4/5 ★ – JetDusk's review of Mega Man 11.
Megaman 11 is much better than I remembered, but the stuff I didn’t like is still a sour spot.
This game looks and sounds great, the animation for all the models is top notch. Megaman feels pretty good to control and I feel each weapon has their own decent amount of application for many different scenarios. I think the designs for the robot masters are pretty good as well, Tundra Man especially.
The double Gear system is super fun as well, I hope another game is made with this mechanic. Powering up Weapons then switching to time stop feels great. Some stages feel a bit too long, but overall it’s manageable.
However, the issues come into play with how a lot of the perfect control is walled off behind the shop. Making the speed gear useful and make sense is locked behind a shop upgrade. The game is seriously cheap and annoying if you don’t have the right equipment, but you might not even have access to it until after the fact. I remember my first play-through being miserable in Wily Castle, as I got almost completely stuck with no items or lives, and getting bolts was nearly impossible. Yellow Devil was my hell, as a game over meant starting over an already obnoxiously long and challenging stage.
I think an update made it easier or clearing the game unlocked an item on my return that made more bolts drop, I’m not sure, but things were much better for me this time around. This one is pretty well polished and I hope Megaman 12 is around the corner. Or X9. Or Zero 5. Or ZX3.