head and butt! Yet, the Plasma Hydra is one of the toughest bosses, spinning and flailing tentacles, with its weak spot being at the end of these and it flying at you in a kamikaze run when near death. The Phantron was also a troublesome boss due to its incredible speed and duplication ability forcing you to hit the right double in order to deal damage, but later reappearing and transforming into a larger form with large, triangular “arms” for you to blast at.  No matter which path you choose, you’ll end up battling Andross, an unsightly polygonal head with no health bar and whose only attack is to spit a salvo of tiles at you and try to devour you. You need to destroy each of his eyes to reveal his true form, an erratic cube that must be attacked to win the game but, while Andross can become a malicious devil-like face that also fires plasma balls, he’s a joke once you learn to barrel roll through his attacks and target his weak points. 

Additional Features:
With no multiplayer, no other playable characters, and no native save features, Star Fox is a little light on replay value. Your main reason for replaying the game will be to try a different Course and discover the two secret areas, one of which includes the ridiculous slot machine boss and some unsettling clock faces and the other is a bizarre black hole filled with space debris. Otherwise, your main aim is to hit 100% for every Stage and Course, which requires you and your teammates to survive with as much health as possible. However, the appeal of this is somewhat diminished as there’s no high score system and this data isn’t recorded anywhere. Otherwise, this version of the game has all the quality of life features you’d expect, including save states and rewinds to help you get past the trickier sections, but these are also somewhat weakened by the lack of any unlockable features, like a stage select or boss rush. 

The Summary:
I’ve been hesitant about playing Star Fox for years. Not only was I basically unable to as I never had a SNES, been its Nintendo 64 follow-up largely passed me by despite sitting in the virtual library of my Nintendo Wii. It’s a little odd in some ways as I quite like the concept, which is essentially Star Wars with anthropomorphs. The game is packed full of fun, engaging, action-packed dogfights and big bosses with a fair degree of variety to them, and the environments. However, the biggest selling point of Star Fox are its visuals, which I’m sure impressed many at the time, but which have always appeared dated and cumbersome to me. In practise, the game struggles with its polygonal models, running at a slow pace and offering little gameplay variety. The visual clash between traditional sprites and 3D polygons also makes the game very messy at times. The music, characters, and the world are appealing, but not enough to make me consider this an under-appreciated 16-bit gem. Ultimately, while it’s good for a quick playthrough, Star Fox quickly becomes repetitive even with the multiple paths and the visuals just didn’t impress me enough to want to pick it up once I’d seen everything it had (which basically happens in one playthrough). A SNES classic, maybe, but one that hasn’t stood the test of time for me and was surpassed by its sequels. 

My Rating:

Rating: 2 out of 5.

Could Be Better

Have I ruined your childhood with my opinions on Star Fox? Were you impressed with the game at the time, and how do you think it holds up today? Which Course was your favourite to playthrough? Were you disappointed that you couldn’t play as the other characters, and did it annoy you having to save them all the time? What did you think to the bosses and the polygonal models? Which game in the Star Fox franchise is your favourite and would you like to see a new one? Whatever your thoughts on Star Fox, feel free to leave them below and check out my other sci-fi content across the site! 

Game Corner [00-Heaven]: GoldenEye 007: Reloaded (Xbox 360)


To celebrate the release of Dr. No (Young, 1962), the first of the James Bond movies (Various, 1962 to present), October 5th is known as “Global James Bond Day”. This year, I’ve been spending every Saturday commemorating cinema’s longest-running franchise, and one up of the most recognised and popular movie icons.


Released: 1 November 2011
Originally Released: 2 November 2010
Developer: Eurocom
Also Available For: Nintendo DS, Nintendo Wii (Original Release); PlayStation 3 (Reloaded)

The Background:
Like many gamers back in the day, much of my social gaming was spent playing GoldenEye 007 (Rare, 1997), a best-selling title for the Nintendo 64 that began development as a simple rail-shooter before bucking the trend of videogame tie-ins by being universally praised as one of the greatest first-person shooters (FPS) and multiplayer experiences. Unfortunately, Rare lost the James Bond license and fans had to make do with spiritual successors like Perfect Dark (Rare, 2000), and other Bond titles, and blatant attempts to cash-in on GoldenEye 007’s popularity, like the shameless and mediocre GoldenEye: Rogue Agent (EA Los Angeles, 2004). In 2006 and 2008, both Nintendo and Microsoft expressed interest in releasing a port of the game on the Virtual Console and Xbox Live Arcade platforms but rights issues led to Activision charging Eurocom with developing a reimagining of the classic shooter for the Nintendo Wii. Built around the same gameplay and mechanics as 007: Quantum of Solace (Treyarch/Various, 2008), this new GoldenEye 007 saw Daniel Craig reprise his Bond role and many reviewers comparing it to the Call of Duty franchise (Infinity Ward/Various, 2003 to present). Despite some positive reviews GoldenEye 007 was mostly met with a mixed response that painted it as a lacklustre title. This didn’t stop Activision from releasing this high-definition port of the game to PlayStation 3 and Xbox 360 a year later, though critics remained as unimpressed as before. Thankfully, after numerous leaks, the original GoldenEye 007 was finally released on the Nintendo Switch and Xbox One so that a new generation of players could experience it and this middling reimagining was left mostly forgotten.

The Plot:
Renowned super spy James Bond/007 in drawn into a globe-trotting adventure as he races to stop a rogue 00 agent Alec Trevelyan (now a terrorist known as “Janus”) from causing a global financial meltdown with a satellite weapon known as “GoldenEye”.

Gameplay:
GoldenEye 007: Reloaded is a first-person shooter in which players assume the role of James Bond, now sporting Daniel Craig’s likeness and voice rather than Pierce Brosnan’s, and journey through reimagined maps and locations that are loosely based on the original videogame and movie. There’s a reason why GoldenEye 007: Reloaded has been referred to as “Bond of Duty”; if you’ve played any of the Call of Duty games, the controls, mechanics, and overall “feel” of the game will be very familiar to you, for better or worse. The game is therefore very much a modern reimagining of the classic Nintendo 64 FPS rather than a true, high-definition remake of the original game. This is first reflected in the game’s control scheme, which a helpful MI6 tutorial walks you through. Bond can climb and vault over downed objects (desks, trees, rocks, and the like), crouch with B to sneak up on enemies undetected for a stealth take down with the right analogue stick, manually reload his current weapon by pressing X and activate certain consoles or pick up new weapons by holding X, and switch weapons with Y. Holding the Left Trigger lets you aim down the sights of Bond’s gun and tapping it enables a helpful auto lock-on to the nearest target, if enabled. The Right Trigger is used to fire, and Bond can throw primary and secondary grenades and similar explosives with the Right and Left Bumpers, respectively. Finally, you can briefly sprint by holding down the left analogue stick, melee attack enemies up close by pressing in the right analogue stick, and apply a number of gadgets (such as a silencer or night vision goggles) with the directional pad (D-pad).

Use stealth, Bond’s phone, or go all-out in a tank in this mediocre shooter.

Your main gadget throughout the game isn’t a fancy watch or bizarre invention of Q and is, instead, disappointingly, your phone. Gameplay is invariably interrupted by phone calls from M and Bill Tanner that update your objectives or add some nuance to this re-told story, and you’ll be using your phone to scan partygoers to find your contact, investigate the environment to find and photograph objects of interest (like weapons caches and such), make recordings, activate remote explosives, and hack into terminals and drone guns. It’s a bit of a shame that so many of the game’s objectives require the use of the phone as it’s not that interesting to use and completely halts the action, though it’s relatively versatile and it can be fun to hack drone guns and gun down large groups of goons. Bond can also crawl through vents as a shortcut and to get behind groups of enemies, shoot fire extinguishers, explosive panels and barrels, and other parts of the environment to take down groups, and utilise his stealth and subdue skills to keep enemies from calling in reinforcements. Sometimes, you’ll be asked to press the right stick rather than hold X to open doors. This causes a “breach” that slows down time so you can dispatch armed foes and rescue hostages, like those on the frigate and Bond’s ally, Natalya Simonova. You’ll also be taking out security cameras to keep reinforcements at bay, activating surface-to-air missile launchers to take out choppers, acquiring and planting explosive charges, and even ploughing through the streets of Russia in a heavily armed tank! This chase mission is far more involved this time around, with Bond firing a chain gun, the main cannon, and even a homing shot, though the controls can be a bit clunky, and you can’t dawdle too long or you’ll lose General Arkady Grigorovich Ourumov. Another prominent feature in the game are quick-time event (QTE) sections. These pop up when Bond needs to pull apart doors by mashing LT and RT together, in first-person cutscenes where you need to activate explosives, and during bosses battles against turncoat Trevelyan and his right-hand assassin, Xenia Onatopp.

The locations are large but the objectives and requirements are sadly lacking.

QTEs rear their ugly heads at the worst possible moments, such as when Bond is racing after a plane down an airstrip. You need to fend off the pursuing troops and then leap to the plane with LT and RT, with failure returning you to the last checkpoint. Speaking of which, checkpoints are relatively generous here, allowing you to reload if you get spotted or are caught in a crossfire. GoldenEye 007: Reloaded has four difficulty settings (“Operative”, “Agent”, “007”, and “007 Classic”), with the enemy AI and objectives increasing for each setting. If you’re playing on “007 Classic”, you’ll be relying on body armour to replenish your health similar to the original game; otherwise, Bond will automatically regenerate health while taking cover, just like in the Call of Duty games. You’ll need to do this quite often, or at least be stealthy and smart about how you play, as Bond is surprisingly weak here. Enemy fire (and, especially, explosives) will end your mission in a split second and you always need to be aware of snipers and even sheer drops off cliffs! Thankfully, an onscreen radar highlights nearby enemies, allowing you to better anticipate their movements. This also points you in the direction of your main objective, with a phone icon altering you to any additional objectives in the nearby area. Unfortunately, Bond is far more limited here than in the original game. You can only hold two additional weapons alongside your standard issue pistol for three in total, though you can retrieve dropped weapons if you wish and the game is pretty good about providing you with helpful or necessary weapons (like sniper rifles or rocket launchers) in key areas. While the game is far more linear than the original version, you have a few options available to you (taking vents, lifts, and vaulting through windows, for example) to explore. You’ll need to pull apart rocks to progress, race through burning environments, fend of guards as they rappel through windows, and yes even defend Natalia as she sabotages the GoldenEye satellite. I actually found this a lot easier this time around (on “Agent” difficulty, at least). It didn’t seem like Natalia could be killed and it was much easier to target enemies, despite having to rush about between different consoles.

Graphics and Sound:  
Technically speaking, GoldenEye 007: Reloaded looks and plays perfectly fine. Many of the environments recreate and update the familiar stages of the original game, including the same sweeping camera cuts and décor choices. These are most prominent in the “Dam”, “Facility”, and “Archives” stages, which take the original map, apply updated textures and mechanics to them, and greatly expand upon them. “Dam” now takes place at night and in the pouring rain, for example. Bond and 006 commandeer an enemy truck to progress further towards their objective, there’s a helicopter pad, and the entire area is transformed from a relatively short and simple experience into a more nuanced opening stage. However, many of the returning stages are so different that they’re basically unrecognisable. It’s as though the developers were told the general concept of GoldenEye 007 and given free rein to imagine that however they like. “Frigate”, for example, is now comprised of a lengthy section where Bond must fight his way on to the ship. There are barely any hostages to rescue this time and you’re mainly disabling the ship’s systems to plant a tracker on the EMP-hardened helicopter as it takes off. Similarly, the “Surface” and “Bunker” levels are now far more detailed and basically entirely new stages. Bond must take cover within the wreckage of wooden huts and make his way through the burning wreckage of the Severnaya facility, and the “Depot” and “Train” stages are entirely reimagined, with the “Train” section being just a short run through a few wrecked carriages and a lacklustre escape where you need to shoot open a panel rather than use Bond’s watch.

Mostly, the game looks dark, bleak, and terrible and doesn’t do much with the Bond license.

Technically, I don’t really mind this. It makes sense that stages are expanded and changed using the new engine and mechanics, but any nostalgia you might feel creeping through the vents of “Facility” or stealthily taking out Janus goons in “Statue” is completely lost when you realise just how different and unrecognisable these environments are. “Statue” is a great example as the stage now takes place in a memorial park and museum. The confusing, maze-like layout is replaced with a dark and dreary covert mission past giant statues and stone trappings, using the sewers and silent takedowns to dispatch Janus’s men. The game also omits entire stages, like “Silo” and “Control”, replacing them with a nightclub stage full of raving partygoers where Bond meets a heavily altered version of Valentin Zukovsky. In fact, every character has had their likenesses completely remodelled with the exception of M, who’s still played by Judi Dench. Obviously Bond is Daniel Craig and that’s fine but the guy they got for Trevelyan is no Sean Bean and doesn’t even sport any facial scars to go with his Janus moniker! It’s almost a blessing, then, that much of the game’s story is conveyed through voice over and cheap MI6 briefings where all we see is digital information rather than character models. However, I think I preferred the text dossiers from the original game as at least that wasn’t doing the Nintendo 64’s graphical abilities a disservice like here. This translates to certain aspects of the gameplay, too. I noticed a few instances of graphical pop-ups and texture warping in the “Jungle” and “Surface” stages, enemies and gunfire often clipped through solid walls, and the game can get so dark and chaotic that it’s easy to get confused and frustratingly picked off before you even have a chance to react. One aspect I did like was that  “Dam” transitioned into an all-new title sequence, with Nicole Scherzinger performing an okay cover version of “GoldenEye” to give the game a cinematic flair that’s sadly missing in its otherwise muted, clinical, and bleak presentation. This is reflected in Craig’s delivery, which is decidedly lackadaisical, and juxtaposed by the vibrant “Jungle” stage and the high-tech “Cradle” finale, where blasts of blinding light cause gantries to collapse under your feet and goons to riddle you with bullets in the confusion.

Enemies and Bosses:
An endless supply of goons, guards, and soldiers will be patrolling every location in the game. If you follow them while crouched, you’ll get to listen in on some fun banter and discussions between them that might have you feeling a little remorse when you execute them with a headshot and you can see enemies going through certain motions, like patrolling back and forth, resting against barriers and walls, attaching charges to walls, and ransacking the environment. This opens a few options to you, such as sneaking up to subdue them, silently nailing a headshot, or going in all guns blazing, though the latter action is not always recommended as it’ll alert all nearby guards and cause tougher goons to come swarming in until the enemies are dealt with. Enemies are generally armed with an array of machine guns, but some also pack rocket launchers, take the high ground with sniper rifles, and you’ll have a fair few grenades lobbed at your head if you camp out in one area. Enemies can take cover (overturning tables and dramatically sliding behind walls) to fire at you, and have their hats shot off. They also busy themselves at computer terminals, vending machines, and in toilets but their gunfire is just as likely to ignite fuel tanks to cause explosive damage as yours so be sure to mind your surroundings at all times. Bosses aren’t really a thing in GoldenEye 007: Reloaded. Most stages end when you’ve completed your objectives, entered a facility, and either evaded capture or been captured. Sometimes you’ll need to hold off against waves of enemies as you wait for a lift to arrive. Other times, you’ll be switching to night vision to take out goons in darkened tunnels

Sadly, the game’s few boss encounters boil down to pressing the right buttons at the right time.

You will also be tasked with finding efficient ways of dispatching rooms or areas full of guards without raising too much of an alarm, and others you’ll be contending with helicopter attacks. This is fine when you’re in your tank but, when on foot, you’ll need to dodge between cover and activate a surface-to-air missile to down the chopper, with the one in “Jungle” unloading a missile barrage that limits your options in this regard. When in the tank, you’ll come up against a fighter jet near the end of the stage that takes a few more hits from your cannon to down, alongside loads of RPG-wielding soldiers, choppers, and trucks in the road but this is closest you get to battling Ourumov as he’s simply executed in a cutscene by Xenia. Xenia is fought as a boss, but this time it’s purely a QTE. Simply tap the buttons as they appear onscreen and Bond will dodge and parry her wild kicks until the sequence ends with her death. As in the original game, GoldenEye 007: Reloaded culminates in a showdown with traitor Alec Trevelyan, revealed as the terrorist Janus, in his antenna control facility. After overcoming the aggravation of getting past the dangerous gantry area, you’ll have another QTE-ladened fight with Trevelyan where the hardest thing about it is realising you need to mash LT and RT together rather than one after to other to avoid having your face burned off. After this, you’ll face one of the game’s toughest and most annoying challenges: a shootout with Trevelyan where he’s protected by a bulletproof vest and calls in goons and even a chopper to help him out. After failing multiple times, I realised that the best option is to shoot him with your unsilenced pistol (which oddly does more damage) and then head outside to the far left. The chopper won’t move around the building to fire at you so you can simply fend off the goons and shoot at Trevelyan until he runs off. Then you simply need to win one final QTE sequence that culminates in a fatal shot to the treasonous agent, and you’ll have achieved a final, if unremarkably hollow, victory.

Power-Ups and Bonuses:
Since you’ll only be picking up body armour on the “007 Classic” difficulty, the closest thing you’ll find to power-ups here are the various guns and gadgets you’ll find throughout your adventure. Bond can use a silencer to muffle his shots and remain undetected and can use night vision goggles in areas with low lighting to take out enemies (thought they don’t seem nearly as handicapped by the darkness), and of course use his trusty phone to hack drone guns. Otherwise, you’ll grab a fair amount of different guns, though barely any of them resemble their counterparts from the original game. You’ve got Bond’s regular pistol but there are other hand guns on offer, including one with a nifty aiming laser and one that fires in bursts. You can snipe from afar with sniper rifles (and some machine guns also make use of a scope or targeting attachment) or blow enemies away using a rocket launcher or a grenade launcher feature to one rifle, and blast goons in the face with powerful magnums and shotguns. My favourite weapon was the Masterson M557, a kind of high-powered, rapid rife shotgun! Classic Bond weapons like the one-hit kill Golden Gun and Moonraker laser also appear in the game’s multiplayer alongside grenades, though I never encountered either of these in the single player campaign. Honestly, I was a little disappointed by the weapon selection. You’ll come across locked crates and cabinets that can be smashed or shot open to grab new weapons, but they all seemed to be variations of machine guns and submachine guns, so I struggled a bit to tell them apart or favour one over the other, generally relying on whatever had the most ammo in the immediate area.

Additional Features:
There are fifty Achievements up for grabs in GoldenEye 007: Reloaded, four of which are awarded for completing every objective on every mission for each of the game’s difficulty levels (though these do stack up, so you can snag multiple in one playthrough). Many of the game’s stages contain the opportunity to earn an additional Achievement, such as getting forty kills with the Wolfe .44 magnum in “Nightclub” and twenty kills with hacked drone guns in “Jungle”, or require you to finish missions quickly or without reinforcements being called in. Five Janus emblems are hidden in every stage, and you’ll get Achievements for destroying one, twenty, and fifty of them, as well as for finishing any mission without taking damage of any “007 Classic” mission without any body armour. Outside of the main story, you can also take part in “MI6 Ops” missions for extra Achievements. These charge you with revisiting locations from the main game and eliminating enemies as quickly as possible, using stealth tactics, or defending three consoles and you’ll earn star rankings based on how well you perform. A good chunk of the game’s Achievements are also tied to the game’s multiplayer component. This can be played on- and offline and sees you again selecting from a roster of characters (including classic characters like Jaws and Oddjob) that you can now select different weapon and gadget loadouts. There are ten different maps to choose from and a variety of familiar game modifiers, such as melee only, team conflict, and a race for the Golden Gun. There are also some new modes here, too, such as “Escalation” (where killstreaks grant you better weapons), “Bomb Defuse” (like a “Capture the Flag” mode except you need to retrieve and defuse a bomb), and “Detonator Agent” (where you’re carrying a bomb and can either pass it to someone else or rack up a greater kill streak). While you don’t unlock fun cheat codes through gameplay like before, you can input some off websites to unlock some extra features for the multiplayer component, though not for the main campaign, which is limited to simply replaying missions on higher difficulties.

The Summary:
I played GoldenEye 007: Reloaded years ago on the PlayStation 3, around the same time as I played through the equally lacklustre Quantum of Solace game, and remember it being a largely uninspired FPS experience. Like many who bought the game, I was excited at the prospect and compelled by nostalgia to pick it up and it’s that same nostalgia that drove me to re-acquire it for my Xbox 360 library. Sadly, time and my experience with the Call of Duty franchise hasn’t made this game any better. While a lot of it visually resembles the original GoldenEye 007, so much has been changed and awkwardly shoe-horned into this samey, uninspired game engine that it may as well be an entirely different game. Indeed, I do wonder if it might’ve been better to tweak the concept a little to simply be a distant homage to GoldenEye 007 rather than an actual, explicit remake but that wouldn’t be anywhere near as interesting or profitable, would it? The gameplay is okay, but even on the “Agent” difficulty things can get very frustrating, boring, and repetitive very quickly. I found myself burning through weapons since they’re all so interchangeable, getting annoyed with how linear and obtuse the stages could be, and being unimpressed by the cutscenes, story, and voice acting. The QTEs were also annoying as they felt very out of place against the shooting gameplay. I disliked how much waiting and faffing around with the phone was involved, and the stealth mechanics were poorly implemented. When the game recalls and provides an updated twist on the original, it’s okay, but the rest of the time it’s just another painfully generic shooter where all you have to do is hide behind a wall until your health regenerates and then push a little further forward. It’s a shame as it could’ve been so much more, but GoldenEye 007: Reloaded was probably doomed from the moment it even thought about trying to cash-in on the original’s success and ends up offering nothing new for either Bond or FPS fans.

My Rating:

Rating: 2 out of 5.

Could Be Better

Have you ever played GoldenEye 007: Reloaded? If so, did you like it? Do you think it lived up to the standards of the original game? How do you think it holds up compared to other Bond games of this era? What did you think to the recreations and changes featured in the game? Were you annoyed by the QTEs and overreliance on the phone gimmick too? How did you find the game’s multiplayer and additional modes? What’s your favourite James Bond game that isn’t GoldenEye 007? Whatever you think about GoldenEye 007, please share your thoughts in the comments  and be sure to check out my other James Bond content across the site!

Game Corner: Dead Space 3 (Xbox 360)

Released: 5 February 2013
Developer: Visceral Games
Also Available For: PC, PlayStation 3, Xbox One, Xbox Series S/X (Backwards Compatible)

The Plot:
Three years after narrowly surviving a Necromorph outbreak on Saturn’s moon, Titan, former engineer Isaac Clarke and his allies explore the frozen planet Tau Volantis to discover the origins of the Necromorphs and oppose the fanatical Unitologists, who wish to “cleanse” humanity through the Necromorphs.

The Background:
Taking its cue from seminal survivor/horror franchises like Silent Hill (Konami/Various, 1999 to 2012) and Resident Evil (Capcom/Various, 1996 to present), Glen Schofield and his small (but committed team) shook up the genre with Dead Space (EA Redwood Shores, 2008). Highly praised and selling over one million copies, a sequel was greenlit almost immediately. The team worked hard to improve and refine Isaac’s gameplay and character, which was reflected in Dead Space 2’s (Visceral Games, 2011) equally positive reviews. Unfortunately poor sales meant that development of Dead Space 3 was almost cancelled, so the team scrambled to up the focus on action to appeal to a more mainstream audience and increase sales. Halfway into production, the decision was made to incorporate a co-op mode, which required an adjustment of the mechanics and enemy AI to allow for simultaneously two player gameplay. Environments in Dead Space 3 were bigger than ever, resulting in larger locations, new ways to play, and the inclusion of a rappel system to take advantage of the bigger play area. In anticipation of Dead Space 3 being the final game, the developers sought to wrap up Isaac’s story, expanding on both his character and the lore behind the Markers, while also using the new, frozen setting to tweak and refine the Necromorph designs. Consistent with its predecessors, Dead Space 3 released to generally positive reviews; reviews praised the action-orientated gameplay, co-op mode, and use of horror. Although sales started strong and the game was bolstered by some downloadable content, Dead Space 3 failed to meet EA’s expectations and tentative ideas for a fourth game were scrapped. Largely considered the worst of the trilogy, Dead Space 3 was criticised for its length and repetitive gameplay, and it is generally regarded as a fall from grace for a once-promising franchise.

Gameplay:
Like its predecessors, Dead Space 3 is a third-person survival/horror game set in the vastness of the cosmos many hundreds of years into the future. You’re once again placed into the role of Isaac Clarke, a former engineer now turned disgraced nobody thanks to the traumatic events of the last two games. This time around, you have a few control options available: you can pick from three control schemes or, if you’re feeling very fancy (or very stupid), you can use the Kinect to play! Obviously, I didn’t do this and went with the default control scheme, which sees you aiming with the Left Trigger, firing or bludgeoning enemies with a melee attack with the Right Trigger, and reloading with X. You can press and hold the Left Bumper to run or tap it for a handy (if occasionally clunky) dodge roll, tap the Right Bumper to stomp on enemies or crates or use your weapon’s secondary fire mode when aiming, and drop a temporary waypoint marker towards your next objective or destination by pressing in the left stick. Pressing in the right stick sees you crouch, which is somewhat handy when you engage in firefights with Unitologist leader Jacob Danik’s forces, and you can quickly replenish your health or stasis meter by pressing B and Y, respectively (as long as you have the associated items in your inventory). A is your action button, used to pick up items, open doors and interact with panels, switches, and such. You also press the left stick to take off and land when in zero gravity environments, where you’ll speed about using the bumpers but must collect air cannisters to avoid suffocating. Eventually, you’ll reacquire the use of your telekinetic abilities: while aiming with LT, you press B to interact with certain doors or objects and move them about, blast them with RB (skewering enemies with their own limbs in the process), or press Y to temporarily freeze enemies or hazards (such as large cogs or crushing weights) so you can pass them or easily decimate them.

Between the co-op and rappel sections, there are glimpses of a fun horror adventure here.

So, overall, the gameplay and controls are as you’d expect from Dead Space. Where Dead Space 3 primarily differs, though, is in the inclusion of a two-player co-op mode. Playing with a friend will require to you switch discs at a certain point, but you can play alone and avoid this option and also won’t have the benefit (or handicap) of an AI-controlled partner to worry about (John Carver appears in cutscenes but not alongside you like in other co-op games). While the option to play online is probably disabled now, you can still play in couch co-op, but I’m not sure how much this impacts the gameplay. There’s a certain hacking puzzle where each player guides a circuit to a certain point and presses A but that’s it, and it’s easily bypassed in single player by using both analogue sticks. There are no other areas where two players need to press switches or activate doors so I barely even noticed it as a function, though a late game objective would benefit from two players as you’d be able to split up and cover more ground. The co-op mode may also explain the abundance of Necromorphs (Feeders are especially abundant and annoying in single-player mode) and resources to be found. Another new aspect is a rappel mechanic where you and your partner zip down (or up) walls, shafts, and inclines, hopping across chasms, avoiding debris and hazards, and picking off Necromorphs. It was an okay mechanic but wore out its welcome pretty quickly and became more aggravating by the third of fourth time I endured it. Zero gravity sections are few and far between this time around, replaced by more open-ended sections set in the vast bleakness of space. You’ll float and fly about retrieving key items and activating doors in these sections, but they’re not as prominent in the previous games. One cool section sees you guiding a shuttle towards a planet as it crashes. You need to stay in the pre-set guidelines, blast at space debris, and even repair the ship’s engines to stay on course, which was quite fun.

Puzzles and space-faring sections are short breaks between all the gunplay and gore.

While some familiar Dead Space puzzles return here, they’re also far less prominent than in the previous games. You’ll still be hacking open doors by rotating a cone of light and pressing A on the blue sections, moving batteries to power up lifts and doors, and freezing hazards so you can slip past, but the focus is much more on seemingly never-ending, bloody combat this time around. You’ll make more use of your telekinetic abilities to power up generators and open certain doors, and there are a few puzzles where you use it to move plates into the correct order or awkwardly bend and twist alien architecture to match hieroglyphics or turn large structures to activate power nodes. However, the trickiest parts about these sections are the waves of enemies that’ll burst in the spoil your concentration. Later in the game, you must pay attention to film reels, onscreen prompts, and blood smeared around to activate alien translator devices, and take shuttles to new and previous destinations to explore other areas or take on optional side missions for new loot. You will also frantically tap A or make movements with the analogue sticks to succeed at quick-time events (either during dramatic cutscenes or when enemies grapple with you), and occasionally be forced to explore without your handy compass. Opportunities to use stasis and kinesis in interesting ways are few and far between here; you won’t be freezing bridges or moving about the environment to create new paths all that often. Instead, you search for key items to cobble together at workbenches and insert into something else, diverting power from one system to another to power up lifts or allow you to burn away the Necromorph infestation with a volatile gas, and blasting about through high-speed teleportation tunnels. You can pick from four difficulty modes, each of which increases the aggression of the enemies, and you can use the resources you find from crates, lying about the environments, or pick up from bodies to upgrade your suit and weapons, but you can only carry two weapons at a time and this time you need to craft new ones. I found this to be very aggravating; I wasn’t always able to create new weapons as the resource cost is so high, so I ended up playing most of the game with an upgraded version of the default Plasma Cutter. Furthermore, while it’s fun seeing flares scattered about and revisiting different areas to find new enemies and challenges there, I quickly became frustrated by how often the game simply throws a barrage of enemies at you in place of more intimate encounters and meaningful puzzles.

Graphics and Sound:
Graphically, Dead Space 3 may be the most ambitious of the entire trilogy. While human character models suffer from the same issues that dogged most games of this generation (namely, appearing to be little more than action figures or oddly-rendered puppets pretending to be flesh and blood), the environments, scope, and lighting effects are better than ever. You see this right from the beginning where, in a first for the series, you’re stuck on a frozen ice world and bombarded by snow and limited visibility before running through a gritty, futuristic city that’s ripped right out of Blade Runner (Scott, 1982). Although environments remain cramped and claustrophobic, there’s a grander sense of scale on offer, especially in the zero gravity sections. Far from being confined to scuttled spaceships, you can now blast through the openness of space using your suit’s thrusters and rocket along at blinding speeds thanks to alien technology. The writing and character interactions are also far more dramatic this time around; Isaac is at his lowest, estranged from his love, Ellie Langford, and constantly butting heads with her new lover, Robert Norton. Twists and turns are abundant as the Unitologists infiltrate and brainwash people to their cause, adding greater stakes to the gameplay as you race to rescue or protect Ellie and the other disposable side characters are killed off for dramatic emphasis. I still don’t really like that Isaac is so chatty now, but he’s given a little more weight and characterisation here. He’s not only still struggling with the traumatic influence of the Markers and the previous games, he also has intense rivalries with Norton and Danik and builds a rapport with new character John Carver that makes their poignant decision to stay behind and give their lives to save Elli (and the world) all the more impactful.

Drama, gore, and ominous alien architecture is at the forefront here.

All of this is merely window dressing for what I consider to be the strength of this franchise, and that’s the unsettling, ominous environments you explore. Blood, bodies, and flickering lights all add to the tension, as do the randomly falling grates and corpses, crucified torsos, non-playable characters who commit suicide or are reanimated before your eyes, and the many ominous messages written in blood over the walls and floors. Enemies burst from vents, crawl up through snow, explode to shambling life when infested with parasites, and clamber around walls and over railings to get to you. If you can’t fight them off or get pummelled too much, you’ll be treated to a gory death scene, and body parts will be sent splattered around as you target the Necromorph’s limbs to dispatch them. As ever, Isaac’s meters and ammo are displayed on his suit and weapons rather than a traditional heads-up display, though you can still bring up a live inventory, map, and objective screen and Isaac receives regular incoming video and voice messages from enemies and allies to clog up the screen space. Environments are similar to before, but noticeably different in same areas. You’ve still got dark, confined corridors, barracks, and other areas on spaceships and space stations, but you’ll be in steampunk-like facilities, genetic labs, and Necromorph infested outposts, too. Much of the game is set on a frozen planet, where snow and ice are naturally abundant, and you’re buffeted by snowstorms and crossing crumbling ice caverns. Perhaps the most visually interesting location comes in the final stretch of the game where you’re exploring an alien city, caverns filled with Markers, and a degenerating moon home to a gigantic eldritch abomination that really ups the ante for the finale.

Enemies and Bosses:
Many familiar Necromorphs return in Dead Space 3. As ever, no matter their appearance or attack pattern, your best bet is to target their limbs, severing their blade-like arms and their legs to slow them down and reduce their threat, though many are more than capable of attacking even without a head or reanimating if you don’t pick off the spider-like parasites infesting them so don’t forget to freeze them with Stasis when in a tight spot. “Slash” Necromorphs burst up from corpses, out of vents, and around corners without warning, leaping at you, slashing, and grabbing you to try and rip your face off, so be sure to keep your distance wherever possible. Only a handful of Necromorphs can fire projectiles, but these can be the trickiest to hit. Small variants scuttle about on walls and ceilings firing from their lashing tentacles, “Pukers” cough up acidic bile to slow you down, and the fatter variants spawn tiny parasites that’ll quickly consume you if you’re not careful. Spider-like parasites can infect corpses, making them zombies who shamble after you with wrenches and frantically blast you with assault rifles. The odd wall-mounted Necromorph also reappears, and you’ll again have the “joys” of encountering “Regenerator” variants who can only be slowed and fled from as there’s no dramatic way of putting them down this time. Mine-like cysts will blow you off your feet, large tentacles will block your path, and the aforementioned “Feeder” variants will swarm all around you from overhead vents. In addition, you’ll also get into firefights with Danik’s troops. These guys take cover, fire assault rifles and laser-guided rockets, and can even toss grenades at you that you can throw back using your Kinesis ability. Luckily, if Necromorphs are about, you can hang back and let the two groups battle it out, thinning their numbers to make your life a lot easier.

Despite some horrific Necromorphs, the game suffers from a lack of boss battles.

One aspect of Dead Space 3 I was quite disappointed by is the lack of bosses. Bosses have always been a bit of a weak spot in the franchise and Dead Space 3 noticeably suffers from a lack of tangible boss moments. Some Necromorph enemies can be analogous to bosses, such as the ever-annoying Velociraptor-like “Stalkers” who hide behind crates and rocks and charge at you from out of the blue and the large, skeletal Alien Necromorphs that gore you like a rhino. Easily the most persistent boss in the game is the crab-like “Snow Beast”, a gigantic crustacean you’ll battle in three separate locations, with the main strategy repeating each time but with less options for cover and resource replenishment. The Snow Beast lunges at you and tries to squish you with its spiked legs, only being vulnerable after you sever the whipping tentacles on its back and blast at its exposed mouth/underside. Stasis is useful for keeping it at bay but you’ll need to time your dodge roll well to avoid its lumbering attacks. Eventually, you drive it away but it pops back up again later, this time with crates in the way and no opportunities to recharge your meter, and a third time in the middle of a snowstorm where it’s joined by regular Necromorphs. This time, you use Kinesis to activate two generators and then lure it into the path of two harpoon guns that finally tear it apart. Far more visually interesting is the gigantic, Lovecraftian “Nexus” creature. This squid-like thing tries to crush you with its tentacles limbs, spits up Feeders, and tries to suck you into its maw. You must dodge and dispatch these annoyances and blast its tumour-like growths before targeting more globules inside its digestive tract! Finally, you battle the Tau Volantis Moon itself! The very surface crumbles and changes around you as an eldritch nightmare looms overhead, throwing rocks and depositing Necromorphs onto an unstable circular platform. Luckily, there’s a glowing circle here that will super charge your Kinesis and Stasis abilities, allowing you to slow and dismember enemies and launch large blue rocks into the thing’s eyes. Blast its tentacles when it tries to suck you in and repeat this three times, then succeed at a simple quick-time vent and you’ve won the day.

Power-Ups and Bonuses:
It’s hard from me to talk about Dead Space 3’s weapons as I struggled with the system. This time, you start with the standard Plasma Cutter and can add attachments and circuits to increase its stats (damage, reload time, clip size and such), which is fine, but you also use these same resources (alongside blueprints found scattered throughout the game) to craft new weapons. While many can be pre-made from these blueprints(providing you have the resources), others are cobbled together to give a sense of customisation. Unfortunately, the cost to create and upgrade weapons is so high that I often found myself relying on the standard Plasma Cutter. I created a rapid-fire submachine gun and a shotgun variant, but they were so weak that I rarely used them. A flamethrower proved much more reliable but you can also craft weapons that shoot lightning or acid rounds, darts, and explosives. I was pretty disappointed that I didn’t get to experience much of this, however. One of the appeals to games like this is naturally acquiring new weapons, but I found it difficult to craft new ones and their benefits lacklustre compared to upgrading the Plasma Cutter. A big reason for this is that the same resources are used to upgrade your suit. While Isaac gains new suits as the story progresses, you can spend resources upgrading your maximum health and armour, extending the range and recharge time of your kinesis meter, and improving your oxygen supply. It seems to be much more stripped down and barebones this time around, but these benefits are useful as you have limited inventory space for things like health and ammo. When you reach a workbench, you can store items in a safe for later use, which is useful, and this is also where you scavenger bot will deposit more resources after you deploy it. It’s worth taking the time to smash enemy bodies, crates, and explore your surroundings for pick-ups as they’ll frequently drop ammo, health, and resources to upgrade and craft your equipment. Recharge points for your abilities are also common and you can occasionally make use of environmental hazards (drops, explosive barrels, and laser traps) to dispatch enemies.

Additional Features:
There are fifty Achievements to aim for in Dead Space 3, many of which you’ll get from a simple playthrough. You get Achievements for beating the various difficulty levels, for example, dispatching the Snow Beast, crafting a weapon, and retrieving resources from a scavenger bot, all things you’d do without even trying. Some are a bit more obscure, such as shooting a deer head in an office, using the gas to destroy five Cysts, and not taking damage in certain sections. Others are a little more grindy: there are audio and text logs and alien artifacts to be found, blueprints and weapons to collect, and limbs that need to be severed if you want to tick off all the game’s Achievements. You’ll also need to play in co-op mode, use different weapons and melee attacks, and complete all optional missions to get the full 1000G associated with the game. Finishing Dead Space 3 on any difficulty unlocks “New Game”, which allows you to restart with all the upgrades and weapons and such from your last playthrough, access a new suit, and acquire better upgrade parts. If you have a save file from Dead Space 2, you get access to the “Planet Cracker” Plasma Cutter. Finally, if you managed to download the game’s additional content, you can play an epilogue story that comes with eight additional Achievements and sees Isaac and Carver escaping Tau Volantis, battling Dik’s cultists, and learning of an impending Necromorph invasion of Earth!

The Summary:
I’d heard that Dead Space 3 was the weakest of the original trilogy. Nothing specific comes to mind regarding that statement, just a general consensus that it’s not as strong as the first two games. I went into it with this in mind but expecting more of the same and, in many ways, that’s true. Dead Space 3 doesn’t stray too far from the previous formula of exploration, puzzle solving, and Necromorph slicing, but it adds a few wrinkles and changes things around just enough to drag it down a little bit. The crafting system, for one, was a major headache for me. I really didn’t like that I couldn’t swap to different weapons to break up the action as I lacked the resources to craft and/or properly refine the other weapons. It also took a lot of the fun out of the exploration when all you’re rewarded with are parts to cobble together weapons rather than an actual gun. The puzzles were extremely stripped down, and nowhere near as prominent. Sure, sometimes you have less time to hack a console or need to craft something to open a door, but ultimately the game failed to utilise the Stasis and Kinesis abilities in interesting ways compared to the last two games. It’s the same for the zero gravity sections. Yeah, it’s fun flying through space but these are merely distractions from the main gameplay rather than being standout sequences since the game would rather waste your time on frustrating rappel sequences. The lack (and recycling) of bosses hurts the game, too. I like fighting big, monstrous creatures but these encounters were few and far between. It’s also weird to me that you don’t get an AI partner in single-player and the game didn’t lean more into the co-op aspect. I honestly forget John Carver was even there as he only appears in cutscenes and scripted sequences, making you wonder why they bothered with the co-op function at all. Ultimately, there was a lot to like here – the game is as horrific and nerve-shredding as ever – but I can’t help but feel as though something was lacking. The soul, perhaps? I can’t quite put my finger on it but it was definitely a far less enjoyable and much more aggravating experience compared to the first two, which is a shame considering the core gameplay and mechanics are just as appealing.

My Rating:

Rating: 3 out of 5.

Pretty Good

Did you enjoy Dead Space 3? How do you think it compares to the previous two games? What did you think to the co-op mechanics and the new rappel gimmick? Were you also disappointed by the lack of boss battles and frustrated by the increased enemy swarms? Were you able to craft some decent weapons or did you also struggle with this system? Did you ever find all those artifacts? Which game in the franchise is your favourite? What horror-theme videogames are you playing this October in anticipation of Halloween? Whatever your thoughts on Dead Space 3, drop a comment below.