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fanboymaster

(He/Him)
MM9 finished. I dunno, it's got a lot of fun stage ideas and gimmicks but it somehow feels even more punitive than the series usually is, like failing a challenge always felt like it either just wasted time or instantly killed with little in-between. The mini-bosses I feel more confident saying I could have done without.
 

Mogri

Round and round I go
(he)
Staff member
Moderator
The latter makes the former pretty damn hard, to be fair.
I understand where this sentiment comes from, but while many of the weapons feel really bad to use,
  • that's true of most games in the series
  • Triple Blade and Wheel Cutter are extremely good and fun. (Commando Bomb would be, too, except that the bomb itself doesn't deal much damage -- it's the Crash Bomb problem.) Rebound Striker, Water Shield, and Solar Blaze are also good. Chill Spike and especially Thunder Wool are legit terrible for general use, but at least Chill Spike makes the Nitro Man fight a lot of fun.

Meanwhile, the stages and bosses are almost uniformly fantastic, and the difficulty modes are among the best I've ever seen (they rearrange levels, add/remove enemy abilities, and so on - it's not just changing damage numbers).
 

Octopus Prime

Mysterious Contraption
(He/Him)
The biggest issue with Thunder Wool is that the one instance where you're supposed to use it is also the instance where it's easiest to misfire with it and wind up wasting a shot.
 

MCBanjoMike

Infamous third lava dolphin
(He/him)
Still waiting for the Internet majority opinion to come around to "Mega Man 10 is one of the best games in the series (with some of the worst weapons in the series)."
I've always liked it better than MM9, but I replayed it last week and was struck by how thoughtful and well-made it is overall. Well, barring the fact that 2-3 of the weapons are total trash (triple blade and the water shield are good enough to almost entirely compensate IMO). The game throws up a pretty stiff challenge, but no one section seems insurmountable the way some in MM9 can be. A couple sections are a little long, but overall I found it to be creative and fun with some excellent music throw in, too. Put this up there with Blaster Master Zero and Bloodstained: CotM in the top tier of Inti Creates games.
 

Sarge

hardcore retro gamin'
I liked it better than my original play, but MM10 still doesn't rate all that highly for me. I do agree that MM9 can be a bit too hateful at times, but I still love it anyway. I have to wonder if I had the sort of muscle memory that I have with the earlier games if it would actually line up with them pretty well... but then I remember Inti Creates was involved and some of that MM Zero design slipped in there.
 

Lokii

It's always time for burgers
(He/Him)
Staff member
Moderator
9 has always felt pitch perfect in terms of difficulty to me while I often find 10 hard in a frustrating way. Different strokes!
 

4-So

Spicy
As a Mega Man Megafan, I think I prefer MM10 to MM9. Although that's like trying to compare something awesome with something fantastic. It's a good problem to have.
 

ShakeWell

Slam Master
(he, etc.)
I think I need to revisit 9 and 10. I haven't played either since they were new (except a recent spin through Galaxy Man's stage because someone made it run on the NES, and with flashcart in hand, I had to experience that), though my thoughts at the time were "Mega Man 9 is amazing" and... well, Mega Man 10 remains the only game in the main series I've never finished, which I think says enough. But I have Legacy Collection 2 now, so I should just give them both another go.
 

fanboymaster

(He/Him)
10's down, not an all time favorite but felt less spiteful in design than 9. Some decent master weapons but by and large stuck to the buster, not really a problem in my eyes but yeah. I'd say I liked it more than 9 overall.
 

MCBanjoMike

Infamous third lava dolphin
(He/him)
Something that really helps one’s enjoyment of MM10 is getting the triple blade as soon as possible. Blade Man is one of those bosses where his weakness doesn’t make the fight a heck of a lot easier, so as long as you have an energy tank you’re probably good to go. The stage is one of the tougher ones, though, so getting the water shield from Pump Man is a big help. Sheep Man is the natural starting point for me, since it’s the easiest stage and boss combo, but again his weapon isn’t a huge help against Pump Man, so it isn’t really a necessary detour. Basically, if you can grab an energy tank or two along the way, starting with Pump > Blade is probably the optimal opening in terms of being manageable and getting you the best weapons in the game quickly.

I’ve been playing this series again lately! The amount of Mega Man games I play is almost 100% dependent on my son’s interest level: a few years ago he was totally obsessed and we played them all to death, but lately he’s been into other stuff. But in the last week we’ve completed Mega Man 10 and Rockman 5 (he wanted the JP version because I have an actual cartridge of it downstairs), plus we beat the robot masters in Rockman and Forte and dabbled with the extremely impressive Rockman 4 Minus Infinity. It’s great to be back! Sadly, the kid only wants to see top tier gameplay, so he loses interest when Dad isn’t winning. That meant dropping R4MI, since it was full of new boss patterns and enemies and I was getting my ass kicked. Now we’re on Mega Man X2, which I can’t claim to be an expert at, but I’m fairly confident I can at least finish it in relatively short order. So far I’m even managing to remember the boss order, although I forgot where 90% of the collectibles are. MMX2 is no MMX, but at least it isn’t MMX3.
 

MCBanjoMike

Infamous third lava dolphin
(He/him)
I’m replaying MM11, too, and I’ve been really enjoying it. I think the game gets a bum rap because it has more of a learning curve, what with the new mechanics and longer levels. But it has some really excellent weapons, and being able to access them all quickly is a game changer for me. There are also some super fun upgrades you can buy, like the auto-shot charger and the super energy balancer that just gives EVERY weapon energy when you pick some up. It really feels like they want you to be switching between abilities constantly and it’s great that the control scheme makes it quick and easy to do so.
 

4-So

Spicy
I didn't start to enjoy MM11 until I played it on an easier mode than whatever the default normal is. I still think the levels are too long, and I can always do without voice acting in these games, but the weapons were neat and I came around on the general look and feel of it.

I am not a fan of the gear system at all and it's my one major gripe with the game. It introduces complexity that I can't rightly call fun or engaging. I tried to play the game with the gear system as something optional, even though it makes certain sections more difficult. (And that could explain why I found Normal difficulty so frustrating.)
 

Sarge

hardcore retro gamin'
It's definitely designed around the gear system, but I agree that I'd probably like it better without it. Hopefully they'll ditch it if we get a sequel.
 

MCBanjoMike

Infamous third lava dolphin
(He/him)
I think engaging with the gear system (is that a pun?) is pretty key to enjoying the game, personally, I use the speed gear constantly to line up charge shots, pour on the damage with rapid fire or dodge hazards. The power gear only really serves to buff boss weapons, since the upgraded buster shots it gives you aren’t really any better than mashing while using the speed gear. It’s also worth learning where your favorite weapons are on the right stick, so you can switch back and forth quickly.

I get why people have gripes with this game and I could rattle off a half dozen problems with it myself, overall I think they did some cool stuff that freshens up the formula nicely. This game could have just been another retro remake like 9 and 10, but I’m glad we got this instead.
 
I found the gear system kind of awkward. Sometimes you can see the utility of it, like when you slow down time to squeeze shots through otherwise difficult to access openings, but just as often it felt like I was juggling knives in the demo. Bullet time is a nifty trick that lends itself well to games; just not Mega Man in particular.

Also, I seem to recall from the plot that the Gear system was considered too unstable for widespread use in robots... so they went with giving them free will instead. Yeah, nothing bad could happen there!
 

RT-55J

definitely not a robot
(He/Him)
imho engineering-type folks wanting to work on a pie-in-the-sky sci-fi-ish concept with regards to the consequences instead of producing something conceptually simple but obviously/immediately beneficial is a surprisingly realistic premise for a classic Mega Man game.
 
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