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    mfthomps's Mega Man 9 (Wii)

    [October 20, 2009 12:12:56 AM]
    GAMEPLAY

    Thanks goodness for checkpoints. After another 90 minutes, I discovered that as long as you do so before losing all of your lives, you can reach checkpoints. Though not very obvious as say in a game like Donkey Kong Country, where there's a nice little barrel for you to break. But, assuming this applies to all levels, about halfway through the level and right before the boss, there is an invisible checkpoint, so that if you die, which in my case happened often, you will start off from your checkpoint as long as you don't get a "game over."

    To ease the tension, my roommate and I decided to switch off during the level. If one of us died, the other picked up the controller to continue, giving each of us a nice, if brief break from the tension. It's easy to get nervous playing this game particularly when you only have one life... and honestly the thought of having to start a level over is enough to make you sweat when you've finally gotten to the boss. After finally reaching galaxy man, I died... (and he only had 2 units of health left!). The hard part about this boss, which according to many should be the easiest in the game, is that it is incredibly difficult to avoid attacks. In fact, I feel like that's exactly what it is that makes this game so challenging. You can only jump so high and move so fast, and when facing Galaxy Man, that range just isn't enough. This also has to do with the design of the game, and the fact that every time you take a hit, your Mega Man is pushed a short distance backwards as a result of the impact, which temporarily keeps you from jumping, running, and shooting, but we'll get to more of this element in the design portion.

    Galaxy Man's power is able to suck Mega Man in a small hole (which I should mention is instant death)... and unless you are able to time your movements right and get just far enough away from him so that you have room to turn and get in a few shots. Even though this is easy to figure out, the problem is trying to avoid running in to him after you successfully shoot him, as he runs into rather quickly and you are unable to jump over him. Usually games like this one rely heavily on patterns and while it's easy to get a grasp on his general movements, it doesn't really matter when you're unable to avoid it. Somehow my roommate made it by getting in just enough hits before dying, and yes, BEAT Galaxy Man! So now Mega Man has the ability to shoot holes that suck enemies in, which is likely to be pretty helpful in other levels.

    Again, it's hard to give a lot of detail on gameplay when I've only managed to get past one level (with the help of a friend!). But hopefully in another 90 minutes we'll be closer to getting through another level... or maybe halfway through?

    DESIGN

    So what makes this different from other platformers? From other Well, like other platformers, jumping, of course, is a prominent factor, but NOT the core game mechanic, as in games like Super Mario Brothers. Instead like most Mega Man games, shooting with your M. Buster, and eventually other things (depending on what suit you gain from which boss) is the main mode of attack and the key to progressing through the game. The other thing that makes this game interesting and a bit more difficult to figure out, is that the player is actually able to control the order of levels. In other words, there is no set first, second, third level. A menu pops up with Mega Man in the center, surrounded by 8 bosses, and it's up to the player to decide which one to tackle first. Seems unimportant, but depending on what level your attempting, sometimes having another suit (from a boss you've defeated) can open up a whole new way to approach the level. For instance, in levels where enemies follow you (in gradually increasing numbers), Galaxy Man's black hole is rather handy. But, there is a catch. Because you only have a limited supply, it is important to keep in mind that once you run out, in can be hard to get more ammo because it is truly random what happens after you defeat an enemy: sometimes a small amount of health or ammo, sometimes a much larger amount, sometimes a life, but often nothing at all (particularly when you're in desperate need of it).

    The other challenging element of this game is the fact that your are temporarily stunned every time you are hit (as well as pushed backwards)... often resulting in either falling off the level (or in a pit of spikes), or into another enemy. Yes it's frustrating. Although I often laugh about it, I'd be lying if I said I never felt a little impatient and annoyed. But, as I said before, the desire to overcome these challenges overtakes those feelings.

    There are few cut scenes so far but nothing two intrusive or long. Depending on whether or not you love a good embedded narrative, you may or may not be happy about this. Although I do love narrative (I am an English major!), if you just simply want to move on to the next challenge, it is very easy to fast forward the text.

    Most side scrolling platformers don't have emergent narrative or interactive elements. There's no multiplayer, although I think you can compare scores with other players as well as receive awards, trophies (milestone markers, basically) for achieving a certain feat in the game (there is a time trial mode I can't even begin to think about trying!). This game really doesn't need it though, and as far as sidescrolling platformers go, strategy is particularly central to this game. What order you play the levels, what suits you use, when you use them-- these choices are up to you, the player. As far as interactivity goes, that's pretty complex and interactive for a 2D sidescroller/platformer. This game doesn't need flashy graphics, in fact, anything more complex would take away from the fact that it isn't necessary for a game like this one. Enjoy it. Be frustrated. Be excited by challenge. And be in awe of the people who designed this game... because with simple graphics, patterns, and choices, they were able to make one of the most challenging classic type games ever.
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    [October 19, 2009 10:54:06 PM]
    SUMMARY

    Mega Man 9, also known as Rockman: The Revival of Ambition!! in Japan, is a continuation of Mega Man's fight against the evil Dr. Wiley... and his team of robots... which is basically all you need to know when playing (if you make it far enough, you might actually get into the story!). Obtain new suits/abilities by beating robot bosses at the end of each level and gain upgrades to get through this incredibly challenging game!



    GAMEPLAY

    Although seemingly simple in design and execution, this sidescrolling platformer is just screaming for well-seasoned players to underestimate it's extremely tricky levels. As someone who had only played Mega Man X games, which present challenges and are fairly challenging and fun, was quite shocked at the difference between the two. This log will be a bit different because unfortunately, my progression in the game, DESPITE a good 90 minutes, has been minimal at best. Although frustration is unavoidable when playing a game you just can't seem to win, it's kind of exciting to find a game this freakishly challenging! My problem is that because I had played newer Mega Man games as well as earlier platformers like Super Mario Bros 1,2, and 3, I assumed that I could at least get about halfway through it. Boy was I wrong... and I mean REALLY wrong.

    In terms of characters and story, it's hard to get involved when you are unable to finish a single level (hopefully by the next log I'll have at least beaten Galaxy Man!). But, given an attempt on any level, the concept of your character is interesting. You start out with 2 suits, your M.Buster (which is pretty standard, and has infinite ammo) and so far, you cannot charge your beam as in Mega Man X but basically shoot infinite single shots (which look like small circles). Your other suit involves your robo dog, which appears next to you as a jumping aid, allowing you to access hard to reach places. However, just as any suit other than the M.Buster, you have a limit as to how many times you can use it (unless you get extra ammo from an enemy, which is not really not that often). Of course dying often in such a game interrupts the flow, but as I said before, it's the challenge of the game, rather than the story, that gets you addicted. Even after failing countless times, I want to keep trying, because each time I usually get just a LITTLE bit further. It's hard to explain. Usually a game like this would be a huge turn off, and for many players it very well may be. But anyone thirsty for something that's so difficult you'll either be laughing (like me) at how freaking crazy it is or, you'll be what I imagine my brother's reaction would be: throwing your controller, screaming, whatever. Either way, no matter what the reaction, both of us continue to play (although I'll admit he's been able to get MUCH farther than me). But for me personally it isn't just being stubborn; the design and the strategy integrated into this seemingly simple gameplay, is fascinating. What suit should you use during a particular part of a particular level? Should you play it slow and sneak across the stage bit by bit (which is an extremely useful method for avoiding these annoying flying cranes that pick you up and drag you into spikes), or should you make a run for it? Unfortunately, you usually can't sit still to figure this out unless you pause your game, as enemies often respawn rather quickly (and always reappear if you backtrack).

    Unfortunately, it is also rather difficult to describe these challenges, particularly because whenever I do, people seem to dismiss it as something they could do easily because let's face it, most people think platformers are easy... because well... jumping over blocks and shooting beams at enemies sounds wonderfully simple!
    Trust me, you try jumping, shooting, and avoiding 4-5 enemies coming at you from different directions at a decent speed, and you'll see what I mean.
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    Status

    mfthomps's Mega Man 9 (Wii)

    Current Status: Playing

    GameLog started on: Monday 19 October, 2009

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    mfthomps's opinion and rating for this game

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