The introduction of some colour is welcome, but background detail is too lightweight to impress - made up of copy-pasted 2D foliage, box-cut geometry and low resolution textures. The lighting model is changed entirely, and in its place we have an attempt to recreate something akin to the look of a Saturday morning cartoon. Visually it's an unwanted shift from that early concept. What we've ended up with is something remarkably sub-par. As a spiritual successor to Mega Man, we expected rock-solid 60fps platforming, a firm-but-fair level of challenge and something close to the visual style shown in its original pitch. After all, it's a simplistic Unreal Engine 3-based side-scroller, and despite its humble origins as a Kickstarter-funded project, this should be a fairly easy win for Keiji Inafune and his team at Comcept. 9 shouldn't be causing PlayStation 4 or Xbox One any problems. Not just for movement but because once enemies are sufficiently damaged you can then dash through them to absorb their energy and give a temporary boost to your weapons, armour, or speed.On the face of it, Mighty No. But the game does have its own ideas, and Beck’s dash move becomes extremely important. The controls are very simple, with just a basic jump and forward-firing laser. It’s also worth noting that this is based just as much on the action-orientated Mega Man X sub-series, as the more platform and puzzle-focused originals. Although we’re not sure if that counts as us being generous or not. It can be frustratingly hard at times, but so inconsistently that we’re pretty sure it’s a mistake. One of the principle reasons for this is the games’ extreme difficulty, but surprisingly that’s one aspect that Mighty No. Although diehard fans will no doubt disagree, for us Mega Man falls into that category of retro game which is historically important but which cannot be enjoyed today without prescription strength rose-tinted glasses.
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