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Thoughts and Opinions on Mighty No. 9

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I know this has taken longer to show up than I'd intended (Fun Fact: I actually began writing this back in June), and I hope no one was kept waiting too long for it. Truth be told, I kept putting it off because of how long I figured it would be; as it is, for the sake of getting this out there before the end of 2016, this is actually the trimmed-down version.

The original title for this was going to be "Sorry, Mighty No. 9, But I Tried," which ought to give you some idea of where my mindset was on this game early on. That, or the mass amounts of cursing on my Twitter.

Still, I kept at it. For some reason, amidst rising blood pressure and frustration, I kept at it. At least, for as long as I could.

If running a site called The Mega Man Network for a good many years and working for it that many more wasn't enough of an indication of where I'm coming from as a fan, I'll give you a little background on me.

I've been a fan of Mega Man from pretty much the beginning -- that is, the first game. I didn't even get my first video game console (Nintendo Entertainment System, of course) until the winter of '88, so I wasn't technically there at the very beginning, but for all intents and purposes in a pre-internet age, I was there from the start.

Since then, I followed the series closely and intently, grabbing at anything I could get my hands on for new art, information, merchandise, you name it. When I first went on the internet, one of the first things I looked up was Mega Man, and one of my earliest memories is of reading a story called "The Zero Chronicles." I met my then-future wife through her Mega Man fan page and stories, and adopted my online nickname that I've used since (and am known by rather widely) from one of my own Mega Man fan characters. I've even had a hand in perhaps more than my fair share of officially licensed Mega Man merchandise, and Mega Man is how I wound up getting into the career of writing.

The point of this is, I've been with Mega Man for a long time -- most of my life -- and I feel like Mega Man is very much a part of who I am today, however directly or indirectly. For his part in it, I'd still love to be able to meet Keiji Inafune in person and thank him for helping to make that possible.

I say this not to brag or put myself on any sort of pedestal. Truth be told, there are probably others more deserving of such an honor, who have actually met and conversed with Inafune or have every single game and piece of Mega Man merchandise out there -- neither of which are claims I can make. I say this because, to step up and try to make a true spiritual successor to Mega Man?

Well, that's a matter I take to heart. Maybe a bit too seriously, even. But I feel that I'm as qualified as anyone to at least have a say in what does or does not feel right to me in a game that tries to carry on the Blue Bomber's torch like Mighty No. 9. That doesn't make the opinion of anyone else any less valid, of course; some decry the game as utter garbage, others say that it's a worthy heir to the throne. Just the same, I feel like things are a little more complicated than that, and all I can offer are my own personal thoughts and feelings on what has taken three years to finally reach us. By that same token, I might also view some things a little differently than others who have rated the game.

So, without further ado...

Beck

In looking at the game, I'm going to try breaking it down into its multiple components, and the logical starting point is with the game's star, the eponymous Mighty No. 9, also known as Beck.

If you've been following Comcept's Kickstarter campaign closely, then you have a good idea of who and what Beck is. If not... well, good luck to you, as you should probably do some digging. The game doesn't really give you much in the way of information there. Sure, the original Mega Man didn't do a lot to explain its hero, either, and there was scant little else for us to go on back then as well. But then, that was also 30 years ago (yeah, I'm rounding up).

Sadly, while I think he has a neat design, the game does so very little to establish Beck as a character -- he has no agency, basically just running around where the doctors (more on them in a bit) tell him to. And while Beck does try to talk down his fellow Mighty Numbers from their respective rampages, there's no shining moment that defines the character as Rock had when he decided for himself to volunteer to stop the renegade Robot Masters due to his strong sense of justice.

In terms of gameplay, I found he took some getting used to. With Mega Man, X, and those heroes, I found that they felt almost like a second skin to me, as though they were an extension of myself. This probably comes from having played three decades' worth of games with that feel, of course, but I wasn't able to just slip into controlling Beck with quite the same ease as Capcom's series, despite so many of the same creatives acting behind this one.

That isn't to say Beck controls poorly, however. The best way I can think of to describe it is that he "feels" heavier to me. Sort of like Zero did in Mega Man X3, but perhaps not to that same degree -- just enough to feel off if you're expecting him to control like the Blue Bombers from which he was supposed to carry the torch.

A lot of people liken Beck's dash, a key component of his arsenal, to what X does. However, it doesn't really act the same way at all, and that's a double-edged sword. Rather, it doesn't work like X's ground dash; instead, it's more like X's air dash, which doesn't follow the curvature of the terrain, but shoots Beck off like a blunt projectile, regardless of where he is when he performs it.

On the upside, whether on the ground or in the air, Beck has unlimited dashing capability, which is kind of cool. I always thought it would be neat if X and Zero could fly beyond what their dashes allowed for when in the air, and that's more or less what you get here. Granted, Beck loses altitude with each dash, though there are times when that's compensated for. Successfully "flying" to where you need to be can feel pretty satisfying when pulled off properly. (Side note: The dash's default button is RB/R1, but I had to place it similarly to where it is in Mega Man X to feel comfortable using it as needed.)

Then there's the reason why he dashes: To absorb Xels. Whereas Mega Man would simply shoot stuff until it blew up, that's not quite as effective for Beck. Instead, there's more of a score attack mechanic at play as you try to weaken foes with, er, "Buster" shots and then dash into them to absorb these building blocks from which they're comprised.

It's an okay mechanic, but not without its flaws. The biggest problem is that unless you've really got things down, it leads to a lot of stop-and-go playing -- and that's not even counting the "enemy rooms" where you literally stop to destroy everything before moving on. In addition, the accuracy can be iffy at times, too, particularly when there are groups of enemies clumped together and for one reason or another, you're able to destabilize one enemy but not the one right behind it, leading to the player taking damage when they try to absorb. The fact that the dash itself has zero offensive power doesn't help.

Interestingly enough, Copen from Azure Striker Gunvolt 2 -- also developed by Inti Creates -- uses a very similar mechanic, albeit inverted. Rather than blasting enemies and then dashing into them, he dashes into them to tag them before unleashing a volley of homing shots to finish the job. For what it's worth, I find his method more fun and less clumsy to use.

Beck has a few other maneuvers, a quick backwards jumping dodge and a similar move that returns fire at enemies. Unfortunately, these moves rarely if ever proved useful, and I did try to incorporate them into my repertoire.

Other Characters

Compared to the original Mega Man and Mega Man X at their outset, Mighty No. 9 has a surprisingly robust cast of characters at its disposal.

Beck has two doctors backing him up in White and Sanda. While the rotund Sanda is easily flustered, Beck's creator Dr. White is just the opposite -- calm and collected, almost to a fault, as the voice acting for him tends to sound almost too flat. Even when he's angry, White's voice barely feels like it's raised at all.

Then there's Call, creation of Dr. Sanda and effectively the series' counterpart to Roll. She gets her own playable level later in the game, and is just... well, flat. Unlike White's flatness, Call's is by design as she delivers lines in a dull monotone that reminds me of the menus for Sonic Adventure on Dreamcast, only less enthusiastic. Her whole thing is being more of a "robot" than the others, so it's not like it doesn't work as intended; the question is whether it works as desired, which is an altogether iffy thing. I'm okay with it in this installment, but I'd like to see a bit more personality come out in any later installments, should they occur.

There are still others as well, including Sanda's brother (who is only briefly seen), Gregory Graham, and the mysterious Dr. Blackwell. It's hard to talk more about them without getting into the story, so I'll save that for now.

Mighty Numbers

On the other hand, we have the Mighty Numbers, who are anything but flat. Okay, maybe their personalities are a little one-dimensional, but at least they have those personalities, and they're played to the *ahem* nines.

While others have written off these guys and gals as poorly acted, I feel like the voice actors for these eight really bring a level of personality to the characters that we didn't really get to see until late into the Classic and X series of Mega Man. At the very least, they have as much personality as the Robot Masters in Mega Man Powered Up, and may even be better performed.

Speaking of that oft-overlooked PlayStation Portable classic, Mighty No. 9 manages to follow in its footsteps by not writing itself into the same sort of corner that the Classic series originally did. As in Powered Up (optionally), Beck doesn't destroy the Mighty Numbers outright; he just basically knocks some sense back into them, allowing them to come into play later, rather than the mysterious resurrections Capcom would throw our way.

And come into play they do. Each Mighty Number will "scout" out a specific level before Beck arrives, offering some advice from the stage select screen. Furthermore, as Beck progresses through said level, that particular Mighty Number will show up to help you out as you go. Unfortunately, more often than not, their help turns out to be a token effort at best -- often, whatever they do can be easily handled by the player most of the time anyway. Still, it's a nice touch that comes into further play towards the end of the game.

As for actually fighting them, many of the boss battle employ some pretty clever ideas. Some work, and some don't -- I found Countershade an absolute joy to fight, while someone had the bright idea of making Pyrogen's cues audio-based (which clashes with the near-constant voiceovers from the doctors), and Cryo is the bane of my existence. Even watching how others took her on, it just never seemed to work for me. Her weakness is supposed to be Pyro's weapon, but I ended up taking her out last by spamming Brandish's maybe-slightly-overpowered swords against her instead.

If nothing else, that at least speaks well of the versatility of the weapons in the game, so that seems like as good a segue as any into...

Special Weapons

Like Mega Man (you were expecting to hear that a lot, right?) and the Robot Masters, Beck is able to acquire special weapons from the Mighty Numbers he defeats. Unlike Dr. Light's creations, however, Beck seems to take a cue from the digital Blue Bomber of Mega Man Battle Network by changing his entire form to meet the needs of his new abilities.

All told, this degree of change is pretty neat, and as you can see in the case of his Seismic transformation in the lower-right, allows for a greater degree of variance when he gains a new weapon as well.

Further setting his use of this ability apart from his predecessor is the fact that his weapon energy is nigh-unlimited. That is, there is a weapons energy gauge, but you don't have to worry about grinding foes for specific items, as it refills gradually on its own. Use them somewhat moderately, and you might never run out.

Most if not all are fun to use, even the caterpillar treads, which have Beck race along the ground and slam into enemies. My personal favorite was Countershade's sniper gun, which can ricochet off of walls and enemies, homing in on whatever is closest. It quickly became my default weapon, as it typically sets enemies up for absorption pretty well, too.

As is typical, not every weapon is great, but at least they tend to have various uses, and you'll likely need to use them in those various ways to get through the game -- which is better than those special weapons in Mega Man games which are there just because they needed a round number eight to fill things out with. Assuming we ever get a sequel, we'll see how long they're able to keep that up, though.

One problem with the special weapons is equipping them, though. Unlike Mega Man, you get no sub-screen here -- it's always done in real-time, using the LB/L1 and LT/L2 shoulder buttons to cycle through the selection before confirming. It kind of sucks when you want to just pause and look at what you have before deciding on a course of action, nor is it quite as intuitive as just tapping the L and R buttons in Mega Man X to cycle through. On the bright side, you can set some buttons up for instant changes to selected weapons of your choice, so that's pretty handy.

Story

Without getting into too much detail for sake of spoilers, I'm going to say that the story was actually one of the things that pleased me the most about this game. I went in expecting a retread of the Dr. Light/Dr. Wily feud, but that wasn't the case at all.

What we got instead exceeded my expectations, even though on a grander stage of fictional narratives, it might not be anything that special. Just the same, it did something I'm not sure any Mega Man game ever really has as it largely disregarded notions of good and evil at work against one-another. Instead, something has gone wrong that's affecting the robots around the world, and it's a mystery of finding out what, why, and putting a stop to it.

Stages

One of the biggest components of the game, the stages, are something of a mixed bag.

Aesthetically, about half of them take place in indoor areas that don't really spark the imagination so much; they're kind of samey, except for the industrial stuff going on there. I guess Mega Man was probably guilty of this at some points as well, but it just somehow seems a little more pronounced in these cases.

But then there are others that are more interesting. The standouts for me are Brandish's highway chase (seen above), which takes place on a highway through various weather conditions and times of day -- I'll admit, I love that stuff, so maybe there's a bit of bias there. The other is Countershade's takeover of the capitol building, but that has its own issues.

A lot of design decisions in the stages throughout the game are iffy at best. In Countershade's case, there's a fantastic idea of following the direction of his bullets through a large, circular path to find and challenge him, dodging when you hear gunfire (and the closer you get, the closer the stream of bullets is to the sound they make when fired).

It's a grand idea and quite original, at least as far as Mega Man-styled games go, but it's hampered by a lack of any checkpoints before the boss, meaning any slip-up has you run through the entire stage all over again. Even if you manage to do it in a single run, it tends to drag on for longer than it should, dulling the experience overall. Throw in some instant-death traps, and you've got a stage that for many people is their bane of the whole game.

There are other little bits sprinkled here and there throughout that could probably have been refined and done better, but it seems the folks at either Comcept or Inti weren't interested in that. It seems they figured they were right with what they came up with the first time out, and that was that.

The flag-bearing instance of this would have to be the infamous turbine in Dynatron's stage. An instant-death trap, your only way past it is to do a low dash underneath it (and hope you do it just right). This was an issue in the beta version because nothing ever taught you to do the low dash like it did for so many other moves, and if I'm not mistaken, it's never required anywhere before or after this one single instance in the game, with the regular dash always being sufficient for getting underneath low overhangs.

People took issue with it, but did the developers fix it? Nope! Instead of, say, moving the turbine so that a regular dash would do the job or making the low dash a more commonly-needed move, they basically just slapped a band-aid on it in the form of a message that tells you how to get past it, popping up after a moment of looking at the obstacle. It's effectively the in-game equivalent of how Springfield decided to keep any more children from falling down the well.

Stage Enemies

One thing which lent a lot of personality to the Mega Man games were the vast array of enemies found throughout each game, many becoming icons of the series itself. Mets, Sniper Joes, Battontons, and more, as well as many unique to individual stages.

Sadly, Mighty No. 9 is rather lacking in that area. You'll see a lot of the same enemies spread across the same stages, and despite recognizing them as I came across them, I can't say any carried particularly memorable designs so much as I recognized their functions and actions.

Graphics & Music

On its own, I didn't find the graphics in Mighty No. 9 to be terrible, but when you start to look at other Kickstarted games, from Shantae: ½ Genie Hero, Bloodstained: Ritual of the Night, Shovel Knight, and others, and what's there does come across as somewhat lacking.

Still, I found that close-up shots tend to do the game a great injustice, and when things are zoomed out a bit, a lot of it looks fairly nice. Not as good as the aforementioned, mind, but not terrible either. And as noted, some of the more unique stages look pretty good as well, Chef Boyardee explosions aside.

On the music front, it's pretty good stuff. I'm not the most qualified to give much more than that, though I'll say that with the exception of a few tunes, most of it didn't really stick in my head, though even the less earwormy among the lot still made good background music.

Cutscenes

Maybe this should have gone under graphics or story, but I felt like talking about this on its own.

The way the cutscenes are presented in Beck's game are pretty lousy. Even though it's in real-time with the in-game models, the characters' mouths don't move, and it's a surprise that they even blink during these portions. While I thought the story being told was good, the way it was presented between levels was not.

What's crazy is that at the beginning and end, there's more traditional still images, and these look fantastic. What's more, the story for the Ray downloadable content uses the same style, and it looks fantastic as well!

The quality is like night and day, and it makes me wonder why they even bothered doing any of these in-engine.

Now, speaking of...

Ray

Included if you bought the retail version, but available for about $5 USD if you went digital, it took a while before the Ray downloadable content would actually appear in my game.

As it happens, I feel like it's a pretty good addition. I really enjoyed the stage and three boss battles against the titular character, which are perhaps my favorite battles in the entire game. They kind of reminded me of those battles between Mega Man and Proto Man or Bass, or X and Zero, which was probably the intent here, considering.

Defeating Ray allows you to play as her, and it's... interesting. Her life is constantly draining, requiring you to absorb more Xel, but if she takes damage, she can't restore it without a life capsule. Her attacks are satisfyingly savage, and her version of the dash is a spinning roll that's like a cross between Sonic's Spin Dash and X's dash, following along the ground (unless you perform it in the air).

Still, the constantly draining life and limited refill ability made it pretty tough, and I didn't enjoy it for too long past the intro stage. If her overall life had been tied to the Xel absorption, I think I'd have enjoyed it more.

Other Thoughts

Just a few other random thoughts from my time with the game before I wrap up (and there is probably something I'm forgetting):

Mighty No. 9 incorporates its own version of the Sub- and E Tanks, but it doesn't feel quite as well thought out (like many other parts of the game). You can accumulate energy while taking out enemies in stages, but you can't really hang on to it in any meaningful way. Whether you complete the stage or just happen to die, it's gone -- use it or lose it. So if your strategy upon entering a boss's room with little life energy is to just die and then try again with a full life and your backups, then it's not really going to work here, which is a bit of a handicap to the player.

There have been a lot of complaints about the game, but for what it's worth, the options are really robust and often overlooked. It doesn't solve everything, of course, but I found that issues such as having the doctors' talking obscure part of the screen or the sound could be easily dealt with, for example.

I tried out the multiplayer, and it was alright. Not really worth the wait, in my opinion.

And speaking of the wait, besides some of the issues mentioned above, one really has to wonder why they didn't make better use of their time as the game was constantly delayed to polish some things up. Some of the typos alone are nothing short of embarrassing, and I can't believe these were never addressed in the year and a half between when Inafune said the game was finished and when it finally shipped.

Hey, Comcept? If you need a proofreader, contact me. I'm sure we can work out an agreement -- I love McDonald's, so you know I'm a cheap date.

In Conclusion

Mighty No. 9 has received a lot of harsh criticism since its release, and I tried to give an honest appraisal of the product itself, controversy and other issues aside -- just me and what's in the box. Oh, and I played the Xbox One version, so I didn't experience the issues of the Wii U version, though as mentioned with the Ray download, I had others of my own. But again, putting those aside for this, I wanted to basically look at what we'd have gotten even if everything had apparently gone "right" with its launch.

My feelings here are kind of complicated. I like Beck and his world, though the presentation has its flaws. There are a lot of great concepts at work here, but the execution of many of them leaves something to be desired. To use a common cliché, it feels as though Mighty No. 9's spirit is willing, but the flesh is weak.

I don't hate the game by any means, but it's a hard recommendation to make, too. You really have to be of a particular mind to really get the most out of this, and unfortunately, that mindset is not widespread enough for something like this to be viable in the long term. Those who really love a challenge and defying a game in spite of itself, the kind who break and speedrun and excel -- those are the kinds of players who are likely to get the most out of Mighty No. 9.

As for me? I'll be honest, I didn't even finish the game -- I came up to the finish line, but having seen the slog that is the final boss battle, and decided "I'm good." I don't know if either my patience or temperament would have handled that well, and I've got my health to think about.

But I want to see more. I see a lot of potential in Mighty No. 9 as a concept, even if it's more Mega Man than Mega Man X. I didn't think too highly of the original Mega Man when I first played it, thanks to things like Guts Man's Lifts of Doom or the disappearing blocks and finicky Foot Holders of Ice Man's stage. But it left me interested enough to want to check out Mega Man 2, and as you might have guessed, I'm glad I did.

I think the Mighty No. 9 Kickstarter was a big lesson for everyone, and I hope Keiji Inafune and Comcept learned something from it as well. I really want to see them double down and do a tighter, more focused sequel to Mighty No. 9 that builds on what the first one did right and corrects what it did wrong, all while making sure not to overreach its grasp.

At this point, I think Mighty No. 9 is past the point of being considered a proper successor to Mega Man, especially if Capcom really is interested in reviving some of their dormant franchises. That said, I still think there's a chance for it to be a successful property in its own right, even if the beginning was rather -- pardon the expression -- rocky.

I believe in you, Beck. Take your time, and do us all proud.


Inti Creates Updates on Gunvolt Games and Anime, Plus Christmas Wallpaper!

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Inti Creates has posted some updates with a fair little bit of news about our favorite lightning-packing gunslinger, Gunvolt!

First, Joule and Lola are here to "present" you with a new Christmas-themed wallpaper by character artist Yoshitaka Hatakeyama that you can find here.

From that same blog post, Assistant Producer Matt Papa tells us that they heard North American players of Azure Striker Gunvolt for the Nintendo 3DS loud and clear! The issue with Special Mission 5 not working has been fixed, and Patch 1.4 for that version of the game is now available in the North American Nintendo eShop!

Lastly, some mildly disappointing news was passed my way by Roberto Zampari Caldas. Papa has also recently reported that due to "various circumstances," the previously-announced Azure Striker Gunvolt anime OVA will not be making its planned Winter 2016 appearance by the end of 2016. Fortunately, the "Winter" part still holds true, as they are aiming to have it available in the Nintendo eShop in North America, Europe, and Japan in January 2017, though the specific date has yet to be determined.

All in all, though, that's not too bad! Now, who is hoping that maybe they'll find the Azure Striker Gunvolt Striker Pack under the tree this weekend?

Ripot's Round-Up - 12/24/16

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Man, this holiday season, am I right? It's been pretty busy, and it feels impossible to get everything that needs to be done finished before the New Year.

That's why I'm doing another Ripot's Round-Up right now. Several of you have passed along some great tips, and along with a few things I've found myself, I just haven't been able to get around to putting everything up.

And while I could hold them and post them throughout the remainder of the year, the fact is that I've still got a good few original content articles I'd like to get done by the end of the year -- that's right, the Mighty No. 9 piece was but the first of... well, a few, at least. So I'd like to make the most of the downtime by focusing more on that stuff before the ball drops in Times Square and we're all happily saying "get on outta here!" to 2016 (but don't worry, if anything big breaks, I'll still cover it).

So, without further ado...

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First up, Roberto Zampari Caldas has passed along a trinity of tidbits from Protodude's Rockman Corner, starting with the real-world Navi Time GPS teaming with the fictional NetNavis of Capcom's Rockman.EXE!

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For a mere 150 Yen, you can have Rockman.EXE, Netto, and more turn your phone app into a PET of sorts! Unfortunately, though Navi Time is available in some other countries, the Rockman.EXE theme pack is not.

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Next up, Roberto and Protodude bring us this look at a cool statue which depicts one of the most iconic moments of Yoshinori Iwamoto's Rockman X manga:

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The design is by Iwamoto himself, of course, while the statue will be produced by Amakuni. At the moment, however, there's not much more to say until further info comes. You can view more pics here, though.

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Third and last from Protodude by way of Roberto are something that may appeal to you if you're sick of Funko's Pop! vinyl line: Dorbz!

Two versions of Mega Man, along with Rush, Proto Man, and Dr. Wily will run you a cheaper cost of $7.99 USD each, and you can find them all at Entertainment Earth.

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Before there was Project X Zone, there was Namco X Capcom. Did You Know Gaming? takes a look back at this turn-based strategy game that never left Japan in their new(-ish) series, Region Locked:

The part that stings most about not getting this here -- besides being a fan of the series and missing a chapter, of course -- is right there in the thumbnail, front and center: MegaMan Volnutt and Roll Caskett from Mega Man Legends feature in this one, while only Tron would appear in the sequel.

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Dega Vega sends this one from Liam Nguyen Animation, which remakes a shot from the opening of the PlayStation/Saturn/PC version of Mega Man X3:

The video is just a timelapse of the recreation of that one frame, but they say that they'd like to recreate the entire opening sequence if they have the time. Interestingly, X looks a little more like his Mega Man Zero series self here, wouldn't you say?

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While I was going to wait and post this after I posted "Thoughts and Opinions on Mighty No. 9," Anon beat me to it in the comments there, so I'm just adding it here.

While I focused primarily on the quality of the end product, Stop Skeletons From Fighting has assembled a very good look at pretty much everything else which surrounded the project from start to finish in this edition of "Past Mortem." I definitely recommend checking it out, as it's very even-handed, and I learned a few things I wasn't aware of here as well.

Host Derek Alexander also notes that they'll be doing a follow-up which examines Keiji Inafune himself, and once it's posted, I'll be sure to pass that along here as soon as I can.

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David PDR Gonzalez sent this song he created and posted to SoundCloud. Called "END/AREA ft. Walter West, Kryciz," it's about Mega Man Battle Network 5. Do note that it is rap/hip-hop features some explicit lyrics, so you might want to read over those (featured below the player) before listening to it, particularly if you're somewhere that Not Safe For Work content is ill-advised.

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Gonzalez also passed along this video essay about Mega Man's potential/impending return, which I'm only linking here due to -- if I'm being honest -- being a little uncomfortable with the idea of embedding here with some of the content featured.

It is entertaining and does raise some good points to ponder, though, and do note that this was made before the Mega Man of Action cartoon was confirmed and Mighty No. 9 was released.

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By way of Retroware TV, iRetroGamer's new series Level Select takes a close-up look at the Bubble Man stage from Mega Man 2:

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Next up, Skytric passed along this video of a demo for a Mega Man Legends fan game called "Mega Man Legends: Operation Mother Lode":

Jeric Bryle Dy is the creator of the game, with Skytric providing the title music and Kira Buckland voicing Tron Bonne. You can try the demo for yourself by getting it here, and you can keep tabs on the game here.

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Speaking of Tron, Orion Ake passed along this video they did a couple of years ago of her and Roll receiving word that Mega Man Legends 3 was cancelled and leading a full-scale assault on Capcom of Japan's headquarters to change their minds.

Personally, I dig the part set to Paul Stanley's "Live to Win."

If you're interested in the making of the video, particularly why it took three years, then check out Orion's blog post for more info.

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Another video by way of Retroware TV features James Ronald of Epic Game Music performing a mix of "Thunderstruck" by AC/DC and the Elec Man theme from the original Mega Man... with one hand:

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Finally, and I wish I had given this its own post, Performance Designed Products LLC has announced that they've released a series of new "Pixel Pals," which are light-up 8-bit styled renditions of characters such as Mega Man, Mario and Luigi from Super Mario Bros. 3, and Vault Boy from Fallout 4. Here are the two versions of Mega Man, regular and Solar Blaze:

Of course, if you wanted to, you could just pretend the one on the right is wielding Atomic Fire or something, if that better suits you. I doubt anyone will judge.

These six-inch display pieces are being sold exclusively through GameStop and online for a Manufacturer's Suggested Retail Price of $14.99 USD, and come with two AAA batteries so you can light 'em up right out of the box. More details can be found here.

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And that does it for this edition! So unless Capcom decides to surprise everyone on Christmas Day with the announcement of Mega Man 11 or X9 or, heck, Legends 3 or something, then you're probably not going to see much of me for the next few days. But the day after Boxing Day, all bets are off! ...unless you're celebrating Hanukkah and have plenty of dreidels, in which case... well, you know what you're doing.

Oh, and I might have something of a tradition prepped for the weekend ahead of time.

Happy Holidays, all!

 

 

 

Mega Man 9 & 10 Now Backwards Compatible on Xbox One

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You did it! Well, someone did it, at least.

You may recall about a year and a half ago, Microsoft began the process of making Xbox 360 games playable on the Xbox One through backwards compatibility, and they put out a call for which games Xbox owners would like to be made available through this service. Naturally, Mega Man 9 and Mega Man 10 were perfect candidates for it.

Fast-forward to today, and the time has finally come! If you've got either game on your Xbox 360, then you can redownload it on your Xbox One at no additional charge. If you've got Xbox Live Gold, you can also take advantage of the cloud saving feature to move your progress over as well!

Hm, maybe now I can stream these games on the Nyteworks Stream sometime, whenever I get around to bringing that back. Unfortunately, I don't have either one on Xbox 360 -- I went with the Wii version, as I favored that controller's Dpad, something which has not been an issue for me with Xbox One.

That just leaves the question of whether or not the games are streamable with the Twitch app on the console. Not every game is, as my wife and I have found out through previous attempts with Castlevania: Symphony of the Night and Mighty No. 9. So if anyone is kindly able to verify that they can be streamed with the Xbox One Twitch app, then I can purchase with confidence.

Oh, and in case anyone is interested, Beat'n Groovy from Konami is also backwards compatible now, too.

Sources: Major Nelson, via NeoGAF and Vhyper1985

Mega Man: Nightfall and the 29th Anniversary

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For at least a couple hours longer where I am, today marks the 29th anniversary of Mega Man. While this is a day worthy of celebration, I'm instead feeling a little melancholy, albeit for unrelated reasons.

I know I should probably have something to say or show for the occasion, but when you write about the character so frequently, day after day and week after week and year after year, it's ironic to not have anything to say to mark the event. Rather than force something, I'm going to instead save it for the 30th anniversary next year.

Interestingly enough, I had a submission from Diego sitting in my Inbox for the following animation by MissMello titled "Mega Man: Nightfall," which somehow seems almost fitting in some ways, not the least of which being how many fans feel about the franchise and how the emergence of X in Marvel vs. Capcom: Infinite feels like a new beacon of hope.

From the description:

Several years have passed since Dr. Wily’s last attempt at world domination ended in failure, thanks to the efforts of Megaman. Following the evil scientist’s subsequent disappearance, the Light family has enjoyed a time of peace, believing the days of fighting to be behind them.
However, unbeknownst to them, the mad doctor has been secretly plotting something far more sinister than any scheme he’s devised before. A plan that could herald in a new era of fear and chaos upon the world, but will this harbinger prove to be the doctor’s own downfall?
Taking on the mantle of the Blue Bomber once more, Rock must find a way to stop this dark threat to the world and family he loves. With the future hanging in the balance, can our hero prevail…and at what cost?
Fight on, Megaman! For everlasting peace!

This of course follows the old "Cataclysm" theory of what transpired between the Classic and X series, and though that's been debunked by the creators, it still serves as a fascinating "what if" for those who appreciate the darker side of the Blue Bomber's legacy.

As I said, though, I talk enough about Mega Man, so I'm turning it over to you guys -- consider this an open thread, but under the usual rules (my Batontons are watching like Laserbeak in the night). Talk about the above animation, what Mega Man means to you, how you were first introduced to the franchise, your favorite characters, games, or memories, your hopes for the future of the franchise, or whatever else.

Happy 29th, everyone, and may there be much to look forward to as we approach the 30th!

Mega Man Mobile Confirmed for North American Release

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So, those mobile versions of the six Famicom Rockman games we heard about last week? Well, Capcom Unity has updated to say that the NES equivalents are coming to iOS and Android as Mega Man Mobile:

As you can see, however, there isn't as specific a date as Japan was given, with only "early January" being stated as the timeframe for release. What's more, there is no mention of pricing nor anything like the Rockman Unity app in their statement, so there's currently no telling if there will be any rewards such as that cool phone background we saw before.

For what it's worth, though, the descriptions given of the six games seem to add just a little bit to the lore of the franchise:

  • Mega Man® Mobile - The evil Dr. Wily must be stopped in this classic action platformer, the original Mega Man!
  • Mega Man® 2 Mobile- Dr. Wily resurfaces to threaten the world again! Only Mega Man can stand in his way.
  • Mega Man® 3 Mobile - Fight berserk robots on uncharted planets. Mega Man must set a course for space to resolve this mysterious crisis.
  • Mega Man® 4 Mobile - A year has passed since Mega Man’s battle in space. A new enemy appears – Dr. Cossack.
  • Mega Man® 5 Mobile - Manic robots cause chaos in the city. How is Proto Man involved? Only Mega Man can find out!
  • Mega Man® 6 Mobile - The Global Robot Alliance is formed, but this newfound peace is threatened by a new foe – the enigmatic Mr. X!

Finally, signing up at this link will apparently allow you to take advantage of "special offers," as well as be notified once the games go on sale (though if the notification comes through Apple as Super Mario Run's did, you might not receive it until a day or so later).

Thoughts and Opinions on Mighty No. 9

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I know this has taken longer to show up than I'd intended (Fun Fact: I actually began writing this back in June), and I hope no one was kept waiting too long for it. Truth be told, I kept putting it off because of how long I figured it would be; as it is, for the sake of getting this out there before the end of 2016, this is actually the trimmed-down version.

The original title for this was going to be "Sorry, Mighty No. 9, But I Tried," which ought to give you some idea of where my mindset was on this game early on. That, or the mass amounts of cursing on my Twitter.

Still, I kept at it. For some reason, amidst rising blood pressure and frustration, I kept at it. At least, for as long as I could.

If running a site called The Mega Man Network for a good many years and working for it that many more wasn't enough of an indication of where I'm coming from as a fan, I'll give you a little background on me.

I've been a fan of Mega Man from pretty much the beginning -- that is, the first game. I didn't even get my first video game console (Nintendo Entertainment System, of course) until the winter of '88, so I wasn't technically there at the very beginning, but for all intents and purposes in a pre-internet age, I was there from the start.

Since then, I followed the series closely and intently, grabbing at anything I could get my hands on for new art, information, merchandise, you name it. When I first went on the internet, one of the first things I looked up was Mega Man, and one of my earliest memories is of reading a story called "The Zero Chronicles." I met my then-future wife through her Mega Man fan page and stories, and adopted my online nickname that I've used since (and am known by rather widely) from one of my own Mega Man fan characters. I've even had a hand in perhaps more than my fair share of officially licensed Mega Man merchandise, and Mega Man is how I wound up getting into the career of writing.

The point of this is, I've been with Mega Man for a long time -- most of my life -- and I feel like Mega Man is very much a part of who I am today, however directly or indirectly. For his part in it, I'd still love to be able to meet Keiji Inafune in person and thank him for helping to make that possible.

I say this not to brag or put myself on any sort of pedestal. Truth be told, there are probably others more deserving of such an honor, who have actually met and conversed with Inafune or have every single game and piece of Mega Man merchandise out there -- neither of which are claims I can make. I say this because, to step up and try to make a true spiritual successor to Mega Man?

Well, that's a matter I take to heart. Maybe a bit too seriously, even. But I feel that I'm as qualified as anyone to at least have a say in what does or does not feel right to me in a game that tries to carry on the Blue Bomber's torch like Mighty No. 9. That doesn't make the opinion of anyone else any less valid, of course; some decry the game as utter garbage, others say that it's a worthy heir to the throne. Just the same, I feel like things are a little more complicated than that, and all I can offer are my own personal thoughts and feelings on what has taken three years to finally reach us. By that same token, I might also view some things a little differently than others who have rated the game.

So, without further ado...

Beck

In looking at the game, I'm going to try breaking it down into its multiple components, and the logical starting point is with the game's star, the eponymous Mighty No. 9, also known as Beck.

If you've been following Comcept's Kickstarter campaign closely, then you have a good idea of who and what Beck is. If not... well, good luck to you, as you should probably do some digging. The game doesn't really give you much in the way of information there. Sure, the original Mega Man didn't do a lot to explain its hero, either, and there was scant little else for us to go on back then as well. But then, that was also 30 years ago (yeah, I'm rounding up).

Sadly, while I think he has a neat design, the game does so very little to establish Beck as a character -- he has no agency, basically just running around where the doctors (more on them in a bit) tell him to. And while Beck does try to talk down his fellow Mighty Numbers from their respective rampages, there's no shining moment that defines the character as Rock had when he decided for himself to volunteer to stop the renegade Robot Masters due to his strong sense of justice.

In terms of gameplay, I found he took some getting used to. With Mega Man, X, and those heroes, I found that they felt almost like a second skin to me, as though they were an extension of myself. This probably comes from having played three decades' worth of games with that feel, of course, but I wasn't able to just slip into controlling Beck with quite the same ease as Capcom's series, despite so many of the same creatives acting behind this one.

That isn't to say Beck controls poorly, however. The best way I can think of to describe it is that he "feels" heavier to me. Sort of like Zero did in Mega Man X3, but perhaps not to that same degree -- just enough to feel off if you're expecting him to control like the Blue Bombers from which he was supposed to carry the torch.

A lot of people liken Beck's dash, a key component of his arsenal, to what X does. However, it doesn't really act the same way at all, and that's a double-edged sword. Rather, it doesn't work like X's ground dash; instead, it's more like X's air dash, which doesn't follow the curvature of the terrain, but shoots Beck off like a blunt projectile, regardless of where he is when he performs it.

On the upside, whether on the ground or in the air, Beck has unlimited dashing capability, which is kind of cool. I always thought it would be neat if X and Zero could fly beyond what their dashes allowed for when in the air, and that's more or less what you get here. Granted, Beck loses altitude with each dash, though there are times when that's compensated for. Successfully "flying" to where you need to be can feel pretty satisfying when pulled off properly. (Side note: The dash's default button is RB/R1, but I had to place it similarly to where it is in Mega Man X to feel comfortable using it as needed.)

Then there's the reason why he dashes: To absorb Xels. Whereas Mega Man would simply shoot stuff until it blew up, that's not quite as effective for Beck. Instead, there's more of a score attack mechanic at play as you try to weaken foes with, er, "Buster" shots and then dash into them to absorb these building blocks from which they're comprised.

It's an okay mechanic, but not without its flaws. The biggest problem is that unless you've really got things down, it leads to a lot of stop-and-go playing -- and that's not even counting the "enemy rooms" where you literally stop to destroy everything before moving on. In addition, the accuracy can be iffy at times, too, particularly when there are groups of enemies clumped together and for one reason or another, you're able to destabilize one enemy but not the one right behind it, leading to the player taking damage when they try to absorb. The fact that the dash itself has zero offensive power doesn't help.

Interestingly enough, Copen from Azure Striker Gunvolt 2 -- also developed by Inti Creates -- uses a very similar mechanic, albeit inverted. Rather than blasting enemies and then dashing into them, he dashes into them to tag them before unleashing a volley of homing shots to finish the job. For what it's worth, I find his method more fun and less clumsy to use.

Beck has a few other maneuvers, a quick backwards jumping dodge and a similar move that returns fire at enemies. Unfortunately, these moves rarely if ever proved useful, and I did try to incorporate them into my repertoire.

Other Characters

Compared to the original Mega Man and Mega Man X at their outset, Mighty No. 9 has a surprisingly robust cast of characters at its disposal.

Beck has two doctors backing him up in White and Sanda. While the rotund Sanda is easily flustered, Beck's creator Dr. White is just the opposite -- calm and collected, almost to a fault, as the voice acting for him tends to sound almost too flat. Even when he's angry, White's voice barely feels like it's raised at all.

Then there's Call, creation of Dr. Sanda and effectively the series' counterpart to Roll. She gets her own playable level later in the game, and is just... well, flat. Unlike White's flatness, Call's is by design as she delivers lines in a dull monotone that reminds me of the menus for Sonic Adventure on Dreamcast, only less enthusiastic. Her whole thing is being more of a "robot" than the others, so it's not like it doesn't work as intended; the question is whether it works as desired, which is an altogether iffy thing. I'm okay with it in this installment, but I'd like to see a bit more personality come out in any later installments, should they occur.

There are still others as well, including Sanda's brother (who is only briefly seen), Gregory Graham, and the mysterious Dr. Blackwell. It's hard to talk more about them without getting into the story, so I'll save that for now.

Mighty Numbers

On the other hand, we have the Mighty Numbers, who are anything but flat. Okay, maybe their personalities are a little one-dimensional, but at least they have those personalities, and they're played to the *ahem* nines.

While others have written off these guys and gals as poorly acted, I feel like the voice actors for these eight really bring a level of personality to the characters that we didn't really get to see until late into the Classic and X series of Mega Man. At the very least, they have as much personality as the Robot Masters in Mega Man Powered Up, and may even be better performed.

Speaking of that oft-overlooked PlayStation Portable classic, Mighty No. 9 manages to follow in its footsteps by not writing itself into the same sort of corner that the Classic series originally did. As in Powered Up (optionally), Beck doesn't destroy the Mighty Numbers outright; he just basically knocks some sense back into them, allowing them to come into play later, rather than the mysterious resurrections Capcom would throw our way.

And come into play they do. Each Mighty Number will "scout" out a specific level before Beck arrives, offering some advice from the stage select screen. Furthermore, as Beck progresses through said level, that particular Mighty Number will show up to help you out as you go. Unfortunately, more often than not, their help turns out to be a token effort at best -- often, whatever they do can be easily handled by the player most of the time anyway. Still, it's a nice touch that comes into further play towards the end of the game.

As for actually fighting them, many of the boss battle employ some pretty clever ideas. Some work, and some don't -- I found Countershade an absolute joy to fight, while someone had the bright idea of making Pyrogen's cues audio-based (which clashes with the near-constant voiceovers from the doctors), and Cryo is the bane of my existence. Even watching how others took her on, it just never seemed to work for me. Her weakness is supposed to be Pyro's weapon, but I ended up taking her out last by spamming Brandish's maybe-slightly-overpowered swords against her instead.

If nothing else, that at least speaks well of the versatility of the weapons in the game, so that seems like as good a segue as any into...

Special Weapons

Like Mega Man (you were expecting to hear that a lot, right?) and the Robot Masters, Beck is able to acquire special weapons from the Mighty Numbers he defeats. Unlike Dr. Light's creations, however, Beck seems to take a cue from the digital Blue Bomber of Mega Man Battle Network by changing his entire form to meet the needs of his new abilities.

All told, this degree of change is pretty neat, and as you can see in the case of his Seismic transformation in the lower-right, allows for a greater degree of variance when he gains a new weapon as well.

Further setting his use of this ability apart from his predecessor is the fact that his weapon energy is nigh-unlimited. That is, there is a weapons energy gauge, but you don't have to worry about grinding foes for specific items, as it refills gradually on its own. Use them somewhat moderately, and you might never run out.

Most if not all are fun to use, even the caterpillar treads, which have Beck race along the ground and slam into enemies. My personal favorite was Countershade's sniper gun, which can ricochet off of walls and enemies, homing in on whatever is closest. It quickly became my default weapon, as it typically sets enemies up for absorption pretty well, too.

As is typical, not every weapon is great, but at least they tend to have various uses, and you'll likely need to use them in those various ways to get through the game -- which is better than those special weapons in Mega Man games which are there just because they needed a round number eight to fill things out with. Assuming we ever get a sequel, we'll see how long they're able to keep that up, though.

One problem with the special weapons is equipping them, though. Unlike Mega Man, you get no sub-screen here -- it's always done in real-time, using the LB/L1 and LT/L2 shoulder buttons to cycle through the selection before confirming. It kind of sucks when you want to just pause and look at what you have before deciding on a course of action, nor is it quite as intuitive as just tapping the L and R buttons in Mega Man X to cycle through. On the bright side, you can set some buttons up for instant changes to selected weapons of your choice, so that's pretty handy.

Story

Without getting into too much detail for sake of spoilers, I'm going to say that the story was actually one of the things that pleased me the most about this game. I went in expecting a retread of the Dr. Light/Dr. Wily feud, but that wasn't the case at all.

What we got instead exceeded my expectations, even though on a grander stage of fictional narratives, it might not be anything that special. Just the same, it did something I'm not sure any Mega Man game ever really has as it largely disregarded notions of good and evil at work against one-another. Instead, something has gone wrong that's affecting the robots around the world, and it's a mystery of finding out what, why, and putting a stop to it.

Stages

One of the biggest components of the game, the stages, are something of a mixed bag.

Aesthetically, about half of them take place in indoor areas that don't really spark the imagination so much; they're kind of samey, except for the industrial stuff going on there. I guess Mega Man was probably guilty of this at some points as well, but it just somehow seems a little more pronounced in these cases.

But then there are others that are more interesting. The standouts for me are Brandish's highway chase (seen above), which takes place on a highway through various weather conditions and times of day -- I'll admit, I love that stuff, so maybe there's a bit of bias there. The other is Countershade's takeover of the capitol building, but that has its own issues.

A lot of design decisions in the stages throughout the game are iffy at best. In Countershade's case, there's a fantastic idea of following the direction of his bullets through a large, circular path to find and challenge him, dodging when you hear gunfire (and the closer you get, the closer the stream of bullets is to the sound they make when fired).

It's a grand idea and quite original, at least as far as Mega Man-styled games go, but it's hampered by a lack of any checkpoints before the boss, meaning any slip-up has you run through the entire stage all over again. Even if you manage to do it in a single run, it tends to drag on for longer than it should, dulling the experience overall. Throw in some instant-death traps, and you've got a stage that for many people is their bane of the whole game.

There are other little bits sprinkled here and there throughout that could probably have been refined and done better, but it seems the folks at either Comcept or Inti weren't interested in that. It seems they figured they were right with what they came up with the first time out, and that was that.

The flag-bearing instance of this would have to be the infamous turbine in Dynatron's stage. An instant-death trap, your only way past it is to do a low dash underneath it (and hope you do it just right). This was an issue in the beta version because nothing ever taught you to do the low dash like it did for so many other moves, and if I'm not mistaken, it's never required anywhere before or after this one single instance in the game, with the regular dash always being sufficient for getting underneath low overhangs.

People took issue with it, but did the developers fix it? Nope! Instead of, say, moving the turbine so that a regular dash would do the job or making the low dash a more commonly-needed move, they basically just slapped a band-aid on it in the form of a message that tells you how to get past it, popping up after a moment of looking at the obstacle. It's effectively the in-game equivalent of how Springfield decided to keep any more children from falling down the well.

Stage Enemies

One thing which lent a lot of personality to the Mega Man games were the vast array of enemies found throughout each game, many becoming icons of the series itself. Mets, Sniper Joes, Battontons, and more, as well as many unique to individual stages.

Sadly, Mighty No. 9 is rather lacking in that area. You'll see a lot of the same enemies spread across the same stages, and despite recognizing them as I came across them, I can't say any carried particularly memorable designs so much as I recognized their functions and actions.

Graphics & Music

On its own, I didn't find the graphics in Mighty No. 9 to be terrible, but when you start to look at other Kickstarted games, from Shantae: ½ Genie Hero, Bloodstained: Ritual of the Night, Shovel Knight, and others, and what's there does come across as somewhat lacking.

Still, I found that close-up shots tend to do the game a great injustice, and when things are zoomed out a bit, a lot of it looks fairly nice. Not as good as the aforementioned, mind, but not terrible either. And as noted, some of the more unique stages look pretty good as well, Chef Boyardee explosions aside.

On the music front, it's pretty good stuff. I'm not the most qualified to give much more than that, though I'll say that with the exception of a few tunes, most of it didn't really stick in my head, though even the less earwormy among the lot still made good background music.

Cutscenes

Maybe this should have gone under graphics or story, but I felt like talking about this on its own.

The way the cutscenes are presented in Beck's game are pretty lousy. Even though it's in real-time with the in-game models, the characters' mouths don't move, and it's a surprise that they even blink during these portions. While I thought the story being told was good, the way it was presented between levels was not.

What's crazy is that at the beginning and end, there's more traditional still images, and these look fantastic. What's more, the story for the Ray downloadable content uses the same style, and it looks fantastic as well!

The quality is like night and day, and it makes me wonder why they even bothered doing any of these in-engine.

Now, speaking of...

Ray

Included if you bought the retail version, but available for about $5 USD if you went digital, it took a while before the Ray downloadable content would actually appear in my game.

As it happens, I feel like it's a pretty good addition. I really enjoyed the stage and three boss battles against the titular character, which are perhaps my favorite battles in the entire game. They kind of reminded me of those battles between Mega Man and Proto Man or Bass, or X and Zero, which was probably the intent here, considering.

Defeating Ray allows you to play as her, and it's... interesting. Her life is constantly draining, requiring you to absorb more Xel, but if she takes damage, she can't restore it without a life capsule. Her attacks are satisfyingly savage, and her version of the dash is a spinning roll that's like a cross between Sonic's Spin Dash and X's dash, following along the ground (unless you perform it in the air).

Still, the constantly draining life and limited refill ability made it pretty tough, and I didn't enjoy it for too long past the intro stage. If her overall life had been tied to the Xel absorption, I think I'd have enjoyed it more.

Other Thoughts

Just a few other random thoughts from my time with the game before I wrap up (and there is probably something I'm forgetting):

Mighty No. 9 incorporates its own version of the Sub- and E Tanks, but it doesn't feel quite as well thought out (like many other parts of the game). You can accumulate energy while taking out enemies in stages, but you can't really hang on to it in any meaningful way. Whether you complete the stage or just happen to die, it's gone -- use it or lose it. So if your strategy upon entering a boss's room with little life energy is to just die and then try again with a full life and your backups, then it's not really going to work here, which is a bit of a handicap to the player.

There have been a lot of complaints about the game, but for what it's worth, the options are really robust and often overlooked. It doesn't solve everything, of course, but I found that issues such as having the doctors' talking obscure part of the screen or the sound could be easily dealt with, for example.

I tried out the multiplayer, and it was alright. Not really worth the wait, in my opinion.

And speaking of the wait, besides some of the issues mentioned above, one really has to wonder why they didn't make better use of their time as the game was constantly delayed to polish some things up. Some of the typos alone are nothing short of embarrassing, and I can't believe these were never addressed in the year and a half between when Inafune said the game was finished and when it finally shipped.

Hey, Comcept? If you need a proofreader, contact me. I'm sure we can work out an agreement -- I love McDonald's, so you know I'm a cheap date.

In Conclusion

Mighty No. 9 has received a lot of harsh criticism since its release, and I tried to give an honest appraisal of the product itself, controversy and other issues aside -- just me and what's in the box. Oh, and I played the Xbox One version, so I didn't experience the issues of the Wii U version, though as mentioned with the Ray download, I had others of my own. But again, putting those aside for this, I wanted to basically look at what we'd have gotten even if everything had apparently gone "right" with its launch.

My feelings here are kind of complicated. I like Beck and his world, though the presentation has its flaws. There are a lot of great concepts at work here, but the execution of many of them leaves something to be desired. To use a common cliché, it feels as though Mighty No. 9's spirit is willing, but the flesh is weak.

I don't hate the game by any means, but it's a hard recommendation to make, too. You really have to be of a particular mind to really get the most out of this, and unfortunately, that mindset is not widespread enough for something like this to be viable in the long term. Those who really love a challenge and defying a game in spite of itself, the kind who break and speedrun and excel -- those are the kinds of players who are likely to get the most out of Mighty No. 9.

As for me? I'll be honest, I didn't even finish the game -- I came up to the finish line, but having seen the slog that is the final boss battle, and decided "I'm good." I don't know if either my patience or temperament would have handled that well, and I've got my health to think about.

But I want to see more. I see a lot of potential in Mighty No. 9 as a concept, even if it's more Mega Man than Mega Man X. I didn't think too highly of the original Mega Man when I first played it, thanks to things like Guts Man's Lifts of Doom or the disappearing blocks and finicky Foot Holders of Ice Man's stage. But it left me interested enough to want to check out Mega Man 2, and as you might have guessed, I'm glad I did.

I think the Mighty No. 9 Kickstarter was a big lesson for everyone, and I hope Keiji Inafune and Comcept learned something from it as well. I really want to see them double down and do a tighter, more focused sequel to Mighty No. 9 that builds on what the first one did right and corrects what it did wrong, all while making sure not to overreach its grasp.

At this point, I think Mighty No. 9 is past the point of being considered a proper successor to Mega Man, especially if Capcom really is interested in reviving some of their dormant franchises. That said, I still think there's a chance for it to be a successful property in its own right, even if the beginning was rather -- pardon the expression -- rocky.

I believe in you, Beck. Take your time, and do us all proud.

Inti Creates Updates on Gunvolt Games and Anime, Plus Christmas Wallpaper!

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Inti Creates has posted some updates with a fair little bit of news about our favorite lightning-packing gunslinger, Gunvolt!

First, Joule and Lola are here to "present" you with a new Christmas-themed wallpaper by character artist Yoshitaka Hatakeyama that you can find here.

From that same blog post, Assistant Producer Matt Papa tells us that they heard North American players of Azure Striker Gunvolt for the Nintendo 3DS loud and clear! The issue with Special Mission 5 not working has been fixed, and Patch 1.4 for that version of the game is now available in the North American Nintendo eShop!

Lastly, some mildly disappointing news was passed my way by Roberto Zampari Caldas. Papa has also recently reported that due to "various circumstances," the previously-announced Azure Striker Gunvolt anime OVA will not be making its planned Winter 2016 appearance by the end of 2016. Fortunately, the "Winter" part still holds true, as they are aiming to have it available in the Nintendo eShop in North America, Europe, and Japan in January 2017, though the specific date has yet to be determined.

All in all, though, that's not too bad! Now, who is hoping that maybe they'll find the Azure Striker Gunvolt Striker Pack under the tree this weekend?


Ripot's Round-Up - 12/24/16

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Man, this holiday season, am I right? It's been pretty busy, and it feels impossible to get everything that needs to be done finished before the New Year.

That's why I'm doing another Ripot's Round-Up right now. Several of you have passed along some great tips, and along with a few things I've found myself, I just haven't been able to get around to putting everything up.

And while I could hold them and post them throughout the remainder of the year, the fact is that I've still got a good few original content articles I'd like to get done by the end of the year -- that's right, the Mighty No. 9 piece was but the first of... well, a few, at least. So I'd like to make the most of the downtime by focusing more on that stuff before the ball drops in Times Square and we're all happily saying "get on outta here!" to 2016 (but don't worry, if anything big breaks, I'll still cover it).

So, without further ado...

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First up, Roberto Zampari Caldas has passed along a trinity of tidbits from Protodude's Rockman Corner, starting with the real-world Navi Time GPS teaming with the fictional NetNavis of Capcom's Rockman.EXE!

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For a mere 150 Yen, you can have Rockman.EXE, Netto, and more turn your phone app into a PET of sorts! Unfortunately, though Navi Time is available in some other countries, the Rockman.EXE theme pack is not.

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Next up, Roberto and Protodude bring us this look at a cool statue which depicts one of the most iconic moments of Yoshinori Iwamoto's Rockman X manga:

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The design is by Iwamoto himself, of course, while the statue will be produced by Amakuni. At the moment, however, there's not much more to say until further info comes. You can view more pics here, though.

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Third and last from Protodude by way of Roberto are something that may appeal to you if you're sick of Funko's Pop! vinyl line: Dorbz!

Two versions of Mega Man, along with Rush, Proto Man, and Dr. Wily will run you a cheaper cost of $7.99 USD each, and you can find them all at Entertainment Earth.

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Before there was Project X Zone, there was Namco X Capcom. Did You Know Gaming? takes a look back at this turn-based strategy game that never left Japan in their new(-ish) series, Region Locked:

The part that stings most about not getting this here -- besides being a fan of the series and missing a chapter, of course -- is right there in the thumbnail, front and center: MegaMan Volnutt and Roll Caskett from Mega Man Legends feature in this one, while only Tron would appear in the sequel.

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Dega Vega sends this one from Liam Nguyen Animation, which remakes a shot from the opening of the PlayStation/Saturn/PC version of Mega Man X3:

The video is just a timelapse of the recreation of that one frame, but they say that they'd like to recreate the entire opening sequence if they have the time. Interestingly, X looks a little more like his Mega Man Zero series self here, wouldn't you say?

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While I was going to wait and post this after I posted "Thoughts and Opinions on Mighty No. 9," Anon beat me to it in the comments there, so I'm just adding it here.

While I focused primarily on the quality of the end product, Stop Skeletons From Fighting has assembled a very good look at pretty much everything else which surrounded the project from start to finish in this edition of "Past Mortem." I definitely recommend checking it out, as it's very even-handed, and I learned a few things I wasn't aware of here as well.

Host Derek Alexander also notes that they'll be doing a follow-up which examines Keiji Inafune himself, and once it's posted, I'll be sure to pass that along here as soon as I can.

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David PDR Gonzalez sent this song he created and posted to SoundCloud. Called "END/AREA ft. Walter West, Kryciz," it's about Mega Man Battle Network 5. Do note that it is rap/hip-hop features some explicit lyrics, so you might want to read over those (featured below the player) before listening to it, particularly if you're somewhere that Not Safe For Work content is ill-advised.

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Gonzalez also passed along this video essay about Mega Man's potential/impending return, which I'm only linking here due to -- if I'm being honest -- being a little uncomfortable with the idea of embedding here with some of the content featured.

It is entertaining and does raise some good points to ponder, though, and do note that this was made before the Mega Man of Action cartoon was confirmed and Mighty No. 9 was released.

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By way of Retroware TV, iRetroGamer's new series Level Select takes a close-up look at the Bubble Man stage from Mega Man 2:

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Next up, Skytric passed along this video of a demo for a Mega Man Legends fan game called "Mega Man Legends: Operation Mother Lode":

Jeric Bryle Dy is the creator of the game, with Skytric providing the title music and Kira Buckland voicing Tron Bonne. You can try the demo for yourself by getting it here, and you can keep tabs on the game here.

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Speaking of Tron, Orion Ake passed along this video they did a couple of years ago of her and Roll receiving word that Mega Man Legends 3 was cancelled and leading a full-scale assault on Capcom of Japan's headquarters to change their minds.

Personally, I dig the part set to Paul Stanley's "Live to Win."

If you're interested in the making of the video, particularly why it took three years, then check out Orion's blog post for more info.

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Another video by way of Retroware TV features James Ronald of Epic Game Music performing a mix of "Thunderstruck" by AC/DC and the Elec Man theme from the original Mega Man... with one hand:

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Finally, and I wish I had given this its own post, Performance Designed Products LLC has announced that they've released a series of new "Pixel Pals," which are light-up 8-bit styled renditions of characters such as Mega Man, Mario and Luigi from Super Mario Bros. 3, and Vault Boy from Fallout 4. Here are the two versions of Mega Man, regular and Solar Blaze:

Of course, if you wanted to, you could just pretend the one on the right is wielding Atomic Fire or something, if that better suits you. I doubt anyone will judge.

These six-inch display pieces are being sold exclusively through GameStop and online for a Manufacturer's Suggested Retail Price of $14.99 USD, and come with two AAA batteries so you can light 'em up right out of the box. More details can be found here.

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And that does it for this edition! So unless Capcom decides to surprise everyone on Christmas Day with the announcement of Mega Man 11 or X9 or, heck, Legends 3 or something, then you're probably not going to see much of me for the next few days. But the day after Boxing Day, all bets are off! ...unless you're celebrating Hanukkah and have plenty of dreidels, in which case... well, you know what you're doing.

Oh, and I might have something of a tradition prepped for the weekend ahead of time.

Happy Holidays, all!

 

 

 

Continuing Our Christmas Tradition...

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We now present to you our annual showing of "The Dr. Wily Show" episode "Jingle Bells."

Unfortunately, due to technical difficulties (read: copyright strikes, because YouTube), "The Dr. Wily Christmas Special" will not be seen this year. Instead, enjoy some holiday commercials:

Or, if you'd rather have something a little more subdued running in the background, here's Lil BUB's Magical Yule Log video for 2016:

But no matter what or how you're celebrating this holiday season, may they all be happy!

More Gunvolt News and More Gunvolt Wallpaper!

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Mere days after Inti Creates dropped their previous bit of Gunvolt news on us -- along with a Christmas-themed wallpaper -- they've returned with even more news, this time centered around Azure Striker Gunvolt 2 on the Nintendo 3DS, plus another wallpaper!

This time out, the Gunvolt 2 crew of GV, Joule, Xiao, and Quinn are celebrating what's known as hatsumode at a Japanese shrine. But what is "hatsumode," you ask? Matt Papa explains:

Hatsumode is the first Shinto shrine visit of the Japanese new year, and once the clock hits 12:00 on 1/1, all throughout the day you can find flocks of people making their visits at all hours of the day and night. Super popular shrines such as Kanda Shrine in Tokyo’s Akihabara district (made famous by the anime Love Live) or Meiji Shrine in the Harajuku area will have lines spanning multiple city blocks just to wait to get in.

If you want the full version of the wallpaper (seen above), then head on over to the official Azure Striker Gunvolt 2 website!

With that out of the way, we've got news of downloadable content coming to Azure Striker Gunvolt 2. Check out this trailer for the Japanese release:

The full scope of the DLC isn't detailed, but we do know that it includes boss battles against the Adepts of the first Azure Striker Gunvolt (which ought to be fun to take on as Copen), a new song by the duet of Joule and Lola, and "a lot more".

This DLC is available now in Japan, but as for North America and Europe, they're still working on it with a target of "sometime in January," with an exact date still to be announced.

So you might be thinking "That sounds great, but I don't have Azure Striker Gunvolt 2. In fact, I'm not even sure I would care much for it, but how can I be sure?" Fortunately, Matt's got your back. Beginning (*looks at the clock*) today, a demo of Azure Striker Gunvolt 2 will be available to try on the Nintendo 3DS eShop. So now, those of you who are curious can experience it for yourself, while those who know the glory of GV can share it with friends!

Oh, and Europe? Don't worry, you're not forgotten -- Papa says they're preparing a demo for you guys as well, but you'll just need to wait a little longer for info regarding that.

Source: Inti Creates Blog

Mega Man Mobile Release Date Announced

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So, those six Mega Man Mobile games we've talked about twice previously? They're coming soon, and possibly even sooner than anyone ever expected. Per Capcom Mobile's Twitter:

That's right, we get it January 5th, an entire day before Japan does! Take that, Japan!

That is, unless you take the whole time zone thing into account, in which case I think we might be getting it about the same time? Uh, hey Japan, you know I was just kidding with you about the whole "take that" thing, right?

As for price, nothing new on that front.

Anyway, I know that if you're reading this -- being a Mega Man fan site and all, thereby meaning you're probably a Mega Man fan -- these releases may have limited interest to you, or you might even be wary. Nonetheless, if all goes accordingly, I'll be able to offer some thoughts on these releases in fairly short order, so keep an eye on The Mega Man Network if you're interested in Megafying your mobile device!

TMMN Reviews: Bandai S.H. Figuarts Mega Man Zero Figure (Warning: Image-Heavy)

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Well, this has turned into a fine mess. Not the figure, I mean; rather, the situation leading up to this review.

You're probably thinking to yourself "Why this figure? Why now? And what about Alexx's "Facts & Figures" reviews?"

Following my video review of Bandai's D-Arts Ultimate Armor Mega Man X figure, I had some hopes of doing video reviews of figures as a regular thing. Truth be told, that was longer ago than I realized, and as I tried to pull things together, the things I needed just kept drifting further and further apart. I waited as days turned into weeks, weeks turned into months, and along the way, other things came up that led to them being pushed to the background. All the while, though, it's been eating at me.

I've given up the video idea for now, and I'm going oldschool with my review of this and the other things I've had sitting around, waiting for a video series that would never materialize. Instead, I'm just going to try to finally get these figures done and give them the long overdue attention they deserve, hopefully easing my conscience a bit as we head into 2017 (so far, it could be going better).

Oh, and as for Alexx's reviews? He's still doing them; in fact, he's got another in the works as we speak as we try to better tweak the format for this site and its nuances. So please look forward to those as I do my thing here for the time being.

On with the show!

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Too late for boxing day, sadly.

Too late for boxing day, sadly.

Double-O Zero in...

Double-O Zero in...

Not an ounce of fat on him...

Not an ounce of fat on him...

"Look, Zero, we've told you before: You can't have a Sentai team with no one but yourself!"

"Look, Zero, we've told you before: You can't have a Sentai team with no one but yourself!"

First, of course, we have the box. As striking as the unusual (for Mega Man) orange/red deco is, and much like with Ultimate Armor X, this one isn't so great for displaying the figure, given the large decorative "Z" that adorns the box's front, obscuring part of the figure and its accessories.

Besides the color scheme, the biggest difference is Bandai's change from the D-Arts line to making it a part of the regular S.H. Figuarts line -- possibly the first and last of the Mega Man releases to do so. The Mega Man Zero is featured prominently beneath the character itself, and in case anyone was tempted to call him by the name of the series, the tag above the Bandai logo reminds you that he's just Zero.

As usual, the sides and back of the box feature pictures of the figure emulating some of the most iconic poses struck over the course of the series, primarily from the first game, given that's where his accessories hail from. Ah, if only there were accessory packs to give us the Chain Rod, Recoil Rod, and maybe a second Z-Saber.

Your parents help you hook it up. Then again, these days, you might help your parents hook it up.

Your parents help you hook it up. Then again, these days, you might help your parents hook it up.

In addition to instructions (now featuring English!), the S.H. Figuarts Mega Man Zero Zero figure comes with everything you see here.

You've got the base figure, his signature ponytail, an interchangeable "shouting" face, three sets of interchangeable hands, the Z-Saber, the Buster Shot, the Shield Boomerang, and the Triple Rod spear.

While I don't have a size comparison handy, this Zero is actually just a little shorter than the Ultimate Armor X figure by about a head, if even that.

As noted above, Zero's golden mane does not come attached; instead, you need to plug it into the back of his helmet.

The neat thing about his hair here is that it's actually articulated. I don't know if the Mega Man X Zero figures featured this, but as best as I can tell from pictures online, he doesn't -- or at the very least, not to this degree, since they're much bushier, solid pieces.

There are four points overall: Two strands each have their own on a hinge joint which connects to a solid piece, which connects by another hinge to the double-balled piece above. And, when plugged in, that acts as the last point of articulation.

The double-ball joint section also features a cover to hide some of that connection, but be warned as it tends to come off without too much difficulty.

(Also, please forgive my photography -- the hair looks a lot paler in the above picture than in real life.)

"The head-tilt means 'sass'."

"The head-tilt means 'sass'."

"I don't think I'm comfortable with this..."

"I don't think I'm comfortable with this..."

The ponytail fits in snugly to the back, completing the look of the figure. It doesn't take too much for it to come out, so be forewarned when attempting to pose the figure.

If there's one downside, it's that the curve causes the ponytail to come down the figure's back in an odd sort of manner, as seen at right, which is something you have to watch out for when balancing the figure as well. Flipping it around may work for some people, though then it curves outwards at the end with some pointed tips.

I haven't tried any durability tests, but the hair feels a bit rigid, with little to any bend to it, so be careful so as not to break it.

That said, Zero's a pretty dynamic character, so maybe the intent wasn't to have the hair fall down his back; instead, a windswept whoosh of sorts completes the look when you pose the hair as seen in the above pics.

At center, I tried to capture Zero's traditional standing-still pose from the games with both hair extensions flowing dramatically the same way. At right, the same pose, but I decided to have the hair going different ways, perhaps due to more volatile conditions.

"I just don't understand why the Wii Zapper didn't receive more support..."

"I just don't understand why the Wii Zapper didn't receive more support..."

Here, we have Zero posing with his Buster Shot gun in a firing position, complete with one of his hands designed to hold the weapon in a believable manner. There really isn't much more to it than that; no firing effects or anything, so let's talk about articulation here.

Not counting the hair, Zero features -- by my count -- about 26 points of articulation. His head moves on a ball joint, allowing him to look up, down, left, and right, and the neck itself is on another joint in his collar to further assist with how he turns his head.

Each shoulder has two points of articulation, a ball joint in the torso and another in the top of the arm, allowing him a pretty good range of motion, allowing him to do things like move his arm across his chest. The elbows each feature two hinge joints, allowing for a nice double-bend bicep curl, and the hands -- whichever ones you choose to use -- feature a ball joint which allows for bending and turning.

The chest features what I think is a ball joint concealed beneath his vest, allowing for a good bit of ab crunching and rotation, while the waist joint doesn't offer a whole lot, but nonetheless allows for an extra bit of bending.

The thighs are connected by another double-ball joint in a similar fashion to the shoulders, allowing him to do the splits, high kicks, or whatever else I only wish I could do with my own legs. Similar to the elbows, the knees each feature a pair of hinges, while the feet are connected with -- best as I can tell -- a ball joint beneath the gold boot cuffs and a hinge connecting to the feet themselves, allowing for a range of turning and tilting as necessary.

Put simply: Zero is every bit as flexible as he looks, perhaps even more so, and probably more than his 21XX counterparts.

"Rocket slap, go! Shield Boomerang, go! Rocket wrist, go! Enchanted golden cufflinks, go!"

"Rocket slap, go! Shield Boomerang, go! Rocket wrist, go! Enchanted golden cufflinks, go!"

"It not only shields me from bullets, but also from my father's disapproving glare."

"It not only shields me from bullets, but also from my father's disapproving glare."

Taking advantage of the design is the Shield Boomerang, which has a neat swirl effect molded in both translucent green and clear plastic surrounding a white disc. It attaches to the figure's arm in a special way. Rather than something so mundane as clipping on, it requires a bit of arm disassembly, as seen at left.

Basically, you need to remove the hand, and from the hand, remove the pegged ball joint and the gold wristcuff from Zero's gauntlet (this works on either hand, by the way). You'll want to put the cuff aside, and basically try to reassemble everything with the cuff attached to the Shield Boomerang in its place.

The new cuff is supposed to be held in place by a friction plug as it's slid along the edge of the arm, but I'm not sure the surface area there is quite sufficient for the job. I mean, it works, but I often found the Shield Boomerang coming loose, and it never quite felt as secure as I'd have liked it to be to have him wielding it with any regularity.

Before we move on to the remaining weapons, let's put Zero in the right mood. And to do that, he must undergo a frightening transformation!

"Do I feel a draft?"

"Do I feel a draft?"

"Waaaait a minute..."

"Waaaait a minute..."

As with others in the series, you swap faces by removing the front of Zero's helmet. The back doesn't come off, but if for some reason you just want an empty Zero helmet to sit on your desk, what does come off does a pretty good job of keeping all the key parts intact.

Underneath, we're met with an almost frightening baby doll-looking face that is the savior of the human race. As it turns out, Zero's greatest secret isn't the identity of his creator, but rather, the receding hairline he's taken on after a couple of centuries. Along with the flowing hair, all he needs is a mustache to have a real Hulk Hogan look going on.

Anyway, as you can see, the faces vary between calm/stoic and someone who's a bit peeved at someone or something off to the left of him. Admittedly, it looks a lot better once you get the helmet back on, and I'm sure he appreciates it, too.

"By the power of Skull Castle!"

"By the power of Skull Castle!"

Here, we've got Zero wielding his signature weapon, the Z-Saber. The Zero series version of the trusty sword doesn't feature as much detail as the X version, but it does look true to the games with its bone-like white handle and translucent green blade.

Sadly, as noted above, only one comes with him, so you can't pull off that neat double-Saber pose featured in some of the later games' art.

For this and the Triple Rod, you'll want to swap at least one of the hands into the gripping hand. The hands are rubbery, so with these (as well as the Buster Shot), you're going to need to pull them open a bit to slide the weapon handles into place. Once in, they hold firm pretty snugly.

In what is a rather nice touch, there are two other pieces of the figure which are removable as you please for display purposes. With the Z-Sabers forming the backbone of Zero's entire arsenal throughout the first three games, there are two small pieces which plug into Zero's holsters (one on each leg) that can be removed when he's wielding one or two weapons at a time.

These pieces are tiny, though, so remove them at your own risk!

Last, but not least, we have the Triple Rod. While it doesn't feature its namesake extending action as in the game, it nonetheless looks spot-on, basically being an inversion of the Z-Saber with a much longer handle and a much shorter blade, cast in the same translucent green plastic.

It should be noted that both this and the Z-Saber feature some pretty sharp and rigid points, so be careful with them, and don't let the young 'uns play with them! It's better to be safe than sorry.

And that's pretty much it for the Mega Man Zero S.H. Figuarts figure. As with the rest of the line, it's a quality piece, but -- barring your own judgment call, of course -- you may want to heed the "Ages 15 & Up" label on the box, as it's far more functional as a display piece (or, say, filming stop-motion animations) than as a play piece.

If you're a fan of this iteration of Zero, this is definitely one to get. And with that, I leave you with this group shot of all the figures I'm trying to get reviewed now as I get caught up, in case you were wondering what's next -- or just want some sort of frame of reference for the size:

"You mean to tell me that after I got my hair done, you're sticking me in the back row?!"

"You mean to tell me that after I got my hair done, you're sticking me in the back row?!"

Oh, and one other thing: My utmost and sincerest apologies to the folks at Bandai and Bluefin Tamashii Nations. It was never supposed to take this long, and I'm sorry for any inconvenience this may have caused.

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For my previous reviews:

The Mega Man Zero figure is available now at a suggested retail price of $50.99, and less at Amazon (with free shipping). A sample for this review was provided to us by Bluefin.

TMMN Reviews: TruForce Collectibles Mega Man X Figure (Warning: Image-Heavy)

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The year was... well, I don't remember what the exact year was. It was the late 90's, after Gundam Wing had exploded in popularity on Toonami, with merchandise all over the place.

I was visiting one of my old haunts at the time, Rebel Base Comics & Toys (at their old location), and happened to see a very large, very intricately detailed Gundam model -- well above the normal grade you normally see, filled to the absolute brim with detailing. Now, I've never been what you would call a huge Gundam fan (I've enjoyed looking at it from afar, checking out the forest rather than the trees, if you will), but I could tell that this was an absolutely exquisite piece of work from Bandai.

"Bandai," I thought. "They also do Mega Man (well, Rockman) model kits. What if they were to design a Mega Man figure at this level of quality and detail?"

Now, I'll grant you that I had some very different ideas from anything that Bandai or anyone else would ever put into production. I imagined a Mega Man or X with a removable helmet, hair underneath, maybe even some sort of artificial skin (i.e. rubber or a soft plastic or something). My ideas might have bordered on unrealistic, but nonetheless, I always dreamed of a premium Mega Man figure.

Over time, though my expectations had waned, I had always dreamed of a higher grade of Mega Man figure than the "Mega Armor Series" had provided us. We eventually got the S.H. Figuarts figures from Bandai, and I thought that was as good as we could expect. But then, some two decades (give or take) from when the dream began, TruForce Collectibles stepped up to raise the bar.

From the start, it's clear that this is not your typical Mega Man toy (in fact, I hesitate to even use the term "toy" at all here). Outside of the shipping box and tissue paper wrapping, the box is designed in a classy way, with a nice depiction of the figure using light and shadow across a black background and a pair of logos informing you that this is part of TruForce Collectibles' "Designer Series," likely so named due to the involvement of Capcom designer Keisuke Mizuno.

The box itself is made of a quality card stock which isn't especially durable, but carries a different feel from your typical boxes and cardbacks -- it's the type of material you can leave fingerprints on, if you're not careful. Along the sides are raised lineart images of X, while the back shows some of the poses the figure can take and runs down the features and accessories.

The front flap of the box opens up, revealing the figure and accessories inside, while the flap itself shows the original art from which the figure was designed. These images are highlighted by various in-fiction specifications regarding X's body and systems, some of which (like the Apogee Motor) I believe are all-new.

At the bottom, we're given some insight into who the figure's designer is and how they went about coming up with this version of X.

When first removed from the packaging, X will have some additional plastic wrapped around a few of his joints that will need to be removed.

He includes a number of accessories which would not be out of place with your standard S.H. Figuarts figure, including an alternate face, a pair of alternate hands, one X-Buster, two of the "Apogee Motor" jets for his back, and four different effect shot pieces (five if you include the center spike which separates from the yellow blast).

Beyond that, there is also a display stand with two articulated arms to help with posing, two small batteries which need to be installed, and two instruction sheets -- one for the battery installation in the X-Buster, and another for various other features and functions.

The figure itself is highly detailed, featuring a much greater number of details than your normal or even Mega Man X8 designs of the character, all while maintaining the same familiar silhouette fans have come to know and love over the years.

In addition to including more black trim and a third shade of blue to highlight some elements, there are also various markings which remind you both that this is a Maverick Hunter (per the insignia on his chest) and a robot (or Reploid, if you must), with warnings and other extremely fine print notes spread across his body.

One gets the feeling that if X were designed today instead of two decades ago, this might be what he would look like.

Both of X's hands and forearms are removable, allowing you to swap in open hands or the X-Buster as desired. The way in which this is done is similar to the S.H. Figuarts figures, but still different.

Rather than the plug being on the removable parts, it's instead on the elbow joint, plugging into the forearms or X-Buster with a satisfying click that lets you know it's firmly in place. The forearms then plug into the hands with ball joints which allow for a wide range of wrist movement beyond swiveling.

In terms of articulation, it's hard to put a number of points on this guy, because there are just so many bits that move and unfold that it feels like I'm discovering a new one every time I handle him. Even his shoulder armor is articulated with a hinge that allows you to move the arms in and out without accidentally knocking it off, and they're attached to the arm itself, allowing it to move with the appendage instead of hindering its movement. And don't even get me started on the detailing that goes into something like the second bend of his knee, giving him a full range of motion in that joint as well.

Trying to sum everything he can do up: He has full neck rotation on a ball joint, though he can't look straight up with it due to the helmet's shape preventing it. That said, there is a second joint at the base of the neck which allows him to look down, and you can actually make him look up through a combination of his neck, chest (also on a ball joint, I believe), and ab (yet another, I think) joints working together. You know, if making X look up is something you just want him to do.

His shoulders are not on ball joints, but with the number of hinges and swivels in place, they might as well be. Heck, this might be even better. He can lift his arms up and down, in and out, and as you can see in the pic at right above, even bring his arm further out to fold across his chest. There's a hinge inside the shoulder, at the top of the arm, and swivel just beneath the shoulder at the top of the biceps. Two hinges make up the elbow, giving it a double-bend, and again, the hands are on ball joints with a pretty good amount of freedom.

X's thighs are on ball joints, and can further extend to allow for a greater range of movement. The knees, as mentioned, have a double bend, with the second joint sliding down further when bent to give even more motion while exposing some cool mechanical detailing.

The feet are also on a ball joint... or two. It's hard to tell without taking it apart, but there is some sort of system in place which allows the foot to slide out further so that it can move more as well. The shape of X's boots don't really allow for any ankle-rocking action, but there is just a little there if you need it, and they rotate as well. Plus, if you don't mind the separated look, pulling the feet down can add a bit of height to him as well!

One feature of note is that the figure is made with a combination of plastic and die-cast metal, and near as I can tell, the bulk of the metal is in X's lower-legs. The result of this is that he remains incredibly stable while standing -- so much so that you can even get a pretty good Michael Jackson impression out of him, as seen above at right. Who knew X was such a smooth criminal?

One of X's most noteworthy attributes is his ability to wall jump, and while this figure can't do that, you can at least make him look like he can with the attachable Apogee Motors.

Just pop off the two small panels on the back of X's torso armor and plug the new pieces in, and away you go!

"WHAT AM I FIGHTING FO-- wait, I think the scripts got mixed up."

"WHAT AM I FIGHTING FO-- wait, I think the scripts got mixed up."

Swapping faces is just like with the Figuarts figures: Just pop the front of the helmet off, remove the face place that's attached, plug in the other, and put the helmet back on. Now X can scream at Sigma all night long!

Another cool feature included are the panels on the back of X's boots. On mine, the left boot takes a little more force, but using your thumbnail, you can pull open a panel that unfolds to reveal a rocket booster. Now you can have X dash or wall jump even more believably!

Closing is a little bit more of a trick, though, as the flap first folds down, then you have to push the whole thing back into the leg. Still, it's pretty satisfying to do, once you know how it works.

Finally, we come to the X-Buster itself. In order to get the most out of it, you'll want to install the two included batteries, which requires disassembling the weapon into the three pieces you see above. Put them back together per the instructions, twist the barrel, and you've got light-up X-Buster power!

Just be sure to note that if you're not using it for prolonged periods, you'll want to remove the batteries to avoid corrosion.

Whether or not you've installed the batteries, you can also attach a variety of effect parts to the barrel of the X-Buster to give it different looks. While the light looks good on the bare X-Buster, though, attaching more pieces of plastic (even translucent ones) diminishes the effect a bit.

Also, a word of warning: These effect parts are sharp, and in the case of this next piece, kind of heavy for its size. Be careful so as not to hurt anyone (or yourself) with them!

Here we have a full-charge styled shot. You can display it with or without the burst surrounding the barrel, but as noted, it's a heavier piece. As such, either way you decide to go, it's going to weigh the arm down a bit, and you might want to use one of those articulated arm pieces with the display stand to keep it upright.

Now, if you want to go for a super-huge blast (which you'll definitely need the display parts for, unless you want X to look like he's blasting himself to the moon), you'll need to remove the center spike as seen above and replace it with the part that looks like a clear Buster barrel, which emulates how that piece locks on to the other parts.

KA-BOOM!

Incidentally, I tried to get everything working together in tandem, with X unleashing a huge charge shot while in a dashing pose with all his jets out. Sadly, I couldn't make that one work on account of all the weight distributed throughout. This is the best I could manage:

Yes, I even tried it with both arms. Maybe I just needed to try harder.

Yes, I even tried it with both arms. Maybe I just needed to try harder.

Suffice to say, this is quite a figure, and probably the best, most detailed version of X we've ever seen -- and possibly will ever see. It's not the huge kit I imagined while standing in a comic shop so many years ago, but for its size and price, it's still quite good, and will look good in any collection -- especially among more contemporary characters, though the scale may not work as well among other Mega Man figures, such as those from the Figuarts line.

There have been several variations of the figure over the last year or so, and if they all maintain the same standard of quality across the line, you should be good with any of them.

And once again, my apologies to the folks at TruForce Collectibles and Bluefin Tamashii Nations for taking so long with this review!

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For my previous reviews:

You can also check out my review of Bandai's S.H. Figuarts Mario and Luigi figures at PoisonMushroom.Org!

Mega Man X is available now at a suggested retail price of $79.99. A sample for this review was provided to me by Bluefin.

More Info on Red Ash -Gearworld- Coming Soon

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Last week, we received some unexpected new information about the progress of Studio 4℃'s animated Red Ash project, which had a new name attached. Now, it looks like there's more on the way.

An update to Kickstarter backers was recently issued, informing them that they are targeting April 1st, 2017 to resume more frequent updates to those who believed in them enough to chip a few bucks in. Among the things they hope to reveal are how the production of the short film is progressing (of course), what reward designs will look like, and perhaps most intriguingly of all, voting for voice casting of Call and Tyger.

One has to wonder if Comcept's version of Red Ash would use the same voice actors. Furthermore, this seems to at least indicate that their voices may be unlike those heard for their namesakes in Mighty No. 9.

As for the delivery date for rewards, they say that they are still on track for the originally scheduled time of "around" July 2017.


Awesome Games Done Quick Does Mega Man

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The first Awesome Games Done Quick event of 2017 has recently concluded, and as Press Start brought to my attention, there was a fair bit of Blue Bomber love going on. So for your viewing convenience, here are the Mega Man highlights of the show, wherein these talented players play on to raise money for the Prevent Cancer Foundation.

First up is the first up -- i.e. the original Mega Man for the NES, completed in 24:01 in a four-way race between Coolkid, Endy, Dxtr and Whitehat94:

If you want to get to the actual race, skip ahead to about 25:15.

Next up, bluemetal rockets into the far, far future of Mega Man Legends (or rather, Rockman DASH) for a cup of coffee at 51:57:

About 9:43 is where you want to be for when the fun starts.

Next, we're back to the Classic era for Mega Man 6, finished in 36:20 by ppotdot1:

17:50 is where you want to skip to in order to see the strongest robots in the world duke it out.

Now we shunt sideways into a parallel time and place as plum deletes Mega Man Network Transmission after 1:05:02:

Jack-in at 7:51 to begin Transmission.

Next up, go back to the future (albeit not as far this time) for a four-way race between Domalix, CrystalUnclear, Walrus_prime, and Calebhart42 in Mega Man X, which is completed in 37:05:

Go to 6:37 if you want to immediately head off to the races.

If that's not enough Mega Man done quick for you, Tasbot does a little bit of trickery with the first game at 49:15 here:

But wait, there's more!

When I gave my thoughts on Mighty No. 9, I said that "You really have to be of a particular mind to really get the most out of this, and unfortunately, that mindset is not widespread enough for something like this to be viable in the long term. Those who really love a challenge and defying a game in spite of itself, the kind who break and speedrun and excel -- those are the kinds of players who are likely to get the most out of Mighty No. 9."

As it so happens, those are the kinds of people who are best at Games Done Quick, so watch and enjoy as newcomer to the scene greenzsaber exploits the hell out of Mighty No. 9's quirks and glitches to conquer the one-hit Maniac Mode in 46:58:

For what it's worth, my wife was far less forgiving of the game than I was, and even she enjoyed watching greenzsaber put it through its paces here. Just aXelerate to 14:51 to see where the gameplay begins.

Finally, I don't have a firm grip of whether or not Shovel Knight is quite "Mega Man-esque" enough for regular inclusion on this site, but what the heck; let's do it this one time as Smaugy and Munchakoopas race to the finish in 46:16:

Dig your way to 20:54 to start striking the earth.

And I think that's everything from this event! Well, everything relevant here, anyway -- there's lots more on the Games Done Quick YouTube Channel if you want to see if anyone took on any more of your favorites.

I'll be honest, I don't tend to follow the AGDQ events too closely -- I only learned about this one after it was well underway -- but if you'd like me to post the schedule for Mega Man and Mega Man-esque games here before the next event is underway, feel free to drop me a tip here or by mailing the.mega.man.network (at) gmail.com, and I'll do my best to have it up before things kick off!

That goes for participants as well -- if you want to say something to boast what you're planning to do at the event, I'm all ears!

Thanks again to Press Start for putting this on my radar!

New-ish Film Roman Highlight Reel Features Mega Man of Action

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In case you missed it on Twitter/Facebook, updates have been slim here while I've been up to my neck in playing Yakuza 0 for review (which you can find on SEGA Nerds now). I was going to resume updates tomorrow, but then this came up.

"This" of course being the new highlight reel from animation house Film Roman that went up earlier today -- or rather, back in November, but its unlisted nature apparently kept anyone from seeing it until today -- featuring El Americano, Ultimate Spider-Man, Max Steel, a bizarrely chibi CGI version of Heathcliff, and decades-long mainstay The Simpsons, plus one other fellow: Mega Man, which of course is the version lovingly (well, more out of necessity than anything) referred to here as "Mega Man of Action."

(Update: The original trailer is no longer available, as it seems that Film Roman has set it to private.)

You can already get a pretty good look at the visual appearance of the show and our first look at Fire Man (or his non-union Mexican equivalent) from the thumbnail above, but here's an unblemished version, courtesy of Tanner 2.8 HD Remix's Twitter account:

Talk about a "hot foot"!

Talk about a "hot foot"!

You'll also take notice at the very start that it appears to be Ro -- er, "Aki Light" doing his best "morphin time" pose before things kick off:

"Seriously, that's what my watch says: 'Morphin Time'."

"Seriously, that's what my watch says: 'Morphin Time'."

Finally, for good measure, here's Drill Man (I think. Seriously, after MegaMan NT Warrior, who knows if anything is sacred any more? "Rock" sure wasn't):

"THIS IS NOT A DRILL! I REPEAT, THIS IS NOT A DRILL! Okay, but enough about my feet; everything else is TOTALLY a drill!"

"THIS IS NOT A DRILL! I REPEAT, THIS IS NOT A DRILL! Okay, but enough about my feet; everything else is TOTALLY a drill!"

And that's pretty much it. Not a whole lot, but what do you expect for sharing 24 seconds of screen time with five other shows? At least we now have a better idea of what the show is going to look like.

That said, what do you think? Share your thoughts and concerns in the comments below!

And thanks to Ben Albright (@DefinitiveDubs), Tanner 2.8 HD Remix (@TannerLPer), and Deji Majek for the tips (and double-thanks to Tanner for the screen caps as well)!

Rockman Power Battle Fighters Comes to PlayStation Store in Japan

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Good news! If you have a Japanese PlayStation Network account and a PlayStation 3, that is.

Image via @Daikai6.

Image via @Daikai6.

Capcom recently released the PlayStation 2 title Rockman Power Battle Fighters in the Japanese PlayStation Store as a PlayStation 2 Classic. Going for ¥1,234 (about $10.90 USD), this release includes both Rockman: The Power Battle and Rockman 2: The Power Fighters arcade games., along with some extras such as a Versus Mode.

There are a few potential downsides to this, however. First and foremost, this compilation was never released in the west; instead, North America got the two games included in their original forms as a part of the Mega Man Anniversary Collection, which was also a PlayStation 2 release (Europe got zilch as far as any of this goes, as I recall). As such, the odds seem slim that Capcom would release this here.

That means you'll probably need to sign up for a Japanese PlayStation Network account, which is easy enough. However, setting up an acceptable payment option has proven a bit trickier for some, leading them to acquire Japanese PlayStation Network cards from places such as Play-Asia.

If you decide you want to go for it, then here's the link. Just note that if you're signed into another region's PlayStation Network account, the site will try to redirect you and you'll get an error message instead.

Thanks to Vhyper1985 for the tip!

Game Dave Explains Why Mega Man 6 is the Series' Greatest NES Game

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Before taking his spot to play the Famicom board game Wily & Right no Rockboard: That's Paradise! for Mega Man-athon 5 at 2:30pm EST, Game Dave has put out a video in which he tries to validate the oft-underrated and overlooked Mega Man 6 as the best game the series has to offer on the Nintendo Entertainment System:

Personally, I've always enjoyed this installment, and felt it was a fitting swan song for the series on the NES. But what do you think? Share your thoughts in the comments below!

Catch Up with Archie's Mega Man in ComiXology's Line-Wide Sale

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It's been about a year or so since Archie's Mega Man comic went on "hiatus." In the intervening time, there has been no word of a revival, and even more unfortunate for some, the collected works released in graphic novel format have dried up midway through the run of the series. This has left those who relied on that particular method unable to complete their reading of Blue Bomber's adventures on the printed page.

Fortunately, there is an alternative. While it won't enhance anyone's physical Mega Man displays, at least fans can find closure (or even catch up on what they might have missed entirely) at a pretty low price right now -- at least, until 11:59am EST on January 29th, 2017.

ComiXology is having a linewide sale on all Archie Comics books: Just enter the code "ARCHIE" at the checkout, and save 50 percent on your order!

That, of course, includes the Mega Man books released by Archie. The eight trade paperbacks (collecting issues 1-36 in sets of four issues per book) normally go for $11.99 USD each, so they should be around $6 each after the discount is applied. Individual issues may be the way to go for the more frugal here, though, as they're normally $1.99 USD each, making them just $1 apiece. You might miss out on the bonus content and variant covers featured in the trades, but you can get the entire story (barring the Sonic the Hedgehog crossovers, which are also included) for $55 USD. Considering the cover price for the books towards the end of the series' run was $3.99 USD each, that's quite a steal!

And who knows? Maybe if enough people pick up the books through this sale, Archie might even get the idea that it would be worthwhile to end this "hiatus" sooner than later -- wouldn't that be nice?

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