However, as the finalized designs trickled out into the media, I was left with mixed feelings. While it is fantastic to see new Classic-style Robot Masters, their presentation has come off as largely uninspired. Yes, one could easily say they are all in the correct motif of the Classic series, but one is left wondering if Capcom was overly cautious in its design choices. Going down the list of the eight "new" Robot Masters:
Now, stare Jewel Man in the eyes; you start to get images of Top Man sporting a giant pink jewel set on his head and equipped with the bling of Gemini Man. Meanwhile, Plug Man is an unabashed reworking of Dynamo Man, removing the glass helmet and replacing the electrical conductors with plug prongs. Magma Man is the worst offender, as he nearly looks like a red Needle Man (ironically, in Nintendo Power Vol.234, the artist behind this design said he thought this also, but that it was an unintended outcome). Finally, there's Hornet Man, which I must confess is probably the most unique of them all. While it is a reusing of the hornet theme from Mega Man X3's Blast Hornet, this is a very new interpretation, where the best Classic series parallel would be seen in the head of Ring Man or maybe the mouthpiece of Crystal Man--but that is admittedly a stretch.
I wish the lack of inspiration was just in the Robot Master designs, but the levels, too, possibly reuse more resources than I would have expected. There appears to be sprites reappearing from as far back as Mega Man 1, and Splash Woman's stage features a bubble-riding section with the exact same opening layout as the bubble-riding sequence introduced in Mega Man 5's Wave Man stage.
In fact, I question the whole decision to have it be 8-bit. Graphics in of themselves are not the reason the Mega Man series has been inconsistent in recent years. 16-bit can have classic gameplay, and would have been a better canvas to create more dynamic new levels and characters, as seen in the creative potential presented in Mega Man 7 and Mega Man & Bass (which felt more true to the Mega Man series than the 32-bit Mega Man 8). Such visuals might have made the game more inviting for newer gamers as well, and it still would have been relatively cost-effective to develop.
Along these same lines, this business of removing the Mega Buster and slide from the core game is debatable. Both of those elements allowed for additional stage obstacles and tactics in the past. True, as certain fans moan, perhaps they did make some challenges easier; but I would contend that they had became part of the fundamental definition and tradition of Classic Mega Man. If these two moves would have been included, they could have been retooled in various ways to maintain the "old-school challenge." As an example: Rush's usefulness has varied game to game, and thus most so-called "game-breaking" devices within a game's design can be limited to be more balanced with regard to fun factor and challenge. Keep in mind, I'm saying all this, and Mega Man 2 is perhaps my favorite Mega Man game.
Regardless of these potential shortcomings, there are some elements that were squarely nailed, such as the decision to make eight bosses selectable from the start again. While the 4 x 4 design of Mega Man 7 and Mega Man 8 was interesting, and allowed for some neat gameplay tricks, it limited a player's choices. (That said, as a consequence, the usefulness of the Robot Master weapons in Mega Man 9 seems to be limited to offensive and defensive usage once again, as opposed to altering the terrain as seen beginning with Mega Man 7). The music is another element that deserves mention, as it is part of Mega Man's identity and fame. This is a solid soundtrack. While some songs are only average, none are particularly hard on the ears, and tracks such as those used for Tornado Man's stage and the opening theme are instantly among the best of the best.
With any luck, there will be a "10" that can build from this entry more markedly. And, given the impressive sales numbers thus far, a tenth entry down the line appears to be a likely occurrence.
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