Capcom Unity Video Game Club: Game 1 Wrap Up
Oct 29, 2009 // jgonzo
For three weeks now, dedicated members of this community have been playing and discussing the merits of our first video game club game, Mega Man I . If you were waiting to join when a brand new game was selected, tomorrow is when we will announce game #2, so stay tuned.
In the meantime, here’s what the community had to say about Mega Man I (and Mega Man Powered Up! on the PSP.)
I downloaded Mega Man from the virtual console and I can proundly say that it was worth the 500 points. My thumbs hurt again after only an hour session! the gameplay is much more difficult than current games, but there is a great sense of accomplishment one I beat my first boss. once again great idea, as I am exploring an old school classic that I missed when I was young.
More after the break!
I cannot believe I did not buy MMPU sooner! It is a wonderful game with so much to do! 100 Challenges, 20 something characters (Which include Roll with a ton of costumes, Proto Man, and all the Robot Masters whom ALL play differently) all with alternate dialogue sequences, a stage builder, and the Old Style mode…wow this game was an EXCELLENT remake, I even started to fall in love with the art style, it surprisingly fits well with MM (My favorite style for Classic Mega Man was the MM8/MM&Bass style.). Anyway, if you guys have yet to try out Mega Man Powered up you should DEFINITELY do so, it is just as good a remake as “Mega Man X: Maverick Hunter X”!
I think one of Mega Man’s biggest contributions to modern gaming (as a result of its non-linear progression) was the introduction of decision making into games. In my opinion we’re looking at a design choice ther served as a baby step for the morality systems found in modern games such as KOTOR, Mass Effect, Bioshock, etc. These are all games in which player choice plays a pivotal role.
MegaMan’s style of level choices is one of my favorite features of the series. Any other linear game, if you got to a hard level, you could not do anything about it but keep trying and trying. Most people would just give up, and not get to experience the rest of the game. The same thing can happen in MegaMan 1, but even if you can not beat a single level, you have the opportunity to try out 6 different ones. Furthermore, beating one gives you a new power which might help make the other levels a little easier (I have to agree, Magnet Beam on IceMan’s stage seems more of a necessity though).
In today’s games you can really just keep on going forever, there isn’t a limit to lives and there are TONS of checkpoints as opposed to the few in Mega Man. I know that modern games have longer levels on average, but the abundance of checkpoints really takes away from the thrill of getting progress or the fear of going all the way back to the start of a level because you missed a jump. Today’s games don’t really treat death as much of a punishment as games like Mega Man because I can just constantly keeping moving ahead in a level of Halo despite dying 10 times in a row (the last level comes to mind) because there is nothing that is going to bring me back to the start or halfway point.
Games today treat death like the plague. I believe game companies have grown scared of upsetting gamers so they have toned down the amount of times that you would die before you would defeat a boss. Think about this, you used to have to memorize a level in megaman. The blocks that disappear and reappear in a certain sequence made you learn the exact pattern that it was going to happen.
And there’s tons more in the forums here , here , and here !
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