Physics suck, camera ruins my jumps and makes me wanna die, Mario moves way too fast, game is incredibly simplistic and forgettable, lacks depth, and has numerous unpolished mechanics.
How people can prefer that game over banjo-kazooie is beyond me…
Not that it’s bad, just when your game’s controls are like trying to drive a shopping cart on a tight rope, that’s when I smash my tv and have a voracious desire to punch the game developers!
banjo kazooie has problems with camreas for me, but thats probably just my console
its a genuinely awful game
its the video game equivalent of sitting on a bus for 4 hours and you cant find a comfortable position to rest your head and the bus driver takes every turn way to fucking sharp
that analogy doesnt really make sense but the game is really fucking easy but will miss no chance to try and piss you off
Mega Man 2 is amazing. 10/10 music. 10/10 stage design. I still remember approaching Wily's castle for the first time as a kid. The music in wily 1 is a perfect buildup. I really felt like I was going to save the world.
I will say though , the boobeam trap (boss of Wily 4, the purple stage) is possibly the worst designed boss fight in the series. It's complete bs.
Mega Man 2 is amazing. 10/10 music. 10/10 stage design. I still remember approaching Wily's castle for the first time as a kid. The music in wily 1 is a perfect buildup. I really felt like I was going to save the world.
I will say though , the boobeam trap (boss of Wily 4, the purple stage) is possibly the worst designed boss fight in the series. It's complete bs.
go play megaman 2 right now and tell me it has level design that would even be "ok" in the NES era. it was abysmal at the time and its not magically getting better
go play megaman 2 right now and tell me it has level design that would even be "ok" in the NES era. it was abysmal at the time and its not magically getting better
I don't understand how you can say the level design is bad for the nes era. The uniquely themed stages with unique challenges already puts it leagues above similar nes titles. What are you comparing it to?
go play megaman 2 right now and tell me it has level design that would even be "ok" in the NES era. it was abysmal at the time and its not magically getting better
these guy being edgy for the sake of being edgy
Each of the stages is segmented into screens which control the pace of the game. Going screen-to-screen gives the player a feeling of accomplishment when they overcome hard obstacles, since the screens are essentially encapsulated challenges. This also allows for natural checkpoints --- both for respawning and for player reward.
The level designs require both vertical and horizontal progression and follow previously established platformer conventions (besides MAYBE Flashman's) but are also designed with powerups in mind: you can complete them with vanilla Megaman, but you are rewarded with shortcuts if you complete the stages in an intelligent order. This allows for a degree of player exploration and is one of the first games in modern computer gaming to reward routing as we know it today, given that almost all platformer games were unisequential in nature. (left-right sidescrolling with minor detours)
The Megaman series was groundbreaking whether you like to admit it or not: mainly due to the ability to acquire enemy abilities, which allows you the freedom to choose different routes through the game in order to maximize efficiency versus certain bosses. Beating Woodman to give you an advantage on Airman, for example, and getting Item 2 from Airman to help with getting to Heat Man
You -could- make the argument that getting the Metal Blade makes the game easier, which it does, but to suggest that the game sucks because of this is just nonsense.
I know that this is an "unpopular gaming opinions thread" but fuck yeah I'm going to challenge bullshit opinions
Originally posted by Moogy
no one cares
Originally posted by TWG Dan Hedgehog
there are 743 matches for hedgehog suicide on deviantart
that's kind of a sad statistic
Each of the stages is segmented into screens which control the pace of the game. Going screen-to-screen gives the player a feeling of accomplishment when they overcome hard obstacles, since the screens are essentially encapsulated challenges. This also allows for natural checkpoints --- both for respawning and for player reward.
The level designs require both vertical and horizontal progression and follow previously established platformer conventions (besides MAYBE Flashman's) but are also designed with powerups in mind: you can complete them with vanilla Megaman, but you are rewarded with shortcuts if you complete the stages in an intelligent order. This allows for a degree of player exploration and is one of the first games in modern computer gaming to reward routing as we know it today, given that almost all platformer games were unisequential in nature. (left-right sidescrolling with minor detours)
The Megaman series was groundbreaking whether you like to admit it or not: mainly due to the ability to acquire enemy abilities, which allows you the freedom to choose different routes through the game in order to maximize efficiency versus certain bosses. Beating Woodman to give you an advantage on Airman, for example, and getting Item 2 from Airman to help with getting to Heat Man
You -could- make the argument that getting the Metal Blade makes the game easier, which it does, but to suggest that the game sucks because of this is just nonsense.
I know that this is an "unpopular gaming opinions thread" but fuck yeah I'm going to challenge bullshit opinions
dude the boss abilities dont mean shit when it takes like 7 shots from the normal buster to kill all the bosses.
99% of enemy placement is done in a way that just suddenly hits you for chip damage
99% of the time the biggest loss when getting hit by an enemy is the time it wastes by stopping your momentum because Hp drops are so plentiful and you hardly take large amounts of damage anyways
i played through the game a few months ago and i died a grand total of ONE time, and it was just because i didnt know touching the dragon boss in the wily's castle stages would OHKO
if you died at all in megaman 2 from just losing all your hp normally you probably have parkinsons and or multiple mental disabilities.
99% of the game just wastes your fucking time with obnoxious enemy placements and shitty dissapearing block cycles that add absolutely nothing to the level.
also trying to claim that the game being seperated into screens makes the game "rewarding" is fucking laughable dude.seeing a screen transition doesnt make you feel relief for overcoming an obstacle actually fucking clearing the obstacle does that
megaman 2s level design is almost a direct opposite to the level design of castlevania 1, which was aimed at making you carefully analyze a situation and approach it with certain subweapons in mind, which often had tradeoffs as useful subweapons for a level may be less useful during that stages boss, or perhaps you simply preferred using another one for a lot of the stage
the weapons in megaman 2 have no tradeoffs, they are just win buttons for boss fights that make bosses take 5 seconds instead of 10. there is no replayability to a game that has a pointless nonlinearity to it
nonlinearity is only good when your choices are equally valid or at the very least equally accomodating for certain playstyles. megaman 2 just has a right order (which makes the game a larger cakewalk than it already is), and every route that isnt the right order is the wrong order, where it plays basically the same every time except sometimes you might have more or less instakill weapons for the bosses as you get to them.
just because you thought robots were cool as a kid doesnt mean you cant look more critically at the game now
edit: the one thing megaman 2 does get right is that for larger enemies like the fire dogs or the dudes who throw ball chain shits at you, they are typically good about introducing those enemies in isolation before putting them in harder scenarios, but with how easy the game is, it doesnt end up mattering much anyways
also something being revolutionary doesnt make it automatically good
Beneath Apple Manor was a revolutionary game for its time and came years before Rogue but theres a reason that we call top down turn-based RPGs with procedural generation and permanent death "Rogue-likes" and not "Beneath-Apple-Manor-Likes"
hint: it has something to do with the fact that beneath apple manor FUCKING SUCKS
Comment