Review - Mega Man 10

Uploaded by Loogaroo1 on 12.03.2010

WARNING: The review you're about to watch
is for a game that, so far, has been showered with
nothing but praise since its release.
I, however, am much more critical of the game
than any other review I can find.
If you, for any reason, are unable to handle the fact
that this review may not necessarily agree
with your opinion of the game,
please press the 'Back' button on your browser now.
This reviewer is not responsible for any fanboyish temper tantrums
that may come as a result of watching this review.
Thank you.
A year and a half ago, Capcom released Mega Man 9,
a new installment of a classic franchise
that brought back all of the great things
that made it classic in the first place:
intriguing level design,
sparkling presentation,
and just enough toughness to make the game challenging
while not overwhelming the player.
It remains one of the best games in the series,
and is sure to bring lasting enjoyment to those who purchase it.
Thanks to the game's remarkable success,
a tenth game for the series was put into motion,
and was released in March of 2010.
Unfortunately, Mega Man 10 pales in comparison to the previous installment.
In fact, this ranks as one of the worst games of the series.
The storyline of the game?
Well, it seems that the robot population of the world
has come down with an outbreak of a virus called Roboe-...

You know what? Screw it.
Everyone and their goldfish knows
Dr. Wily is just trying to take over the world again.
The opening plot device has never been anything more
than another red herring to try and cover this up.
Not that I'm complaining:
after all, the plot is the least important part of a Mega Man game,
so why not just go with the same pattern
you've been using since Mega Man 3.
Hey, look, it's those explosions again.
Once again, you start off with a choice of
eight robot masters to seek out and destroy.
And yes, there is a boss in this game named Sheep Man.
There's also a robot named Strike Man, who's shaped like a giant baseball.
Something tells me Capcom is really starting to run the well dry on ideas.
Each boss you defeat gives you control of its weapon,
which serves as the weakness for one of the other bosses in the game.
No surprises just yet.
Mega Man handles just as well as he's done
since the beginning of time.
The only significant change in the play control
is that the A and B buttons will scroll through your weapon arsenal
so you don't have to pause the game to select a weapon.
Of course, unless you know the order that the weapons come up,
it's usually easier to just pause the game anyway.
Mega Man still can't charge his Mega Buster or slide.
Fortunately, you can play the game as Proto Man,
who has these abilities, and unlike Mega Man 9,
won't cost you Wii Points to use him.
The downside is that Proto Man can only have two shots on the screen at once,
and takes twice as much damage.
Yeah, we'll get into that in a second.
So far, everything seems to be par for the course, right?
Well, the presentation is where things start to fall apart.
The graphics don't seem to grab you as much as they've done
in earlier Mega Man games.
Everything seems to be much darker this time around,
with less contrast and less colorful surroundings.
Even brighter stages like Strike Man and Commando Man
look a bit washed out.
But that's not the real problem with the presentation -
it's the soundtrack, which is arguably the weakest the series has ever had.
None of the first eight stages have a theme that's particularly catchy,
and a couple of them, such as Blade Man and Chill Man,
seem to go on forever without much of a melody at all.
It isn't until you hit the Dr. Wily stages
when you start hearing themes that will stick with you
when you turn the game off.
As for the difficulty, this is the first Mega Man game
I've ever played that I would call cheap.
Each level is just inundated with monsters and hazards
that are nearly impossible to avoid,
and they all just wear you down to the point
where you're using Energy Tanks in the middle of a level just to survive.
I don't remember ever having to do that before,
and in Mega Man 10 I was doing it on a regular basis.
The boss battles are even worse,
displaying some of the cheapest and most aggravating attack patterns I've ever seen.
Even if you have the right weapon,
chances are you'll have to be perfect with your aim or else you'll run out of ammo.
And if you don't have the right weapon, you're practically doomed.
Of course, once you get to Skull Castle,
the difficulty gets ratcheted up even further.
Granted, the game does feature an Easy mode,
with less monsters, fewer traps, and a lot more power-ups,
but no self-respecting gamer is going to play this on Easy.
It also has a Hard mode that's unlocked when you beat the game,
for anyone who doesn't think this game is infuriating enough.
Just like Mega Man 9,
the game features challenges that are unlocked as the game progresses.
Many of them are playable outside a campaign,
such as the boss fights and a few extra obstacle courses,
while some require you to beat the game under certain conditions,
like the usual time trial, beating the game without using Energy Tanks,
and of course, beating the game without taking a hit.
I'm going to say this right now:
anyone who beats this game without taking a single hit IS a robot.
There's also a time challenge ranking
which is currently being hacked to pieces,
if the current leading time of 52 seconds is any indication.
I love the Mega Man franchise as much as anyone.
But Mega Man 10 was a major disappointment in my book.
It's as if the programmers spent so much time on making the game hard
that they forgot everything else that makes the series so special.
The game is playable, and if you're a fan of the series or the 8-bit style of gaming
I still marginally recommend it.
But if there's going to be a Mega Man 11,
they're going to have to do better than this.