Review: Mega Man 10 (Wii, PS3, XBox 360)

Another 8-bit retro Mega Man game hits all 3 consoles just a little over a year after the bold decision to take Mega Man 9 back to its 8-bit roots.  Has the gimmick worn off?  Is 8-bit Mega Man a one trick pony or is the 10th installment in the series worth your cold hard cash?

When Capcom first announced that the next proper Mega Man game, Mega Man 9, would be done in the classic 8 bit style, I was both shocked they had the guts to try this and completely ecstatic in anticipation.  I watched the trailers for it online over and over.  When the game finally came out, it was exactly as advertised.  I was transported back to my youth, learning each level by trial and error and eventually facing off against Dr. Wiley.  The game was hard, but to me didn’t fall out of the realm of anything unexpected.  I felt that the press coverage of the game had been made out to be a bit TOO hard, which could have turned some folks off.  But enough about that, this is a review of its eventual sequel, Mega Man 10.

With this current release, Capcom has introduced an easy mode.  Don’t mistake this as “normal” mode (ala Mega Man 2 which had “Normal” and “Hard” modes).  This time, they really mean “easy”: spike-filled caverns covered with floating platforms, assuring safe passage, and enemies that are easier to take down.

Easy mode won’t be much of a concern for veteran fans, but it is nice to see it included.  If your last soiree with Mega Man was back in the late 80’s or early 90’s and your interest is slightly piqued with Mega Man 10, there is no shame in picking Easy mode.  The hardcore agmers have nothing to worry about, either.  Mega Man 10 does not disappoint.

Capcom has still decided to stick with Mega Man 2 as the benchmark for this one: no sliding, no mega buster, just classic walk, jump and 3-shot bursts.  If I have any strong disappointment with Mega Man 9 and Mega Man 10, is that the slide was removed.  The developers try to address this by enabling you to play as Mega Man’s brother, Proto Man.  But, giving Proto Man the ability to slide and power up his shot does not substitute Mega Man’s stripped abilities.  That doesn’t by any means break the game, though.  It plays just as well and tightly as one could remember — except maybe if you are playing on the Xbox 360.  I don’t know how anyone could get by playing a game such as this with that version of a “D-Pad”.

Some may be wondering where this game falls on the difficulty scale.  I have heard some reviewers say that this is noticeably easier than MM9, but personally I feel this game is noticeably harder.  The level designs in some of the stages are just pure evil.  Where I feel the game bests MM9, though, is on the Wiley stages.  The very first of these may be among my all time favorites.

If you hold MM3 in high regard, where you are asked to fight the MM2 bosses, there is a clear parallel in the first Wiley stage and you are in for a huge treat.

(Mega Man 2 Robot Masters Revisited)

Part of me wants to nerd out here, but for the sake of spoilers I wont.  I will just say that I don’t see an 8-bit remake of MM7 and MM8 completely out of the cards based on the fights you encounter in Wiley Stage 1.

Mega Man 10 (like MM9) is technically a shorter game than those that existed on the NES.  With Mega Man 3 – 6 on the NES, Capcom included gimmicks to provide more levels by either revisiting old ones that had a “wasteland” feel, or by trying to make you think that the final boss was someone other than Dr. Wiley and by storming that baddie’s castle.  In MM10, after you beat the 8 robot masters, you head to Wiley’s castle — and that’s it.  Hopefully admitting Dr. Wiley *is* actually behind the plot in the game isn’t a spoiler, because… well lets face it, after 9 games of him being the final boss this couldn’t have been a shocker.

As mentioned before, in Mega Man 9 the option to play as Proto Man was offered as DLC.  This time, he is unlocked right away and included in the upfront cost of the game.  This is a nice addition.  Once you are done playing the game with Mega Man, it’s great to be able to play through as Proto Man with out having to shell out some extra bucks.  Capcom may, however, be pushing the DLC limits of Mega Man 10 a bit further.

Mega Man 9 had a good offering of DLC that for me seemed liked options that would have been included on a cartridge, 25 years ago, for $50.00.  So, the cost to get the core game was great.  You can’t beat a full fledged Mega Man game for 10 bucks, and with Mega Man 10 it feels like you get more game for your 10 bucks than with Mega Man 9.

For all the extras, though, it adds up quick, including a few nuggets that true Mega Man fans are going to eat up.

These are the recently announced “Special Stages” that look to be going for about a buck a piece.  These 3 special stages are going to be dolled out through the month of April 2010.  What makes these stages so “special” to long time fans are the bosses included at the end of each time attack stage.  In a complete homage to the Game Boy series (almost all of which are excellent, by the way) Capcom is including the “Mega Man Hunters”: Enker (from MM1 on GB), Punk (from MM3 on GB), and Ballade (from MM 4 on GB).

Also included in the DLC planned for this title is a new playable character, Bass (and his dog Treble), who first showed up in Mega Man 7 and was playable in the game “Rockman and Bass” for the Super Famicom (Japan only, until they released it Stateside for the Game Boy Advance many years later).

(MM5 GB The Four Mega Man Killers)

Capcom got me in the door with a $10.00 Mega Man game, but the game I actually WANT is going to run me another 6 – 8 bucks.  Lets add it up:

Special Stage’s 1 – 3 = $3.00
Playable Bass Character =$2.00
Endless Attack Mode = $3.00
Total: = ~$8.00

For a game worthy of any true Mega Man fan’s money, it will cost close to 20 dollars.  True, you’re still getting a full classic Mega Man game with 2 extra playable characters and 3 classic bosses, but this adds up fast.

Twenty-some years ago this DLC would have been built into the game as “unlockables” earned through completion.  As the struggle for a balance of what is high-quality DLC and what is purely gouging for sales’ sake, I have to concede that I think Capcom is creating the former… but that doesn’t mean I have to be all that happy about it.

A lesson from recent gaming release trends:  “early adopters” of the game could have received a credit for one free “Special Stage” or other DLC.  Cut us a bit of a break, Capcom:  We hardcore fans bought the game seconds after it hit the servers for download.  We are the same people who you want to buy your DLC consistently and not feel jilted.

The verdict on MM10’s DLC?  Well, if you understood the above Mega-nerd-speak regarding the “Mega Man Killers” from the Game Boy series, then I am sure Capcom already has your $20.00.

For those who would respond “Oh yeah, I remember Mega Man… I think I played 2…or 3” upon hearing there is a *new* Mega Man game: this may be the game to get back into the saddle with, given the Easy mode.

This review is based on a purchased copy of Mega Man 10 for the Nintendo Wii off the WiiWare service.

Images courtesy Capcom