12-10-2009, 05:13 PM
I hope that 9 was more of a "testing" to see if a 8-bit game could sell well, and 10 is the real deal - 9 felt too much like a Megaman 2.5. I mean, come the fuck on, there are so many elements from previous Megamans that were so awesome and are so welcome to the new game, and they didn't add to Megaman 9 just to make it remember Megaman 2 because somehow, everyone loves it, even though there are clearly titles more superior to it.
I'll make a list of stuff that should be present on Megaman 10:
- Slide (Megaman 3)
Taking out the slide ability was just stupid. I can even understand taking out the Charge Shot, but Slide is an ability that can be used really well on a level-design and adds an extra depth of challenge. (Megaman 4, for instance, used Slide really well in its level design, and Megaman 3 had an interesting enemy that you had to slide in order to land a few shots on him). Making it an extra ability that isn't used at all in level design was plain retarded.
- Dark Man/Skullbot (Megaman 3)
After defeating all 8 Robot Masters, you have to revisit 4 Robot Masters, with much harder stages, to battle 8 Skullbots that had data from Robot Masters from the previous game (Megaman 2). It would be awesome if you could battle 8 Skullbots, each with data from a Robot Master from a previous Megaman game.
- Bass/Forte playable (Megaman & Bass)
The difference between Bass and Megaman's gameplays was great - Bass handled stages easier, but had a hard time on boss battles, while Megaman handled bosses easier, but had more trouble on stages. This difference added a new gameplay layer to Megaman & Bass that shouldn't be forgotten.
- A Somewhat More Interesting Plot With More Characters (Megaman 8, Megaman 7...)
Megaman 9's story didn't add anything at all and didn't bring any new characters, or brought back any characters outside Auto. Fuck, not even Eddie was in there. Bass, Duo, King, and even Dr.Cossack are characters that could be brought back to make the plot deeper while still making a good cameo, pleasing fans of the characters or their respective individual games.
I'll make a list of stuff that should be present on Megaman 10:
- Slide (Megaman 3)
Taking out the slide ability was just stupid. I can even understand taking out the Charge Shot, but Slide is an ability that can be used really well on a level-design and adds an extra depth of challenge. (Megaman 4, for instance, used Slide really well in its level design, and Megaman 3 had an interesting enemy that you had to slide in order to land a few shots on him). Making it an extra ability that isn't used at all in level design was plain retarded.
- Dark Man/Skullbot (Megaman 3)
After defeating all 8 Robot Masters, you have to revisit 4 Robot Masters, with much harder stages, to battle 8 Skullbots that had data from Robot Masters from the previous game (Megaman 2). It would be awesome if you could battle 8 Skullbots, each with data from a Robot Master from a previous Megaman game.
- Bass/Forte playable (Megaman & Bass)
The difference between Bass and Megaman's gameplays was great - Bass handled stages easier, but had a hard time on boss battles, while Megaman handled bosses easier, but had more trouble on stages. This difference added a new gameplay layer to Megaman & Bass that shouldn't be forgotten.
- A Somewhat More Interesting Plot With More Characters (Megaman 8, Megaman 7...)
Megaman 9's story didn't add anything at all and didn't bring any new characters, or brought back any characters outside Auto. Fuck, not even Eddie was in there. Bass, Duo, King, and even Dr.Cossack are characters that could be brought back to make the plot deeper while still making a good cameo, pleasing fans of the characters or their respective individual games.