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Well... we're not GOOD good. I'm still a bit alarmed at the implied padding of 3 variations of a level, but hey!

My biggest complaint about Mega Man 11 was that its individual stages were too long. And not necessarily that they took too much time, but that they followed a Mega Man pattern of "here is a gimmick, okay, now here it is harder, and now here it is hardest", but got to a "hardest" that was usually reserved for Dr. Wily stages. I talked about it in depth on my blog, but something like this...

417acid06.png


Should be reserved for the end-end game (not just the end of a level), or in a stage that is over within two minutes (ala Mega Man 2 Bubble Man or Quick Man). When you have a long stage, and its difficulty ramps up to pixel-precision in the final stretch, then the likelihood of having to repeat the "tutorial" opening area over and over again just to work up to hard part is far too high.

But! On the other hand, I understand why a game made in the modern era cannot just be over and done within an hour. There must be more "content", or you are making something that people would expect to pick up for $20 with the other 70 Mega Man-alikes currently available on the eShop.

So, all that said, I like that they are addressing this with something. We will see if it shakes out to something good...
 
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