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 [00-Heaven]: GoldenEye 007 (Xbox Series X)

Click here to view my playthrough of this game.


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 of the most recognised and popular movie icons.


Released: 27 January 2023
Originally Released: 23 August 1997
Developer: Rare
Also Available For: Nintendo 64, Nintendo Switch, Xbox One, Xbox Series X

The Background:
It was tough to get any better than a game of four-player GoldenEye 007 back in the day. The endlessly accessible and enjoyable first-person shooter (FPS) was a staple at many a sleepover in my youth and was directly responsible for making me the James Bond fan I am today. Popularised by Sean Connery’s immortal portrayal, Ian Fleming’s super spy was in a bit of a drought in the late-nineties thanks to legal issues and Timothy Dalton resigning from the role. The iconic British institution came back with a bang, however, with Pierce Brosnan’s critical and commercial debut, which was followed by a tie-in game for the Nintendo 64 some two years later. Developed by British studio Rare under the direction of Martin Hollis, the game was originally conceived of as a 2D platformer for the Super Nintendo Entertainment System and as a rail-shooter before the developers got to grips with the Nintendo 64 hardware. After a year of development, David Doak joined the team and implemented stealth mechanics using a radius test. Successive gunfire would attract nearby enemies and players were encouraged to spy on enemy characters using the game’s two-way mirrors. Six months before the release date, programmer Steve Ellies added the now iconic multiplayer mode, though the likeness of former Bonds and the names of certain weapons were changed for legal reasons. The developers also toned down the violence to appease Nintendo’s concerns and included a number of unlockable cheats. In a world where videogame tie-ins are notorious for being rushed, bugged, and unfulfilling affairs, GoldenEye 007 proved the exception. Not only was it one of the best-selling Nintendo 64 games but the game was met with unanimous (and continuous) praise for its gameplay, mission-based mechanics, and multiplayer. Although Rare soon lost the James Bond license, GoldenEye 007’s legacy continued to be felt not just with its spiritual sequel, Perfect Dark (Rare, 2000), and in other FPS titles, but throughout subsequent James Bond tie-in games. There were rumours and clamouring for a re-release for decades, though rights issues always saw these stall. In 2010, Eurocom released a reimagining of the title to mixed reviews but hopes were raised when leaks of an Xbox One version appeared online. On the eve of the game’s 25th anniversary, these rumours were officially announced to be true when it released exclusively on the Xbox One and Nintendo Switch series of consoles and featuring a number of enhancements. So beloved is the original game that this enhanced version of GoldenEye 007 was equally lauded, especially for its nostalgia factor, though some were disappointed that the Xbox version didn’t include online multiplayer.

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 is a first-person shooter in which players are placed into the shoes of world-renowned super spy James Bond and charged with completing various objectives across eighteen stages (referred to as “Missions”) taken from the movie of the same name, and two bonus Missions that loosely adapt elements and events from classic Bond films Live and Let Die (Hamilton, 1973), The Man with the Golden Gun (ibid, 1974), The Spy Who Loved Me (Gilbert, 1977), and Moonraker (ibid, 1979). Unlike FPS classis like Doom (id Software, 1993) and rail-shooters like Time Crisis (Namco, 1995), GoldenEye 007 offers a range of movement and control options, making Bond a far more versatile and capable FPS character compared to some of his counterparts. This new version of the game improves things even more thanks to modern controllers having two control sticks, but there are a range controls available and players can even customise them if they wish. The default controls see you firing Bond’s current weapon with the Right Trigger, activating consoles, opening doors, and disabling alarms and such with A, crouching to avoid incoming fire or enter vents with B, and aiming with the Left Trigger. You can also press Y and the Left and Right Bumpers to cycle through your available weapons, or manually select them by pausing the game, which brings up Bond’s fancy gadget watch. This also allows you to read up on your mission objectives, gives you the option of switching to different control schemes (each named after a different Bond Girl and with one even allowing an awkward two-player mode where only player moves while another one shoots), select gadgets like a key decoder or Bond’s laser watch, and quit the current Mission. On the original Nintendo 64 version, strafing was accomplished with the C-buttons and allowed you to rapidly dart across environments at higher speeds. Here, you can use the left analogue stick to accomplish this same task, and you’ll also find that your aim benefits from a slight auto-aim function.

Take on the role of 007, gun down enemies, and complete various objectives.

Unlike in modern FPS games, Bond is surprisingly vulnerable and will not regenerate health when taking cover from enemy fire. In fact, most things you take cover behind will explode in your face, so it’s better to keep moving and make use of the game’s controls to peek around corners or use silenced weapons or Bond’s handy karate chop to knock enemies unconscious without raising alarm. When taking damage, Bond will react accordingly, which can throw off your aim and see you being bounced about in a crossfire. Explosions are usually an instant death sentence as well so be sure to avoid grenades, rockets, and exploding crates whenever possible. While you can’t replenish Bond’s health, you can pick up body armour strewn across the environment to add an extra bit of protection, but there are no checkpoints in GoldenEye 007 so once you see that blood filling the screen or the “Mission Failed” notification, you’ll have to start over from the beginning. The game offers three difficulty settings (“Agent”, “Secret Agent”, and “00 Agent”), with a fourth being unlocked that allows you to customise various difficulty options, and the difficulty setting you play on directly impacts the behaviour of the game’s enemies, the bonuses you unlock, and the mission objectives you’re given. For example, when playing on “Agent”, you’re generally only given a couple of mission objectives. “Runway” on this mode simply asks you to acquire a key and escape in a plane, but higher difficulties have you destroying anti-aircraft guns first. Later Missions can become extremely complex and difficult because of this. Each Mission is preceded by a number of dossiers in which M, Q, and Miss Moneypenny will explain the specifics of each objective, often with pictures, so you have to be mindful about going in all-guns blazing as you don’t want to accidentally destroy a vital piece of machinery or gun down an ally. Because of this, many 00 Agent Missions require better use of stealth, such as attacking with short bursts of fire or while unarmed, enemies will be noticeably more formidable, and you’ll need to explore more of the environment and have less access to body armour, dramatically increasing the challenge.

Each Mission and difficulty setting offers unique objectives and mechanics.

Mission objectives are quite varied, but also shared across the game;. You’ll be deactivating alarms and consoles (sometimes by interacting with them, other times by blowing them up), acquiring keys, key cards, and documents, and meeting with allies like Doctor Doak, Valentin Zukovsky, and Dimitri Mishkin. Environments are often littered with cameras and alarm systems that will attract enemies to your location or even lock you out of rooms if you’re not quick to disable them, and enemies can sometimes be holding hostages who you’ll need to free without killing the innocent. This can be easier said than done, especially on missions that require you to protect, escort, or work alongside Natalya Simonova. All of the game’s non-playable characters (NPCs) tend to run in front of your bullets but Natalia is the worst, running around in a mad panic amidst a gunfight or leaving herself an open target while messing about with computers. Things quickly become quite obtuse and tricky as you’re tasked with destroying weapons caches, calling for back-up (without destroying the radio equipment), re-aligning an antenna cradle, and wandering around a statue park to meet with the mysterious Janus. Many mission objectives require the acquisition and use of Bond’s gadgets, such as using his laser watch to cut through grates, attracting keys with his magnet, planting tracking devices, and photographing objects, sometimes while racing against a time limit. Gameplay is somewhat broken up in the two instances where you can hop into an armoured tank, with it being mandatory to barrel through the streets of Saint Petersburg in said tank while trying not to run down too many innocent civilians. If you fail even one objective, the entire Mission is a bust, but you can continue playing if you want. This can be a good way to get an idea of the layout of the environment and find other mission objectives for your next playthrough to get a faster completion time, something that’s necessary to unlock all of the game’s cheat options. In addition to your time, your accuracy, shots fired, and kills are all tracked after a Mission is completed, meaning you can always try and improve your approach to a Mission.

Graphics and Sound:  
Even back on the Nintendo 64, GoldenEye 007 did a pretty good job of recreating scenes and characters from the movie. Sure, the character models are blocky and their faces hideous and many environments are a little too bland, polygonal, and swamped with fog, but they managed to capture the essence of the film really well, expanding upon minor elements and areas, especially in the first few Missions, and making them fully-fledged locations. The only issue I had was that the developers included two versions of Surface and Bunker. I would have preferred to see a Casino and Paris stage used instead to add a bit more variety to the early game, but at least there are differences between the two stages to both differentiate them and showcase the passage of time. There are even entirely new environments that weren’t seen in the film, like Silo, Depot, Caverns, and stages based on small parts of the film (like Dam, Runway, Frigate, and Train) are expanded on with additional mission objectives and aesthetic quirks. Of course, the most memorable location remains Facility, which lovingly recreates and expands upon the opening scenes of the film and remains the quintessential map for multiplayer skirmishes. My least favourite stages were always Statue, Jungle, and Cradle as they’re quite difficult to navigate and full of dense fog and hazards, to say nothing of the tougher enemies dwelling within.

While the graphics are dated, nostalgia means the game retains its visual appeal.

Every Mission begins with a bit of an overview of the location before the camera pans around and into Bond’s head, literally placing you in the role of the world’s most famous spy. Cutscenes, in the traditional sense, are few and far between and limited to these opening camera pans and a little animation of Bond looking all cool as he exits the stage, with the majority of the game’s story being relayed through the mission dossiers and onscreen dialogue. There are occasions where you can continue on and this dialogue will still play out, but if you try and rush Janus in Statue or don’t heed his advice to holster your weapon then you’ll fail the Mission. There are some graphical limitations to GoldenEye 007 that definitely date it, as well. There’s no reloading animation (guns simply disappear and reappear with a reloading sound effect), enemies have repetitive animation cycles (though they do kneel down, roll, cross their arms when dual-wielding, and react when shot in the ass), and there can be a bit of slowdown when too many explosions fill the screen. Still, little details like bullet holes, splashes of blood on clothing, and screams of pain help to keep things very immersive. Additionally, the soundtrack is incredible; composed by Rare stalwarts Graeme Norgate, Grant Kirkhope, and Robin Beanland, the soundtrack is both recognisably Bondian and unique, harkening back to Éric Serra’s movie score and the Bond themes made so famous by John Barry.

Enemies and Bosses:
Bond’s mission is impeded by the finest polygonal soldiers and grunts money can buy. While there’s not much to differentiate them in terms of animation, the game’s enemies all don different attire depending on the Mission (sporting parkas in Surface, camo gear in Jungle, and tactical outfits in Caverns) and wield various weapons. Many carry the KF7 Soviet or Klobb, two notoriously inaccurate weapons; others bust out the DD44 Dostovei or dual-wield the ZMG (9mm). The challenge posed by the game’s enemies directly relates to the difficulty setting you’re playing on and the Mission you’re playing. Enemies are pretty clueless in Dam but wander around the Caverns carrying super-powerful US AR33 Assault Rifles and blast at you with Moonraker lasers in Aztec. Janus’s special forces, and some guards aroused by alarms, will also carry shotguns or toss grenades, and you’ll also have to keep an eye out for high-impact turret placements that can shred your life meter in seconds. Enemies are quite vulnerable, even on “Secret Agent”, dropping after a few good torso shots or a headshot, but sometimes their guns can block your bullets and the sheer number of enemy bodies can make it difficult to land decent shots, in which case it’s best to target explosive parts of the environment to send them flying.

In addition to the movie’s baddies, you’ll encounter some classic Bond villains here,

Although boss battles aren’t commonplace in GoldenEye 007, there are a few instances where you’re tasked with killing one of Janus’s henchpeople in a firefight. The first of these you’ll encounter is Colonel Arkady Grigorovich Ourumov, who cannot (easily) be killed in the first few encounters. Ourumov fires at you from a distance in Silo, you pursue him in Streets, and then you finally gun him down at the end of Train, just like in the movie. Shooting Xenia Onatopp in Train will buy you some much-needed extra time with the floor grate, but she puts up a far greater fight when you confront her in Jungle. She’s armed with both a super-powerful RC-P90 and a grenade launcher and can be difficult to hit thanks to the fog, the explosions from her grenades, and her armour-piercing shots. Your best bet is to hang back, firing from a distance, or get up nice and close and fill her face with AR33 fire. This method of staying back serves you well in the final Mission of the main game, Cradle, where you go head-to-head with rogue MI6 agent Alec Trevelyan/Janus. In this Mission, you must realign the antennae, fending off Janus’s elite guard and the sentry guns set up about the place, blasting at Trevelyan as he fires his AR33 and tosses grenades to cover his escape. Trevelyan can absorb a great deal of damage but, once you’ve hurt him enough, he’ll dash to a specific area of the map and drop down to a small platform, just like in the film’s finale, where you’re given precious seconds to reorientate yourself and deliver the final blow. When you unlock the bonus missions, Aztec and Egyptian, you’ll face off with classic Bond villains Jaws and Baron Samedi. The former carries two AR33s and is a veritable bullet sponge, though he’s a big target and shots to the face are recommended. The latter mysteriously resurrects and wields a different weapon each time as you search through the pyramid for Francisco Scaramanga’s fabled Golden Gun, which can kill any enemy, including the supernatural Samedi, in one hit.

Power-Ups and Bonuses:
Naturally, there’s quite a bit you can find throughout each Mission to aid your progress. Body armour allows you to take a few more hits and effectively acts as a secondary health bar and you can pick up any weapons dropped by downed enemies. Green crates can often be found which contain new weapons or ammo, and you’ll also be able to swipe keys and key cards from guards and NPCs alike to acquire mission-specific items or additional toys. Bond can karate chop enemies without expending ammo, but this leaves him extremely vulnerable so it’s best to use this from behind. Similarly, the sniper rifle butt can be used to hit and defeat enemies when up close. He’s also afforded numerous weapons, including his iconic Walther PPK (known as the PP7), which also comes with a silenced variant, and his trusty watch, which cuts through grates and enemies alike with its laser. Bond can also dual-wield for additional damage (and ammo expenditure) and you can even have him hold two different weapons if you’re quick at cycling through them. A variety of machine guns are on offer, from the near-useless Klobb to the simplicity of the D5K Deutsche and the burst fire of the RCP-90. You can also grab high-explosive weapons, such as grenades, grenade and rocket launchers, and three types of mines (remote-activated, proximity triggered, and timed), but be sure to avoid the blast zone. Throwing and hunting knives can also be used for a more personal touch, but I like the power and accuracy offered by the two shotguns and the Couger Magnum. The game’s best weapon is the one-shot Golden Gun and the faster variants unlocked through cheats, but you can also make use of the tanks cannon to blast at soldiers and anti-aircraft guns and zap enemies with lasers when you acquire the Moonraker laser.

Additional Features:
There are fifty-five Achievements on offer in GoldenEye 007, with twenty being awarded simply for clearing each of the game’s Missions on any difficulty setting. You’ll get three separate Achievements for finishing the entire game on each of the three difficulty settings, and 10G each time you finish a Mission in a specific time frame on a specific difficulty and unlock a cheat option. Yes, blasting through Missions as quickly as possible on each of the difficulties will unlock a wide variety of cheats, from invincibility, invisibility, all guns, infinite ammo, and even options for a hilarious “big-head mode” and to speed up or slow down the in-game action. Achievements are also earned by playing the game’s multiplayer mode. Although the Xbox version doesn’t allow for online multiplayer, you and your friends can still get together in person to battle head-to-head, or in teams, across a variety of repurposed maps.

The game’s replay value is bolstered by fun cheats, a banging multiplayer, and various unlockables.

You can battle simply for points, set limits on how many lives and time you have to play, set weapons to be one-hit kill, battle for control over the mythical Golden Gun, and play a capture the flag scenario, with each option named after a classic Bond film. All of the game’s characters, major and minor, are available to pick from alongside two classic Bond villains, Oddjob and Mayday, with the former (and Jaws) offering different challenges based on their height. Completing the game on Secret Agent and 00 Agent will also unlock two bonus Missions: Aztec and Egyptian. In Aztec, you’re placed in a fantastic recreation of Hugo Drax’s missile command centre from Moonraker and must confront Jaws, escape a rocket’s test fire, and then sabotage the Drax shuttle before it takes off. In Egyptian, you’re tasked with navigating a maze-like pyramid in search of the Golden Gun and hounded by Baron Samedi, who returns three times to cause you trouble but the biggest challenge here is remembering the sequence to reach the aforementioned Golden Gun as you’ll be cut down by sentry guns if you step on the wrong tiles. Some additional weapons can also be used when utilising the All Guns cheat, which can make it fun to revisit previous Missions, and you can even tweak the enemy behaviour, strength, and awareness when you unlock 007 Mode to make the game even easier or harder depending on your preference.

The Summary:
Obviously, nostalgia is a huge part of GoldenEye 007’s appeal. Graphically, the game hasn’t aged very well, and it’s definitely been superseded by other Bond games and FPS titles in terms of presentation, gameplay mechanics, and content but there’s something very appealing to GoldenEye 007’s simplicity. It’s nice to be placed in a surprisingly large number of polygonal environments and simply head to a goal, with additional objectives adding relay value and challenge to the game, meaning GoldenEye 007 can be surprisingly complex that more you play on higher difficulties. The game is full of fun little Easter Eggs as well, from character animations and dialogue to oddities placed in each environment, and I enjoyed how NPCs on one difficulty suddenly become vital objectives in the next. There’s a lot to do here as the game challenges you to play on harder difficulties and find the fastest, most efficient way of beating its Missions to unlock everything. There’s also a nice variety of weapons that can all be held at once, meaning you can easily mix and match your gameplay style on the fly, and a fun assortment of objectives that often encourage stealthier gameplay but give you the tools to engage in a manic firefight. The multiplayer is as enjoyable as ever, too; I’m not fussed about the lack of online functionality as I don’t play online and it’s great to be able to jump in and mess about like in the old days. After decades of GoldenEye 007 being restricted to an old console, it’s simply astounding to see it made available once again. It’d be great if more licensed games got the same treatment but I’m happy to say that GoldenEye 007 is just as much of a blast to play through now as it was all those years ago.

My Rating:

Rating: 4 out of 5.

Great Stuff

Was GoldenEye 007 a favourite of your youth? What did you think to this re-release and were you surprised when it was finally announced? How do you think the game holds up today? Did you ever finish it on 00 Agent and unlock everything? Which Mission, weapon, or location was your favourite? Do you have fond memories of playing the multiplayer? What’s your favourite James Bond videogame? I’d love to know your thoughts and memories of GoldenEye 007 so please leave them in the comments and go check out my other Bond reviews.

Game Corner: Resident Evil 4: Gold Edition (Xbox Series X)

Released: 8 March 2024
Originally Released: 24 March 2023; 11 January 2005
Developer: Capcom
Also Available For: PC, PlayStation 4, PlayStation 5, Xbox One, Xbox Series S

The Background:
Headed by Shinji Mikami, Resident Evil’s (Capcom, 1996) focus on atmospheric horror and limited resources popularised the “survival-horror” subgenre. Despite its blocky graphics, clunky controls, and cringe-worthy voice acting, Resident Evil was a critical and commercial success, kickstarting an entire franchise that continued to tweak the gameplay mechanics, expand the lore, and prove equally successful. During the sixth-generation of the gaming industry, Mikami (after a lengthy development process) spearheaded Resident Evil 4 (Capcom Production Studio 4, 2005). The game reinvented the series by shifting away from tank controls and restrictive angles to an over-the-shoulder perspective and a greater emphasis on player control and action. Resident Evil 4 became the second best-selling Resident Evil title and is universally regarded as one of the best (if not the best) entries in the franchise. Despite receiving a high-definition port in later years, the success and popularity of the game saw Capcom prioritise a modern remake over other Resident Evil titles, especially as they’d seen considerable success with remakes of previous entries. The project was not one that directors Kazunori Kadoi and Yasuhiro Anpo took lightly. Although they wished to capture the spirit of the original, the developers minimized the use of quick-time events (QTEs), expanded the narrative and capabilities of the notoriously annoying Ashley Graham, and placed greater emphasis on knife attacks and parrying. Like its predecessor, Resident Evil 4 was met with widespread critical acclaim. Reviews praised the updates to the graphics and mechanics, the expanded characterisations, and the brutal gore, though some criticised the retention of some of the original’s weaker moments. Regardless, Resident Evil 4 sold over five million units by July 2023 and was subsequently bolstered by some downloadable content (DLC). “The Mercenaries” mini game was made available for free from April 2023, microtransactions were added to speed up weapon upgrades, and a remake of the “Separate Ways” side story was released to high praise in September 2023. All this DLC was then re-released alongside the base game as this physical Gold Edition in early 2024.

The Plot:
After escaping Raccoon City, Leon S. Kennedy, now a government agent, is sent to rescue Ashley Graham, the daughter of the United States President, from a mysterious cult in a rural Spanish village. There, he encounters hostile villagers pledged to Los Iluminados and infected by a mind-controlling parasite known as Las Plagas.

Gameplay:
Resident Evil 4 is one of the all-time classics not just of the Resident Evil franchise, but in all of gaming. It changed the survival/horror formula into a more action-oriented genre and directly influenced later remakes of similarly classic Resident Evil titles. However, I was disappointed when I heard it was getting the remake treatment, especially as the previous HD version still holds up really well (despite you not being able to move and shoot). I would’ve much preferred to see Resident Evil – Code: Veronica (Capcom Production Studio 4, 2000) brought up to modern standards but I guess I understand the logic behind prioritising one of the most profitable and popular games. Resident Evil 4 offers six different control types and a wealth of modern options to choose from. You can toggle aim assist, the run and crouch functions, the size of the aiming reticle (which largely replaces the laser sight from the original game), various camera settings, and the intensity of the heads-up display and damage indicators. The default controls see you aiming with the Left Trigger, readying your knife with the Left Bumper, shooting or stabbing with the Right Trigger, and running with the Right Bumper or by pressing in the left stick. Y brings up your inventory (still nicely arranged in attaché briefcases), X reloads, A interacts with the environment to pick up weapons, ammo, treasure, and files, and you can crouch through small gaps with B. You can use the left stick in conjunction with RB to perform a quick turn, hold A to pull certain objects (bookcases, filing cabinets, etc) when prompted, and switch weapons using the directional pad. Two weapons can be assigned to each direction this time, which is great for mixing up your attack strategies and conserving ammo, though there’s no quick-heal option here.

Alongside more emphasis on the knife, Leon’s allies have had their roles greatly expanded.

Resident Evil 4’s newest gimmick is placing increased emphasis on the knife. Before, you could cheese the knife to a ridiculous extent, stunning enemies and opening them up for Leon’s over the top melee attacks. While that’s still true here, Leon’s knife also parries certain attacks from the likes of the Chainsaw Ganado and other weapon-wielding enemies with LB. This will wound or stun enemies so you can run in to press A to hit a suplex, but you can also sneak up behind them or finish them off with your knife with a press of RB. Leon’s knife now has a durability meter; eventually, it’ll break and he’ll need to spend his hard-earned pesetas upgrading it at the mysterious Merchant. Weaker, disposable knives are often found dotted around the environment, in addition to stronger ones, and it really makes you think twice about going all gung-ho with your knife like before and opens up interesting ways to battle the likes of Major Jack Krauser since all the previous QTEs have been replaced by these new parry mechanics. In what’s now a franchise tradition, there is also a part where you lose your gear and must stealthily take out enemies to retrieve your stuff. As before, Leon will partner with some allies; suave ladies’ man Luis Sera has an expanded role here, helping you at key points and providing both ammo and extra gunfire when besieged by enemies or battling the troll-like El Gigantes, but your main partner is still Ashley Graham. Now wearing more sensible attire and with her bratty persona toned way down, Ashley is far more capable and useful than before. You command her to wait, hide, and follow you by pressing in the right stick, hiding her in the odd cabinet or cupboard and having her climb over walls to unlock doors or lower ladders. While she can die (and you can accidentally shoot her), you no longer have to worry about wasting your healing items on her and she typically just gets “incapacitated”. You can revive her and get her back on her feet, though you’ll still have to cover her as she helps solve puzzles and shoot enemies that try to spirit her away or else you’ll get a game over.

Purchase new items and upgrades, craft ammo, or just kill time at the shooting range.

I actually felt like Ashley wasn’t even partnered with Leon as much as in the original game and, when she is, it’s so much easier to look after her. Her solo section has also been expanded somewhat, moving from a primarily stealth-based interlude to a more puzzle-based section where you stun Armaduras with her special lantern. Leon also has a few more combat options available to him: he can occasionally dodge bigger attacks with B, has more control over the boat he uses to cross the vast lake, and can again use giant cannons to splatter enemies and shatter doors. As is now the standard in Resident Evil titles, Leon can also craft ammo and health from the inventory screen. By picking up resources, gunpowder, herbs, and purchasing instructions from the Merchant, you can craft ammo and various coloured herbs that will partially, fully, or even extend your health. This has also been expanded to the treasures; you can increase the value of goblets and crowns and other large treasures by inserting coloured gemstones, which is great for earning extra cash. You once again save at typewriters with no fear of running out of ink (though the game has a generous autosave function), can use a limited Item Box when doing so, and can once again take a break from all the killing and horror at the many shooting ranges. Here, you test your marksmanship skills to earn letter grades and tokens to purchase charms for your briefcase that’ll give you certain buffs. The Blue Medallion system has also been expanded to include side missions set by the Merchant. These include shooting hidden Blue Medallions, disposing of rats, and confronting tougher enemies, all for greater treasures.

Classic puzzles and former QTEs have been reworked to offer a new, if familiar, challenge.

While much of Resident Evil 4 is familiar to anyone who’s played the original game, some of the puzzles and sections have been reworked. You’ll no longer run away from a giant stone version of Ramon Salazar or deal with that flame-filled room, for example, but these elements have been reworked into the tower section, meaning you not only have to avoid barrels coming down the spiral staircase but also take out Salazar’s giant stone visage to avoid being roasted alive. The light puzzle in the church is different, I’m pretty sure I don’t remember exploring a bunch of different caves to find shrines in the original, and I believe the dissection lab has a new power reroute puzzle that wasn’t there before. I do recognise some of the puzzles, though; you’ll still be traversing that damn hedge maze, still have to wait for the lift to come while fending off the Verdugo (now pulling levers to temporarily freeze it with liquid nitrogen and parrying it when it destroys these controls), and you’ll still have to watch your step when crossing rickety wooden bridges. You can still save a dog for an assist later on, still shoot lanterns to set enemies on fire, and still use explosive barrels to take out hordes of enemies. You and Ashley will sometimes have to turn wheels or levers or simultaneously pull switches or create new paths or open doors, or you’ll command her to do this while you explore further and protect her. You’ll be finding keys to unlock doors and drawers, taking the long way around to unbolt doors and create shortcuts, upgrading key cards, finding spheres that need to be rotated to form the Los Illuminados’ symbol, shooting gongs, sitting at the right tables as dictated by paintings, completing sword puzzles, and racing along on minecarts at breakneck speed, struggling to stay on the track, take out enemies, and avoid dead ends. If things get too tough for you (and it can get a bit hairy when you’re surrounded by enemies that only become stronger when you defeat them), you can lower the game’s difficulty. “Assisted” mode enables a health regeneration system and lowers the cost of items, but generally you can get by on “Standard” if you conserve ammo and make good use of the melee attacks, knife, and environmental aids dotted around the place.

Graphics and Sound:
While I was sceptical about remaking Resident Evil 4 since the previous version still holds up really well, it can’t be denied that the game has never looked better than here. The remake engine makes fantastic use of lighting and shadows to give everything a far creepier and more horrifying atmosphere. The level of detail at work throughout the game’s environments is astounding, with rain and water effects being a constant standout. Areas feel real and lived in, with blood trails and splatters, damage and debris, and little things like photographs, ticking clocks, and even enemies hiding in toilets and giant ovens all adding to the immersion. Leon, especially, benefits from the graphical upgrade; he can now move and shoot, dynamically reloads, and reacts to his environment, shielding himself from rain, resting against walls when low on health, and crashing through destructible objects with the same gusto as before. Character models, in general, are much improved here; Ashley has a more sensible wardrobe, Luis has never smoked a cigarette better, and even the diminutive Salazar looks far less comical here. Faces are still a bit unnerving at times, appearing a bit plasticky (especially when wet) but the level of detail is greater than ever before, so I can forgive it. This extends to the blood and gore, too; enemies can be blown to pieces, exploding in a splatter of guts and viscera, their bodies writhing on the floor, reanimating with renewed aggression, or their heads bursting open as horrific tentacles parasites writhe about. More of them appear than ever before, too, with their variants and mutations causing serious trouble when you’re low on health and ammo and must survive until the game decides to let you continue.

The graphical upgrade is astounding, making everything darker, grittier, and gorier.

All the key areas from the original game return here, including the main village, a sprawling castle, a network of dank caves and mines, and the fortified island the serves as the finale. You’ll visit graveyards, churches, houses (both abandoned and occupied), forgotten laboratories where bizarre genetic experiments lurk, medieval dungeons and hallways, and a veritable war zone in the end game as you navigate past barricades, narrow corridors, and ransacked areas where enemies lurk around every corner. Everything has a much higher level of detail; you can push obstacles out of the way as well as hop over or through them, files are scattered about to flesh out the local lore, and gameplay is frequently interrupted by exposition dumps from Ingrid Hunnigan or taunts from Saddler and his cohorts. Every cutscene and comms chat can be interrupted, which is great for subsequent playthroughs, and the sheer sense of foreboding atmosphere is unparalleled here as you’re never sure what’s lurking around even the most familiar corridors. Enemies can toss weapons at you, clamber up ladders, and will shout for help when they spot you. Later on, spider-like parasites will scuttle about and attach themselves to regular enemies, making them more formidable, and you’ll be constantly deactivating explosives, avoiding those ever-annoying bear traps, and redirecting gun turrets to clear your path. As ever, music plays a key role in alerting you to when there’s danger present; when it dies down or is more tranquil, you’re safe to explore and regroup. The dialogue and script has also been slightly tweaked; while Leon still has a lot of sass, some of the cheesier lines have been removed. There’s also an additional haunted quality to Leon as he struggles to reconcile the horrors he saw in Raccoon City and make amends for his mistakes with his newfound training.

Enemies and Bosses:
Like in the original game, there are no zombies here. Instead, you primarily fight the cult-like, parasite-infested minions of Los Illuminados. Ganados are far more intelligent than zombies, but no less durable; they can take multiple shots, even to the head, and keep going, utilising weapons like hatchets, pitchforks, and dynamite to cause you headaches. Thankfully, any nearby traps and hazards (and larger enemies) can hurt and kill them, but they are a real pain in the ass when they start wielding crossbows, hiding behind shields, and their heads burst to reveal disgusting tentacles and voracious parasites. The robed summoners will force this transformation and obscure your vision, so be sure to take them out quickly, while flash grenades are your best bet against the naked parasites or the armour-clad Armaduras. You’ll also battle Plagas-infested Novistadors, giant bugs that hover around, spawn from hives and can camouflage into the environment. Later, the Ganados better arm themselves and protect themselves with flak jackets helmets, and other military gear, making it even harder to score a good headshot.

Bosses have been reworked to accommodate the new mechanics and modern graphics.

Larger, more monstrous enemies are also commonplace and act as mini bosses. The first you’ll encounter is the Chainsaw Ganada, a burlap-sack wearing madman who will lop your head clean off if you don’t make good use of the parry system. As if their sporadic appearances aren’t bad enough, you’re also forced to fight the Bella Sisters again, this time in an enclosed room (which actually makes it easier to track them), and the aggravating, claw-handed Garradors. Though brutish, heavily armoured, and extremely dangerous, Garradors are also slightly easier here as you’re not locked in a small cage and have more room to manoeuvre behind them to shoot the parasite on their back, stunning them for a more effective attack. Similarly, sledgehammer-carrying Brutes often show up, though their wild swings can just as easily wipe out nearby lesser enemies, as well as lumbering El Gigantes. This time, when you battle the two of them in the furnace, Luis is there to help; though he’s more of a distraction and hinderance as he needs to get clear before you can drop their asses into the molten steel. As ever, two of the more disturbing enemies-cum-mini bosses are the cackling, slug-like Regenerators and spiky Iron Maidens, two intimidating creatures that shrug off bullets and grenades, rapidly heal even when blasted in two, and pounce on you to try and eat your face and skewer you. The only way to effectively destroy them is by finding and equipping the Bioscope Sensor to your rifle so you can see and shoot the parasites lurking in their bodies, which can be easier said than done thanks to their erratic movements and extendable limbs. Another memorable boss encounter is, of course, the massive, mutated salamander Del Lago. You’ll need to use LB and RT to throw your unlimited supply of harpoons and the beast, avoiding the obstacles floating in the lake and chucking your spiked implements into its mouth when it leaps from the water. Thankfully, your encounters with the Verdugo are much more manageable this time; instead of running around a maze of shipping containers and fighting it in a cave, you must simply freeze it with liquid nitrogen and avoid or parry its lashing tail attacks when prompted.

No matter how big or monstrous the boss, your knife, parry, and dodge abilities will be the deciding factors.

Bitores Mendez once again hounds Leon throughout the story, though you are spared him lumbering after you like a Mr. X or Nemesis figure. He’s still fought in a burning barn, assuming a scorpion-like mutated form where he swipes with his tentacles, requiring you to either dodge or parry his limbs to blast at his big, ugly eye. In the second phase, the fires rage out of control and can really eat away at your health, as can the barrels he tosses at you, but the key is staying in the safest place you can find, parrying when prompted, and hitting RT when he’s stunned to deal big damage. Ramon Salazar’s mutated plant form is more agile than I remember it. He scuttles about on the walls and ceilings, belching corrosive bile and explosive pods, and can eat you in one bite if he gets too close. You need to constantly stay on the move and not miss the opportunity to fire when the pod opens and reveals him, which will eventually stun him to the ground so you can use your knife, but I found this a particularly gruelling boss battle. Krauser is fought twice this time; the first is a straight-up knife fight where you must parry or dodge his attacks, landing slashes and melee attacks until he flees. This repeats in the ruins, but Krauser also fires at you, tosses flash grenades, and mutates a giant arm blade for the finale. The fight isn’t timed this time, but Krauser is extremely agile, so you’ll need to keep him in view, taking shots and using any nearby knives to parry his slashes while also getting around his bio-organic shield. Finally, Osmund Saddler transforms into a rampaging, tumour-filled arachnid monster that stomps about an unstable mining platform. For such a big creature, it’s difficult getting a good shot at the eye-like growths on his limbs but doing so leaves his main weak spot open. Repeat this a few times, watching out for the limited ground, and Ada Wong will eventually toss you a rocket launcher to finish him off after he envelops the entire arena in a mess of putrid limbs.

Power-Ups and Bonuses:
As you explore the game’s environments, you’ll find key items to progress and useful pick-ups to aid you. Small keys, cuboid blocks, medallions, and such access treasures, ammo, or healing items, or resources for crafting. Defeated enemies will invariably drop an assortment of supplies and you can smash open crates to acquire them, too (just watch out for snakes!) First-Aid sprays and herbs will restore your health, as ever, but you can also eat eggs and fish to do the same. You can combine green, red, and yellow herbs to recover more health and extend your health bar, which is always handy. Treasures come in many forms, from various jewels to ornate masks, clocks, and the like. The bigger ones house your smaller jewels to increase their value and you can also sell unwanted ammo, guns, and items to the Merchant for more cash. The Merchant’s stock is constantly changing, allowing access to new ingredients and weapons, so my advice is to wait for the more powerful weapons before you upgrade them to save your money and have stronger weapons later in the game. The Merchant also sells attaché case upgrades, allowing you to carry more and providing specific buffs, and degradable body armour to upgrade your durability. He also trades you special weapons, items, and add-ons for your arsenal if you complete his side missions. Leon uses many different weapons, from grenades and flash bombs to his trusty knife, pistols, and shotguns. You’ll eventually utilise heavier weaponry, like the assortment of submachine guns and assault rifles to single-use rocket launchers, as well as revolvers and magnums, sniper rifles, and a surprisingly handy bolt rifle. This is useful for destroying Blue Medallions, shooting rats, or finishing off enemies as you can recollect the bolts; you can also press the left stick to attach explosives, which is super handy in a tight pinch. These weapons can be upgraded to increase their power, ammo capacity, and reload time. Upgrade them fully (or acquire a special ticket) and you can unlock their special bonus ability, and you’ll also equip add-ons, such as stocks and scopes. Completing the shooting ranges earns you tokens to play for charms to attach to your briefcase; these increase how much ammo you craft, item drop rates, and provide other buffs, though you can only attach three at a time.

Additional Features:
There are thirty-nine Achievements on offer in Resident Evil 4 by default, with many unlocking simply by completing the story chapters, besting the monstrous bosses, and beating the various difficulty modes. While you won’t get an Achievement for aggravating Del Lago or looking up Ashley’s skirt, you will for rescuing her as she’s being carried away, for parrying incoming attacks, destroying all of a Regnerator’s parasites in a single shot, and selling an item for many times its usual value. Achievements also come from fully upgrading weapons, finding and destroying all of the Clockwork Castellan toys scattered throughout the game, escaping certain areas without taking damage, defeating certain bosses in specific ways, and finding every treasure (something greatly aided by purchasing the Merchant’s treasure maps). Not only are you graded on your time and performance at the end of the game, each chapter ends with a rundown of your accomplishments. These are tied to the Achievements and the in-game challenges that earn you Completion Points (CP) to spend in the “Extra Content” section. This is where you’ll unlock character models, concept art, and additional costumes and weapons. Beating the game on different difficulty modes unlocks various rewards, such as a dapper noir outfit for Leon, sunglasses and masks, the even harder “Professional” mode, and all your weapons, charms, and remaining treasures carry over to your next save file. Sadly, however, unlocking Ashley’s super useful suit of armour is much harder this time, requiring at least an A-rank completion of “Hardcore” mode. You’ll also need to destroy sixteen Clockwork Castellans to get an unbreakable knife, clear “Professional” mode for a bad-ass hand cannon, and shell out a whopping 2,000,000 pesetas for the infinite rocket launcher.

Battle for points in “Mercenaries” mode and experience Ada’s story in this revamped nightmare.

You can also play the “Mercenaries” mini game to dispatch as many enemies as possible against a time limit, building up your “Mayhem Meter” to unleash character-specific special moves and playing as either Leon, Luis, Krauser, or the returning HUNK, each with their own weapon loadouts and attributes. DLC packs also contain funky extra costumes, weapons, and even the original game’s soundtrack. Finally, there’s the Separate Ways side story that focuses on what Ada was up to during the main game and comes with seven additional Achievements. Separate Ways has been expanded upon in many ways. Not only does Ada have access to the same weapons, knives, items, crafting, treasure, and abilities as Leon (including the Merchant and her own melee attacks) but her grapnel gun now plays a significant part in her gameplay. You’ll often be prompted to grapple to (or find yourself traversing) the rooftops and upper levels in recycled locations, tapping RB to swing across gaps, launch to ledges, and even remove shields from enemies and fly in for a quick melee attack once upgraded. Separate Ways also expands upon Luis’s story, teaming him with Ada at various points, and she utilises her ocular I.R.I.S. implants to track footprints and reveal fingerprints for keycodes. Separate Ways also adds content back into the game, including the laser hallway sequence (a simple QTE where you tap B a few times and the RB at the end, finishing off a gigantic, toad-like boss at the same time) and U-3 boss fight. This returns as the final form of Ada’s clingy stalker, the gruesome Black Robe, which distorts the environment, teleports and creates duplicates, and is fought numerous times before it transforms into this scorpion-like form for a two-phase showdown in the caverns. Ada also battles Garradors, Regenerators and Iron Maidens (without the benefit of the infrared scope, that I could find), and boar-headed brutes with machine guns strapped to their arms. She also tackles an El Gigante (battling from atop destructible huts) and has a unique showdown with Saddler. This was the most frustrating part of Separate Ways for me. Saddler has a rush attack, bursts tentacles from the ground, fires bullets from his fingers, and can spam-lock you with tentacle combos. You must blast his face until the eyeball appears in his mouth and keep firing until you can melee attack him, but this took me quite a few tries. After that, you must grapple around the final stage as Saddler’s Lovecraftian mass attacks Leon, blasting the eye tumours in its tentacles to reach the rocket launcher and bring the side-game to a close. Separate Ways has the same difficulty settings as the main game and you can unlock additional costumes and accessories to wear in it, and the main game, as well as complete similar challenges when playing.

The Summary:
I love Resident Evil 4. It’s probably my second favourite in the franchise after the second (both/either version) and it was a blast playing through this top-notch modern reimagining of the title. Sure, I don’t think I’ll ever get over Capcom prioritising remaking this title, which has stood the test of time extremely well, over Code: Veronica, which is still stuck in the tank control days of the franchise, but they absolutely delivered with this game, to the point that it almost makes up for them dropping the ball on the remake of the third game. The new graphical overhaul makes the game darker, moodier, and gorier than ever. There’s just so much detail, so much happening in the environment and with lighting and shadows, and Leon and the others have never looked more detailed and human (or inhuman) than here. I think it’s a testament to how well-crafted the original game was that very little has been changed or discarded. A few boss battles and hazardous areas are omitted or heavily altered, sure, but everything from the original game is retained but with a more serious tone, a greater degree of movement, and far more options for you to upgrade your arsenal. I thought I’d hate the degradable knife and parry mechanics, but they were implemented really well, making me think twice whenever I used the knife since I wouldn’t want it to break at a pivotal moment. While I actually enjoyed the quick-time events of the original, I’m glad they were replaced by playable sections; it really added to the immersion of Leon’s bouts against Krauser. Expanding on Leon, Luis, and Ashley to make them more well-rounded characters while still retaining the edge, arrogance, and characteristics that previous defined them was a great idea, as was altering Ashley’s solo section into something more enjoyable and never-wracking. In the end, I’m forced to admit that remaking Resident Evil 4 was a fantastic idea as it resulted in this gorgeous, gore-soaked, super tense and exciting game. I really hope Capcom give the same treatment to Code: Veronica next but it does make me wonder if they can improve upon Resident Evil 4’s sequels just as well later down the line…

My Rating:

Rating: 5 out of 5.

Fantasic

Were you pleased with the remake of Resident Evil 4? Do you think it deserved the remake treatment so soon? What did you think to the new knife-based mechanics and the alterations to certain bosses? Did you like that Luis and Ashley’s roles were expanded and more flesh out? Did you ever find all of those Clockwork Castellans? Which Resident Evil videogame, character, monster, or spin-off is your favourite, and which game would you like to see remade next? Whatever you think, feel free to leave your thoughts down below.

Game Corner: Resident Evil Village: Gold Edition (Xbox Series X)

Released: 28 October 2022
Originally Released: 7 May 2021
Developer: Capcom
Also Available For: Nintendo Switch, PC/Mac, PlayStation 4, PlayStation 5, Stadia, Steam, Xbox One, Xbox Series S

The Background:
Helmed by Shinji Mikami, Resident Evil (Capcom, 1996) was a seminal title for the up-and-coming PlayStation, one whose focus on atmospheric horror and resource management popularised the “survival-horror” subgenre. A critical and commercial success, Resident Evil was quickly followed by a numerous sequels that continued to refine the gameplay, add to the lore, and be equally successful. After a troubled development, Mikami re-invented (and once again re-defined) the genre with the ridiculously successful Resident Evil 4 (Capcom Production Studio 4, 2005), though Capcom soon drew heavy criticism for over-relying on an increasingly action-orientated and over the top presentation. Thus, Capcom shook the franchise up again with Resident Evil VII: Biohazard (Capcom, 2017), which took the series in an all-new direction, featured an immersive first-person perspective, and introduced new mechanics and lore that would impact subsequent releases. Although Resident Evil VII was a critical and commercial success, development of an eighth instalment began about a year and a half before VII released. Inspired by Resident Evil 4, the developers purposely focused on a village as the central location and sought to create a balance between combat, exploration, and puzzle-solving. In addition to tying up the story of VII’s protagonist, Ethan Winters, the developers aimed to encourage exploration with an ever-shifting, more open-world environment and drew from gothic horror to design the game’s new werewolf-like enemies. Resident Evil VIII’s marketing heavily focused on Lady Alcina Dimitrescu, a towering, alluring, vampiric figure whose sex appeal helped boost interest in the game, which led to over three million copies being shipped within the first four days alone. The game’s new direction and ties to Resident Evil 4 were praised, as was the gameplay variety and emphasis on exploration, though the bosses and puzzles drew some criticism. Still, the game was a hit, more than justifying the release of additional downloadable content (DLC) within the following year. All of this DLC, which included additional gameplay modes and an epilogue story, was then made available on this Gold Edition release.

The Plot:
Three years after escaping the Baker family, Ethan Winters faces an all-new terror when his infant daughter, Rose, is kidnapped by Mother Miranda, the fanatical leader of a cult-like coven, after being seemingly betrayed by Chris Redfield.

Gameplay:
Like its predecessor, Resident Evil Village (stylised as Resident Evil VII.I.age) is a first-person survival/horror title in which players are again placed into the bland, faceless shoes of Ethan Winters, easily the franchise’s dullest character. Ethan has been fleshed out a little more this time around, though, to be fair. Between games, he and wife Mia have relocated, starting their lives anew with baby Rose; he has much more to say and far more agency this time around since he’s trying to rescue (and restore) his baby daughter; and he’s a little more competent after his experiences in the last game. If it’s been a while since you played Resident Evil VII, you can watch a helpful recap before setting up your subtitle, screen, and sound settings and, thanks to this Gold Edition of the game, you can play in third-person mode, which was my preference. Resident Evil Village offers four control setups, but the default is serviceable enough. You aim with the Left Trigger, guard against enemy attacks with the Left Bumper (with successful timing shoving enemies away), shoot with the Right Trigger, use a recovery item (such as First Aid Med) with the Right Bumper (a godsend in sticky situations), examine points of interest and pick things up with A, reload with X, and open your inventory with Y. By default, B does nothing except perform a quick turn in conjunction with the left stick, which can also be pressed in to break into a run. Pressing in the right stick allows you to crouch behind cover or through tunnels and small gaps, and you can switch weapons using the directional pad, with four different weapons able to be applied to this weapon “wheel”. There are also options to adjust aim assist, the intensity of the damage display, onscreen tutorials, and how much of the heads-up display is visible, allowing you to customise a more cinematic experience if you wish.

Craft health and ammo and purchase new items and upgrades from the Duke.

There are three difficulty settings to choose from at the start of the game, with a fourth, “Village of Shadows”, unlocked after beating the game on any difficulty. Naturally, the harder the difficulty, the tougher the enemies will be, with even basic foes tearing your throat out in a few hits on “Hardcore” difficulty. Unlike in the classic Resident Evil titles, there are no fourth dimensional Item Boxes here. You’ll need to combine and craft items to save inventory space, or spend the Lei dropped by enemies or found in destructible crates to expand your carry capacity. Yes, the crafting system is back; by finding items such as herbs and gunpowder, Ethan can craft recovery items, ammunition, and even explosives like pipe bombs and mines. New “recipes” can be purchased from the game’s rotund merchant, the mysterious Duke, who will happily purchase any treasure you’ve found, sell you ammo, weapons, and healing items, and also tunes up your existing weapons to make them more powerful. If you kill local wildlife, you can bring the meat to the Duke to cook food that increases your movement speed, maximum health, and reduces the damage you take while defending, though the Duke’s prices increase over time and he can even sell out of items, so it’s best to keep an eye out for craftable pickups. I’d also recommend caution with your weapon choices; eventually, better weapons will become available and you can only carry so much, so it’s easy to invest a lot of money tuning up your default handgun only to then have to sell it for the stronger upgrade. You can buy back any weapons you sell, but you can’t remove any charms or attachable tools (such as the scope for the sniper rifle or the extra magazines) from your weapons, so I definitely think it’s better to wait for the W870 TAC shotgun to become available and spend your money upgrading that as opposed to the first shotgun you find.

Alongside some challenging combat, you’ll solve rudimentary puzzles and acquire elaborate keys.

In addition to a decent weapon selection to choose from, Ethan can also use his environment to fight back against the lycan-like enemies that infest the titular village. Explosive barrels will blow enemies away and can hold A to barricade doors with furniture against enemies. You can shoot them off rooftops, sometimes you’ll need to rapidly tap A to escape an enemy’s grasp, and some larger enemies will even attack their smaller cousins. Even on the “Standard” difficulty, Resident Evil VIII is pretty tough. You often have just enough on hand to survive an enemy onslaught, after which you’ll be in dire need of resources to fend off the next enemy encounter, so it’s worth searching every drawer and cupboard, even if many of these are empty. Luckily, your map will indicate any missed items in the local area; it highlights treasures, locked doors, and missed items. You can then backtrack when you have the right keys or the environment has altered to grant you access, and you can still find helpful files that flesh out the game’s lore, Mother Miranda’s connection to the Mold and the Umbrella Corporation, and provide clues or solutions to the game’s puzzles. These may be as simple as finding bolt cutters to break chains, using a key to unlock a door, or finding and entering combination codes, but also become a wild goose chase as you search for masks, examine items for keys or add-ons for existing keys, insert glass eyes into holes, awkwardly swing flaming lanterns, and pull levers to open doors. As ever, you can save your progress at any time using a typewriter. You don’t need to worry about ink ribbons here, and the game also includes an autosave function so you’ll respawn from checkpoints when you die, but I’d recommend making a couple of save files so you can backtrack for missing items or optional side quests as you’ll eventually reach a point where you can’t return to the village that acts as a central hub, of sorts.

While the game peaks early, there’s enough variety and intrigue to keep you hooked throughout.

Resident Evil Village tasks Ethan with venturing to four distinct areas from the titular village, which alters (along with the title screen) as the game progresses, becoming infested with tougher enemies, set on fire, and ransacked by the Mold. Each of these areas presents a unique, but also familiar, challenge; Lady Alcina Dimitrescu’s castle, for example, is very reminiscent of the original game’s ornate mansion, and Lady Dimitrescu herself patrols the hallways, pursuing you throughout the estate like her predecessors, Mr. X and Nemesis. When trapped in House Beneviento, Ethan loses all his gear to the childlike Donna Beneviento and her malevolent puppet, Angie, who force you to complete a series of puzzles, including finding items to investigate a mannequin, rearranging film cells, and searching for fuses, to escape and reclaim your items. The toad-like Salvatore Moreau dwells in a mine, one infested with slime-like pustules, outside a massive lake strewn with wreckage that you must cross, lowering and raising temporary platforms, to power up the generators. Finally, the rebellious Lord Karl Heisenberg dwells in rundown factory populated by horrific cybernetic monstrosities. Here, you’ll use the smelting equipment to craft key items to progress, take a maintenance lift, and battle Heisenberg’s cyborg creations. After defeating Heisenberg, you’ll take control of the far more capable Chris for an all-action infiltration of the village and the catacombs beneath it. Chris has better weapons on hand, utilises ample supply drops, and calls in air strikes by holding down RT,  making short work of Mother Miranda’s Mold defences and the hammer-wielding Uriaș who plagues Ethan so often in the main story.

Graphics and Sound:
It’s almost astounding how good Resident Evil VIII looks; the environments, especially, are moody, dank, and claustrophobic while also being genuinely creepy and unsettling, and the use of ambient noise, distant scratching and screaming, and sporadic music really adds to the tension. The level of detail is incredible at times, with Ethan panting and showing visible pain when low on health, blood splattering on his weapons, snow and frost ransacking the village, bullets and blood alike marking doors, windows, and the environment, and heads sporadically exploding in a shower of gore. Playing in third-person allows you to finally see Ethan’s character model, though he’s still just a guy, one whose face is oddly obscured no matter how much you wriggle the camera. Interestingly, many of the character models (basically anyone who isn’t Chris, who’s been redesigned once again) sport a shiny, uncanny look that makes them seem not quite real. This is fine for the monstrous enemies, but makes human characters a little unsettling to look at in the wrong lighting (though, admittedly, this may be due to the brightness settings I chose). Resident Evil VIII ventures towards the supernatural for many of its enemies, depicting werewolves, witches, and shambling wretches alongside cyborg brutes fitted with drill arms! If these get too close to you, you’re gonna be in for a bad time and treated to some gruesome death scenes, but it’s equally satisfying seeing them be blown to pieces by a well-timed grenade round.

There are some creepy and visually impressive locations beyond the titular, ever-changing village.

As you might’ve guessed from the game’s title, the village plays a prominent role here. It’s your central hub you’ll return to time and again and have to explore and defend throughout the story, housing a church, graveyard, ruins, rivers, and more. Largely barren due to the events taking place, there’s a constant dread hanging in the village that’s mirrored by its adjacent locations. While some areas (stately homes, mostly) are guilty of recycling assets such as ornaments and furniture, others are more visually unique and unsettling, such as the cyborg factory and the creepy doll’s house-like House Beneviento. Resident Evil VIII continues to move away from the futuristic laboratories of Umbrella and takes more cues from Resident Evil 4, bringing an Eastern European flavour back to the franchise. I’m actually surprised it didn’t try to harken back to the backwater locations of the last game. However, these are partially evoked in your encounter with Moreau and when the Mold starts bursting from the ground and overtaking the village, but it’s a tenuous link, at best. The game’s story is engaging enough and mostly related through in-game cutscenes that retain the first-person perspective. You’ll be falling or sent crashing through floors and walls, have your limbs and organs cut off or ripped out, and be constantly interrupted by surprise attacks or jump scares. Everything’s played very seriously here, with very few glib remarks from the increasingly tested Ethan, with the exception of Mother Miranda and her lieutenants, who are almost as over the top as the crazed Baker family from the last game. Sadly, much of their personality is lost when they transform into gigantic, boil-infested monstrosities as per Resident Evil tradition.

Enemies and Bosses:
In place of zombies, bio-organic weapons, parasite-infected villagers, and Mould creations, players battle werewolf-like lycans upon first entering the village. These snarling brutes are nimble and voracious, lunging for you and trying to tear your throat out and taking a fair few shots to be put down. A larger, armour-clad variant is also encountered, one that is better shielded from headshots, and bigger, more monstrous Vârcolacs pose a significant challenge if you’re caught unprepared. The spirit of the classic games is evoked through the shambling, sword-wielding Moroaicǎ, hooded, gaunt figures that rise from shallow water and attack in groups, while bat-like Samcas nest on the rooftops of Castle Dimitrescu. While the mindless Haulers are little more than cannon fodder in Heinsberg’s factory, his cyborg Soldats aren’t to be trifled with. Sporting up to two drill-like appendages and a variety of cybernetic armour, these lumbering walls of muscle can only be put down by blasting the exposed core on their chests, a task easier said than done when they attack in groups and are protected by quasi-mech suits. Most of the game’s more formidable enemies, like the Vârcolacs and Soldats, are introduced as mini bosses, giving you a chance to sample their abilities before they become commonplace and are joined by even stronger variants as the game progresses.

Monstrous and grotesque abominations are the order of the day, however unfitting some of them are.

The first boss you encounter is the aforementioned Uriaș; although it is technically possible to defeat him when he first appears, this isn’t necessary, you just need to survive until the plot progresses. Uriaș shows up as a proper boss twice during the main campaign; first, Ethan fights him in a confined space full of pillars to take cover behind. You’ll need to stay well clear of Uriaș’ giant hammer and leaping attack, and fend off the lycans for resources, preferably blasting him with your shotgun or grenade rounds to put him down. Uriaș also shows up when playing as Chris, but this fight is much easier as you simply need to target him for a few air strikes, surviving until he’s put down once more. As if frantically avoiding Lady Dimitrescu’s appearances isn’t bad enough, her three witch daughters – Bela, Daniela, and Cassandra – also haunt Castle Dimitrescu, appearing as a swarm of bugs that will whittle your health down and then taking physical form to dash at you with scythes. These three can only be made vulnerable by pulling switches or breaking windows to let in a blast of cold wind, with you constantly strafing to keep them in the cold, or pulling levers to keep the pressure on, while blasting at them until they turn to ash. Lady Dimitrescu herself cannot be harmed or killed when she’s pursuing you, but will transform into a massive, dragon-like bat-thing for a boss battle that sadly loses much of her visual appeal. The mutated Dimitrescu will stomp, charge, and try to eat you on the castle rooftop. Luckily, there are lots of resources on hand and her head is wide open for your shotgun blasts. When she flies into the distance, you can use the sniper rifle to shoot her down, repeating this process even as she forces you to take refuge higher up.

There are some unique elements to the bosses, though the later ones lack the iconography of earlier foes.

Donna Beneviento prefers to toy with you than take you on directly; her game of hide and seek will increasingly freak you out as the lights flicker and go out, the environment changes, and a massive, slug-like foetus thing lumbers down the narrow hallways of her doll’s house. To defeat her, you’ll need to track her doll, Angie, three times, ending her threat in a cutscene. This intense, genuinely creepy encounter is juxtaposed by the battle against the mutated Moreau, who transforms into a monstrous aquatic creature that lumbers around a drained lake, spitting and raining acid and thrashing its tail at you. Fortunately, there’s a lot of convenient cover to avoid damage and Moreau pops out to taunt you, allowing you to blast at him, though he’s certainly not an easy target despite his size. In Heinsberg’s factory, you’ll constantly run from Sturm, an armour-clad brute with a propeller mounted to his head! When you eventually battle him, it’s a tense affair as he crashes through walls and shoots flame bursts as you desperately try to hit the vent on his back. Heinsberg proves one of the more formidable of Mother Miranda’s lieutenants purely because of his mental control of metal, which allows him to constantly get the drop on you throughout the game. When Ethan finally reaches him, he’ll construct a massive, spider-like form for himself out of scrap metal, forcing Ethan to man a tank gifted to him by Chris. This made for a fun, action-packed battle where you fire a massive cannon and machine gun at Heinsberg’s glowing weak spots, until Heinsberg destroys your tank. Then, you frantically run around looking for ammo to blast him in the face until he whips you up in a tornado, which allows you to fire one last shot from the tank’s cannon and finish him off.

Alongside also battling Mother Miranda, Rose has her own boss battles to contend with.

With all of her lieutenants defeated, Mother Miranda attacks the village with tentacles and tree-like constructs of Mold, forcing you into a final confrontation that is easily the toughest of the game. Even with the Duke stationed nearby and some resources appearing in the enclosed arena, this is an uphill battle as Mother Miranda causes Mold to burst from the ground, quickly dashes about and swipes at you, traps you in pitch black and attacks in the blink of an eye, and spews lava and fireballs to whittle you down. Your best defense is a good offense; blast at her with everything you have, taking cover when you can and crafting as need be, until a scripted event is triggered, which requires you to hit RT to cut yourself free and finish her off. Well, not entirely, as you’ll fight her again at the conclusion of the “Shadow of Rose” DLC story. Although Mother Miranda has a similar attack pattern, your strategy for defeating her is very different as Rose must absorb her projectiles with LB and then press towards and B to unleash a Mold attack that stuns Mother Miranda long enough for you to blast her. She also goes into a full-blown rampage as a gigantic Mold beast, requiring you to make liberal use of the dodge and a final power boost from Ethan to dispel her for good. Before Rose fights her, though, she’ll have to contend with the troll-like Amalgam, a grotesque beast who relentlessly pursues you before you face it in an enclosed dungeon, where it freely teleports around, summons minions, and spawns weak spots on different parts of its body. Rose has her own terrifying adventure in Beneviento as well, first fleeing from unsettling animated mannequins, then avoiding killer dolls (while shrunk down), before finally facing the vengeful spirit of Eveline in a psychic battle that sees you avoiding being blasted and corrosive Mold, and blasting the embittered wraith when she’s exhausted from hrr enraged attack.

Power-Ups and Bonuses:
As you explore high and low, you’ll find a bunch of treasures, ammo, items, and pick-ups scattered around. In Resident Evil Village, a herb is useless unless combined with chem fluid, so you’ll be relying on the crafting system to restore your health, unless you happen upon ready to use restoring items. Gunpowder is similarly used to craft ammo, though you’ll also find these in crates and drawers and such. You can also purchase these from the Duke, though his prices increase as the game progresses and he can even sell out of ammo and healing items. Generally, you’ll be gifted or will find your main weapons, such as the handgun and shotgun, as well as a few explosives, like throwable pipe bombs or proximity mines you can lay to take out groups of enemies. However, you can buy additional weapons from the Duke; the selection is nothing you haven’t seen in previous Resident Evil titles, including machine guns, a grenade launcher, and a magnum revolver, with upgrades available for most, and a knife for when all else fails. Ethan can utilise Chris’s weapons, and others, when you beat the game on other difficulty settings and accumulate points playing “The Mercenaries”, but things really take a twist when playing the “Shadow of Rose” story. Rose has some additional superhuman abilities that are unlocked as you play. When you find special flasks, Rose gains a meter that allows her to use RB to destroy Mold cores, opening new areas, and briefly freeze enemies, with this meter expanded by flasks and refilled with the new White Sage item. As a trade-off, Rose can’t use healing items with RB and has no need for Lei or the Duke’s services (he takes on a mysterious antagonistic role instead), but she can expend her meter with RB when grabbed to escape an enemy’s attack.  

Additional Features:
There are forty-nine Achievements up for grabs in Resident Evil Village, with a further seven included in the “Winters’ Expansion” DLC that’s included with this Gold Edition, bringing the total to fifty-six. You’ll get Achievements for finishing the game, and “Shadow of Rose”, on each difficulty setting, defeating the game’s bosses and reaching story-specific sections, and for simple stuff like using a lockpick, entering Photo Mode, and killing a wild animal. Other Achievements pop when you defeat three enemies with one attack, take down Uriaș early on, equip add-ons and upgrade your weapons, and far more tedious tasks, such as breaking every window in Castle Dimitrescu and opening every outhouse in the village. As you explore, you may come across little wooden goats that should be destroyed for additional Achievements. You’ll also get another Achievement for having 777, 7,777, or 77,777 Lei, using only a knife, or finishing the game in under three hours and/or with four or less recovery items.

Complete challenges, play Rose’s epilogue, or put your skills to the test in “The Mercenaries”.

Some of the Achievements align with the list of in-game challenges you can work through to earn Completion Points (CP). CP is spent in the ‘Bonuses’ menu to purchase new weapons, infinite ammo, concept art, and character models in the form of figurines. You can also acquire CP by playing “The Mercenaries”, a Resident Evil staple that sees you playing as either Ethan or Chris (plus Lady Dimitrescu and Heinsberg once you unlock them), each with different attributes and weapons, and clearing out all enemies across various maps. You’re working against a time limit here, so you must be quick and accurate and use the hourglasses to extend your time. You can also buff yourself and your weapons with power-up stations found on each map, which offer additional health or greater accuracy with specific weapons. It’s a fun little side-game, though you’ll need to have your wits about you as you’ll only unlock new maps and gain the best awards with an A-rank or more. Finally, you can play tilting ball games, hunt down rare treasure and wild beasts, and find the game’s files to go for 100% completion, which requires additional playthroughs and possibly multiple save files in case you miss stuff you can’t go back for, in addition to the “Shadow of Rose” epilogue. This sees you returning to some of the game’s key areas, now warped and nightmarish, as Rose follows a mysterious disembodied voice to rid herself of her strange powers. It’s a fun extra few hours of gameplay that’s spiced up just enough with her extra abilities, a few new and rearranged areas (including the super creepy mannequin section), and some new bosses and twists on existing enemies.

The Summary:
I put off Resident Evil Village for some time, specifically because I was waiting for this Gold Edition of the game so I could experience the entire thing in one go. Although I didn’t mind the jump to first-person horror, I immediately switched the game to third-person as that’s my preference and I feel this suits the game and its action much more. The immersion felt by first-person is outweighed by the frustration of never being able to see all around you, so the third-person option was a godsend for me. Gameplay-wise, there’s not much you haven’t seen from Resident Evil before here; everything is suitably creepy, tense, and incredibly well put together, with a fantastic level of grimy and gruesome detail given to the game’s environments. I was surprised by how much I came to enjoy revisiting the village; it’s not the most engaging hub world and I sometimes felt the narrative was a little too mission-based at times, but it changed enough to hold my attention and I liked how each area offered different gameplay challenges. It’s true, however, that the game peaks quite early; Castle Dimitrescu and House Beneviento were the most engaging areas of the game for me, and neither Moreau or Heisenberg had the same visual appeal or creep factor as Lady Dimitrescu and Angie, which was a shame. It was equally disappointing how often the antagonists degenerated into monstrous abominations; I know it’s a “thing” in Resident Evil, but I don’t think Lady Dimitrescu or Heisenberg needed transformations to be interesting or scary. Still, there’s a lot to enjoy here; Ethan, while still bland, is far more interesting this time around with his heartfelt desire to rescue his baby girl, and the franchise continues to evolve its story, even if the direction it’s going down is becoming increasingly bizarre. Best of all, there are plenty of reasons to come back to this one for additional playthroughs. The addition of playable antagonists to “The Mercenaries” is a goal to reach for, and the game itself a fun distraction from the main story, which was as gruesome and disgusting as we’ve come to expect from this long-running franchise.

My Rating:

Rating: 4 out of 5.

Great Stuff

What did you think to Resident Evil Village? Did you buy the game upon release, or did you wait for this Gold Edition, like me? Are you a fan of Ethan Winters and, if so, what did you think to his character progression? Which of the game’s areas and bosses was your favourite and what did you think to the new enemies on offer? Did you ever beat the “Village of Shadows” difficulty and find all those goats? Which Resident Evil game is your favourite and where would you like to see the franchise go next? Whatever your thoughts on Resident Evil, drop a comment below and be sure to check out my other Resident Evil content across the site.

Game Corner: Doom 3 (Xbox Series X)

Released: 4 August 2020 
Originally Released: 3 August 2004
Developer: id Software 
Also Available For: Nintendo Switch, Nvidia Shield, PC/Mac, PlayStation 3, PlayStation 4, PlayStation 5, Xbox, Xbox 360, Xbox One

The Background:
Although the first-person shooter (FPS) genre existed before Doom (ibid, 1993), it was definitely popularised by the online “Deathmatches” featured in this heavily ported and much celebrated title. Despite its controversial violence and Satanic imagery, Doom was so popular that it was banned from workplaces, met with widespread critical acclaim. and followed by a sequel just ten months later. Bigger and faster than the original, Doom II (ibid, 1994) was equally successful despite being a glorified expansion and was followed by numerous expansion packs, but it would take ten years for gamers to get their hands on a third entry. This was partially due to concerns within id Software that the company was too reliant upon their existing franchises. However, the success of Return to Castle Wolfenstein (Various, 2001) saw development of Doom 3 begin in earnest. Pitched as a reboot of the franchise, Doom 3 was always planned to be a more story-focused title, one that took advantage of then-modern technology to bring the concept to life. This included utilising dynamic lighting to create ambiance and realistic shadows in the game’s environments and increasing the focus on interacting with said environments, This contributed to Doom 3’s critical success; the game became id Software’s best-selling title at the time and proved a big hit for its claustrophobic atmosphere and gore-infested combat, despite some repetitive gameplay loops. Eight months after its release, it was followed by the Resurrection of Evil expansion pack that added twelve new missions alongside new weapons and enemies and with positively received, with the additional Lost Mission campaign added when it was re-released in the BFG Edition (id Software, 2012). All of this additional content was also included alongside the game, its predecessors, and the 2016 reboot in the Slayers Collection, a nifty compilation release that I played for this review.

The Plot:
In the year 2145, the Union Aerospace Corporation (UAC) conducts groundbreaking teleportation research on their Mars facility under the direction of Doctor Malcolm Betruger. However, when their experiments open a portal to Hell and unleash a horde of demons throughout the facility, it’s up to one lone Marine to fend off the demonic forces and seal the Hellmouth. 

Gameplay:
Like its predecessors, Doom 3 is a third-person shooter in which you take control of an unnamed space marine and blast seven kinds of shit out of the hordes of Hell on a futuristic Mars facility. However, given the huge gap between Doom II and Doom 3, many things have changed, primarily the fact that you can now utilise two control sticks for a greater range of movement, bringing the Doom franchise more in-line with what we now consider to be a modern FPS. One holdover I am grateful for is that the Marine can hold multiple weapons at once. You can fire these with the Right Trigger, cycle through them with the Left and Right Bumper (or use the inventory menu, though this won’t pause the game so you’ll still be vulnerable), manually reload them with X (yes, weapons now need to be reloaded), and select certain weapons (your bare fists, grenades, and others) using the directional pad. The Marine can also duck if you press in the right stick, temporarily run by pressing in the left stick (there’s a stamina meter on the heads-up display (HUD) that automatically refills), jump with A, and interact with the environment and non-playable characters (NPCs) with Y. There are also options to switch to a “Southpaw” playstyle, swap the jump and interact functions, toggle aim assist (though I recommend having it on), and toggle whether you automatically switch to newly acquired weapons or not. 

Unlike the previous games, Doom 3 has a strong survival/horror element to it.

Doom 3’s biggest change to the series is its course correction towards survival/horror. 90% of the game’s environments are dark, moody, claustrophobic, and full of poor or malfunctioning lighting, meaning you’re heavily reliant upon your torch (or “flashlight”). In the original release of the game, you had to pick between using the flashlight or using a weapon, a bizarre and ridiculous system that’s thankfully corrected here, though the flashlight can’t be used indefinitely as it’s tied to a cool-down meter. You can whip it out with the Left Trigger to light up areas, which is essential to finding your way around Doom 3’s many horrific, wrecked, and samey environments, and you’ll need to keep an eye on the meter so you’re not left being attacked in the dark. Another new mechanic is the Marine’s occasional jaunts out onto the Mars surface. In these brief sections, you’ll run and hop around, blasting enemies and collecting air cannisters to keep from suffocating before you reach the next airlock. These sections help to break up the monotony of the game and connect the many large military complexes of the UAC facility, but they’re sadly not utilised as often as I’d like or in massively interesting ways. You’ll need to turn to the Dead Space franchise (Various, 2008 to present) for more in-depth space and zero gravity gameplay. Although Doom 3 eschews the classic Doom mechanics of searching for coloured keys or artifacts to open doors, you’ll still be searching for key cards and access codes to download to your Personal Digital Assistant (PDA) to access new areas. You can bring up the PDA using the ‘View’ button; from here, you can switch weapons and read e-mails and listen to audio logs that help flesh out the game’s lore, provide hints, or give you codes open storage lockers for ammo and resources. 

Hazardous and demonic elements are as commonplace as health and resources.

Unlike in previous Doom games, there’s no map system in Doom 3. This isn’t a massive issue as the game is fairly linear, but it can be difficult to find your way around as a lot of the areas look the same and it can get quite dark so it can be tricky to spot doors, vents, and stairways. There’s also no compass system, so you better pay attention when the story objectives pop-up onscreen and NPCs tell you where to go (especially as there’s no way to remind yourself of either of these). Luckily, one easy way to know that you’re going in the eight direction is if enemies appear before you. These either shamble or pounce from the darkness or hidden cubbyholes or literally teleport in in a flash of lightning and demonic chanting. Whichever campaign you choose to begin here, you’ll start with only your fists or a pistol and have to acquire new weapons along the way. Ammo is dropped by gun-toting zombies, found in lockers, on eviscerated bodies, and scattered all around the environment, as are Med Kits, various armour, and healing stations used to top up your health until they’re depleted. Saving is a manual process, as ever, and I recommend making regular saves once you’ve cleared out a room or stocked up on health and ammo as it doesn’t take much to whittle your health and armour down to nothing. Environmental hazards like fire, high (or endless) drops, and flaming Hellpits are commonplace, and it can be easy to miss a jump during the game’s tricky platforming sections and plummet to your death. You’ll also need to be on the lookout for ladders, teleportation devices or rips in the fabric of reality, and elevators to take you to new locations, laboratories, or even the depths of Hell itself. There’s some light puzzle-solving present in Doom 3 that usually, involves a series of fetch quests as NPCs send you after key cards, access codes, or various power cells to open up new areas. Other times, you’ll be powering up or down reactors, security measures, and other futuristic equipment to progress, extending bridges and activating and riding monorails and moving platforms to traverse the sprawling facility.  

There are some minor, repetitive puzzles here, and helpful Sentry Bots to assist you.

You’ll also be activating cranes and grabbers to clear out toxic waste, deactivating gun turrets, extinguishing fires, and can even use security cameras to check out areas you’re heading to. Sometimes, you’ll be forced to fight off waves of enemies while waiting for lifts or other machinery to power-up, but mostly you’ll be skulking around every corner expecting a demon to pounce in your face. Thankfully, you can use exploding and flammable barriers to even the odds and there are many times when you’re accompanied by (or, more accurately, have to follow) a spider-like Sentry Bot to a new area. These scuttling little robots will urge you onwards and rain fire upon any enemies that appear before them, which is super helpful. Unfortunately, they’re not indestructible or infallible, so you’ll still have to keep your wits about you and make an effort to cover them to increase your chances of survival. Although Doom 3 is nowhere near as confusing or maze-like as its predecessors, it walks a fine line between action-orientated gameplay and ominous exploration. Whenever you enter an area that seems quiet and invites exploration, be sure to keep your finger ready over the trigger as it’s normal for enemies to pop out or teleport in and ruin your day. These aspects come to a head whenever you venture into Hell, where resources are limited and enemies come thick and fast, or when you explore the more desolate areas of the facility where even the health stations have been rendered inoperable. There are three difficulty settings available at the start of the game, with a fourth unlocked through gameplay, so don’t be ashamed to dial the difficulty down if you’re having trouble as Doom 3 is quite a tough and harrowing experience that basically sees you fighting to survive from one room to the next thanks to enemies constantly appearing all around you. 

Graphics and Sound:
Compared to its predecessors, Doom 3 is a quantum leap ahead. It’s astounding to think that the Doom series missed out on the early, polygonal 3D graphics era but it really benefits the presentation of this game as the last time we played a Doom game, everything was cleverly designed 2D textures rather than 3D graphics. In this regard, the game looks amazing. Areas are dark, desolate, and constantly foreboding; bodies, blood, ominous messages, and even oozing tentacles litter many of the game’s environments, especially as you venture closure to Hell. Pentagrams, candles, runes, sacrifices, and bloodbaths are commonplace, as are jump scares from bodies or enemies falling from ceilings or bursting from vents. Occasionally, you’ll be beset by demonic visions; the screen turns red and hazy, the demonic chanting intensifies, and you’ll even endure some poltergeist activity as furniture and bodies and wildly tossed around. Mostly, you’ll be exploring claustrophobic, futuristic corridors in low lighting. Doors will jam, machinery sparks and stutters with static, and voices come over the speakers to either direct or taunt you or create an unsettling ambiance. Sometimes, the environment will collapse around you as you cause meltdowns and explosions. Other times, you’ll be warped through a Hellmouth to the Malebolge itself. Even relatively normal looking areas quickly turn to shit as demons teleport in, the power goes out, or Hell’s influence seeps in. 

While samey at times, the environments are beautifully (and gruesomely) presented.

Unfortunately, many of these areas are extremely repetitive. You’ll travel through so many laboratories, industrial areas, warehouses, and offices that it’s easy to get bored of the aesthetic. Sure, these are often shaken up by gore, bodies, or flickering lights but it’s still the same assets being recycled again and again, which doesn’t help make each area all that distinctive. Sometimes you’ll see space or the surface of Mars out of windows, which adds a lot of scope to the game, but it’s usually painfully obvious when the game is masking loading times behind elevators and airlocks and other such doors. Your trips onto the Mars surface really help to break up this monotony, as do your ventures into Hell, which is a desolate, volcanic wasteland full of elaborate gothic ruins, castles, and titanic demonic skeletons, but sadly these sections don’t appear that often or are mainly saved for the finale, respectively. I would’ve liked to see you doing more on the surface, maybe acquire a more permanent upgrade to allow you to survive the vacuum for longer. As it is all you really do is move across the rocks or gantries to an airlock, occasionally activating consoles and such. In Hell, you mainly just explore the shifting stone architecture and fend off waves of powerful demons. There are no keys or puzzles to solve, it’s just a fight for survival, and thus, the majority of the action takes place in the UAC facility. While there are some fun distractions and elements, like arcade machines, various stages of disrepair and slaughter, and elaborate sights like the teleports, industrial lasers, and the like, it all gets very old very quickly and I found myself rushing through and making mistakes as a result. 

There’s a lot of emphasis on story and ghastly demonic creatures.

Doom 3 uses the power of its new graphical engine to greatly expand upon the narrative aspects of the series. Serving as a gritty, overbearingly serious reboot, the tense gameplay is broken up by unskippable cutscenes and overblown conversations with NPCs who beg for your help or threaten your life. Even your character (who I hesitate to call the “Doomguy”) is quite chatty throughout the game, though he has lost a lot of the charm of his predecessor as he just looks like a generic Jarhead, something not helped by the lack of a traditional Doom HUD. It also doesn’t help that the human character models are painfully stiff; while the voice acting is suitably over the top, the characters have that same plastic, action-figure-like look to them that dogged many games during this time. Thankfully, the enemies make up for this; enemies from previous Doom games have been given a gruesome makeover, appearing bloodier and more horrific than ever. You’ll see blood and gouges formed in their skin from your bullets, bodies bursting into flames and disintegrating into skeletal dust upon defeat, and even exploding into bloody chunks if you use the right weapons. I enjoyed the parts when enemies would teleport in and burst from the shadows, as frustrating as these aspects were, and the overall look of the environments despite how samey they could get, though the game’s soundtrack leaves a lot to be desired. While I appreciate it relying on ambient noise and ominous sounds of enemies, I miss the hard-rock infused tunes of the previous games. 

Enemies and Bosses:
Many classic Doom enemies make a ghastly reappearance in Doom 3, now more terrifying and gruesome than ever. You’ve got regular cannon fodder such as slow moving, moaning zombies who swipe at you (either with their hands or wrenches) and try to bite you, flaming and emaciated variants, and gun-toting bastards who hide behind cover or riot shields and can whittle your health down from afar. Also on the smaller end of things, spider-like Ticks and Trites will scuttle down webs or out from vents to swarm you, fairy-like Cherubs buzz about in your face, and those damn Lost Souls and Forgotten Ones will fly right at you from out of nowhere. Once all Hell (literally) breaks loose, you’ll be bombarded will all manner of demonic forces. The standard Hell grunt are the Imps who pounce at you and toss fireballs at your face, quadrupedal two-headed Maggots who rush at you, and bat-like Wraiths who can teleport about the place. You’ll also contend with bulbous Cacodemons, chainsaw- and Gatling gun-wielding zombies, and a brutish Commando variant who charges at you with a tentacle-like arm. You’ll initially be introduced to many of the more monstrous enemies in the form of a sub-boss battle. Demons like the Pinkies and Vulgars are given short cutscenes and enclosed areas in which you fight them before they pop up at random and in the worst places.  

Larger, horrific demons offer the greatest challenge ad require more than just endless shooting.

The massive, dog-like Pinkies charge at you, biting and slobbering, and seem threatening at first until you blast them point-blank with a shotgun. Resurrection of Evil’s Vulgars can also be formidable until you use the Grabber to reflect their projectiles back at time. Additionally, you’ll often run into the screaming Revenants; these skeletal demons fire rockets and can make your day go downhill fast when they appear alongside more melee-based demons. Be sure to prioritise Arch-Viles; while they can’t heal enemies like before, they can summon flames and even Hell Knights, making them a real pain in the ass. Also, keep your distance whenever a Bruiser or Mancubus appears; these huge demons blast at you with their massive cannons so hang back and use your rocket launcher, strafe around them with your Plasma Gun or Chaingun, or utilise the “bullet time” features of the Artifact when playing Resurrection of Evil. There are four bosses to face in Doom 3, with six more appearing in Resurrection of Evil and two being recycled for The Lost Mission. The first is the spider-like Vagary who scuttles about, slashes you, and tosses objects with telekinesis, but she’s simple to take down if you strafe and unload with the Chaingun. You’ll battle two Vagary’s at the end of the game and another in The Lost Missions; in this latter fight, she can’t use her telekinesis but is accompanied by Cherubs, but the arena is much bigger, making this fight even easier. Before you visit Hell, you’ll have to face two Hell Knights at once in a very claustrophobic area; because of the tight quarters, it can be difficult strafing and dodging their stomps and fireballs, and especially dangerous if using explosive weapons, meaning later encounters with these enemies are usually much easier. To escape Hell the first time, you’ll have to defeat the Guardian of Hell, a large crocodilian-type beast who stomps about trying to bite you and rains fireballs. It’s blind, so it sends out “Seekers” to pinpoint your location and destroying these is the only way to expose the Guardian’s weak spot, a blue sphere over its head. When you battle it again in The Lost Mission, it is no longer blind, doesn’t use the Seekers, and can be damaged more conventionally but is also a lot tougher than before. 

The massive, aggressive final bosses will test your skills with the game’s mechanics,

Fittingly, the bosses really ramp up at the end game. Sabaoth (the Marine’s demonically transformed superior officer) attacks you in the Primary Server Bank, his legs mutated into tank-like treads and his torso sporting heavy armaments such as the BFG9000! Thankfully, your victory over the Guardian of Hell awards you with the Soul Cube, which is crucial for defeating Sabaoth and his successor, the Cyberdemon. Sabaoth also makes use of four pillars, electrifying them (and you, if you’re close by) but he’s also slow and predictable so you can use the Soul Cube to deal massive damage to him. Blast his BFG shots before they can hurt you (the closer to him the better), and unload with your Chaingun or Plasma Gun to end him. The semi-cybernetic, minotaur-like Cyberdemon is an entirely different beast. Fought around a Hellmouth and assisted by infinite lesser demons, this brute unloads with its arm-mounted rocket launcher and can only be harmed, and killed, by you charging up and unleashing the Soul Cube four times, making this a gruelling bout at times. When playing Resurrection of Evil, you’ll need to defeat four demonic Hunters to acquire new abilities for the Artifact: the Helltime Hunter blasts about in flaming bursts and tosses fireballs that you must reflect back with the Grabber as this is the only way to hurt it. The Berserk Hunter leaps at you with slashes and spits fireballs and can only be damaged by targeting the beating heart in its chest, and you’ll need to open up and destroy four power cores to disable the Invulnerability Hunter’s shield, avoiding its electrical shockwaves and attacks. Resurrection of Evil concludes with a final showdown with Dr. Betruger, now transformed into a demonic bat, in what was the toughest fight of the game for me. This bastard flies around, blasts flames across the ground, rains fireballs and flaming meteors, and is both fast, extremely difficult to hit, and incredibly durable. A lack of ammo and health items and a fatal drop add to the difficulty, though you can use the Artifact to get a better lock on with your BFG before the fight abruptly and anti-climatically ends in a cutscene. 

Power-Ups and Bonuses:
It pays to explore every room, nook, and cranny when playing Doom 3. Be sure to crouch through vents and under stairs and tables to search out Med-Kits, armour shards, and ammo and check every desk and body for PDAs and other resources. Computer terminals and e-mails (and handy online guides) will provide locker codes and access to resource caches, which are invaluable at times, and be sure to make strategic use of any healing stations dotted about the place. As you explore and play, many familiar Doom weapons will become available to you, including the standards pistol, the always enjoyable chainsaw, and my personal favourite, the shotgun. Automatic weapons like the Machine Gun, Chaingun, and Plasma Gun are great for unloading on enemies, but you must factor in charge up and reload time, so be sure to make use of cover or quiet spots to reload. 

Classic Doom weapons get an overhaul and are joined by some weird, hell-spawned armamants.

You can also utilise grenades, a handy-dandy rocket launcher, and the series staple, the ultra-powerful BFG9000, but take care as these can often explode in your face if you’re not careful! When playing Resurrection of Evil and The Lost Missions, you’ll also get to use the Super Shotgun, a far more powerful version that fires two shots at once but takes twice as long to reload, and the Grabber, a gun-like appendage that can snag objects (even enemy projectiles) and blast them at enemies. It’s a clunky bit of kit that’s sadly underutilised andz while I’m glad there aren’t loads of annoying physics-based puzzles that use it, it does feel like a superfluous inclusion, unlike Resurrection of Evil’s other new mechanic, the Artefact. This beating Hell Heart is charged using human souls and allows you to slow down time, strengthen your attacks with a brief “Beserek” mode, and temporarily become invincible. Similarly, in the main game, you can charge up the Soul Cube by defeating enemies; when unleashed, it passes through all objects and instantly kills most enemies, restoring your health in the process. Finally, various armours boost your resistance to attacks, ammo belts and backpacks boost your ammo and you can temporarily buff yourself with various one-use items. Adrenaline affords you infinite stamina, Beserker renders you invulnerable and triples your attack power, while you can also make yourself invisible and invulnerable in multiplayer.  

Additional Features:
There are forty-five Achievements up for grabs in Doom 3, with many of them earned simply by completing the main campaign. You’ll get an Achievement for defeating each boss, for example, and for finishing the game on each difficulty setting (these stack, too, so you can earn multiple Achievements in one playthrough if you’re good enough). You’ll also get Achievements for earning a high score on the arcade machine, having two demons fight each other, acquiring the BFG9000, finding hidden secrets, defeating certain enemies with certain weapons, and finishing the game in ten hours or less. Interestingly, considering Doom pioneered multiplayer Deathmatches, there are no Achievements tied to the game’s multiplayer component, which allows you and you friends to go head-to-head on various game maps in traditional Deathmatches, tournaments, last man standing, and team-based campaigns. Scattered throughout each campaign are PDAs and lockers, all of which need to be found and accessed for Achievements. There’s no level select or New Game+ feature here, though, so you’ll need to make multiple saves or have a guide handy if you want to avoid replaying entire sections. In addition to the main campaign, you can play the two DLC campaigns, Resurrection of Evil and The Lost Mission, right off the bat; both recycle enemies and environments from the main game but introduce new elements, such as the Grabber, Artifact, and Vulgars, in addition to concluding the main story by including a showdown with Dr. Betruger. 

The Summary:
I’d been putting off Doom 3 for a long time. I first played it in the BFG Edition on PlayStation 3 but was put off by the claustrophobic environments, low lighting, and tense, frustrating combat mechanics. These elements remain nagging concerns in Doom 3; I never felt like I could relax or really enjoy myself as enemies would pop up or swarm at a moment’s notice and drain my health and ammo, meaning I was constantly on edge and became aggravated at being forced to kill more and more demons as they kept teleporting in. However, as a fan of the series and survival/horror games, it’s true that this sense of constant dread, worry, and anticipation about what lurks behind every door and around every corridor really added to the horror vibe of the game, and was surely the intention. It’s just a very different gameplay experience to the more straight-forward nature of the original games and more horror-themed FPS titles, so I recognise that this is very much a “me” problem rather than a fault of the game, which wants you to always feel endangered. The game plays well; gunplay is satisfying, and the gruesome aesthetic is truly macabre. I just wish it was more prevalent; there are only so many futuristic hallways and laboratories I can skulk down before I get bored, so I would’ve liked to see more blood, more of Mars, and more Hell-based locations sprinkled throughout the game. Having said that, the environments look amazing; the lighting (or lack thereof) and graphics do the game justice here, it’s just a shame that doesn’t translate to the human character models. I’m glad the game wasn’t a confusing labyrinth, but I did get turned around a bit without a map or compass and because of the samey environments and I felt the constant fetch quests dragged the pacing down a bit. When you’re fully armed and engaged with the game’s horrific enemies, Doom 3 shines. I loved the sense of dread and how formidable the enemies were, and the scale of the bosses, I just think a better balance between survival/horror, action, and puzzle solving was needed. Ultimately, it’s a decent enough game; a little too much like a bland FPS at times thanks to the gritty, military aesthetic but easily the most graphically impressive Doom for its time. However, I can’t say that I will throw it on for a quick burst of action like I do the originals as this is a game that insists upon your time and energy. 

My Rating:

Rating: 3 out of 5.

Pretty Good

Did you enjoy Doom 3? Did you think it was toomuch of a departure from the original games? Did you find the environments too repetitive? What did you think to the new looks for the demons and the new weapons? Were you glad that the gamewas changed to allow simultaneous use of the flashlight? Which boss was your favourite to fight, and would you have referred to see more of Hell? Whatever your thoughts on Doom 3, or FPS games in general, drop a comment below or let me know on my social media.