Mega Man 8 - The Blue Bomber's 8th adventure has a not-so-flattering reputation. Is it a mixed bag like people say? Or is there something more to it? |
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Story & Cutscenes
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Two mysterious robots battle in space. They crash to Earth and blah blah something something. The story is just a flimsy excuse for Mega Man to blow stuff up, which is fine, because that's all it needs to be. What'd you expect, Shakespeare?
But despite being flimsy, the story is presented with high quality animated cutscenes. If you love late 90's anime then you'll love this. The English dubbing is terrible, however.
On one hand, that's a shame because it kind of tarnishes the beautiful animation. On the other hand, it's hilarious. Good voice acting might've made these cutscenes forgettable. But bad voice acting gave us the legend of "Dr. Wiwy".
Music
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I'm no music surgeon but I guess MM8's soundtrack could be called some kind of drum and bass fused with catchy, easy going melodies. It's got this airy, optimistic vibe with lively percussion beats bringing out the energy.
It's perfect for chilling out to, with the exception of a few intentionally ominous tracks. But everything here is excellent.
The music only has one problem: it doesn't really fit. Something like Aqua Man's serene, beautiful theme is totally out of place in a game about violent robot death. Most of the music is like that.
It's a truly fantastic soundtrack attached to a game it doesn't jive with. You may or may not find this weirdness endearing.
Game Mechanics
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You probably know how the game mechanics work in a Mega Man game. He runs, he shoots, he defeats bosses and takes their special weapons. Yadda yadda.
MM8 adds some twists, though.
For one thing, Mega Man acquires a new weapon called the Mega Ball during the intro level. He can kick it around like a soccer ball of murder, punting it either high(Up + Special Weapon button) or low to strike enemies. He can also perform a super jump by hopping on it. The Mega Man series was branded creatively bankrupt by 1997, and yet here it was, with a fresh new idea that really worked. Respect the Mega Ball.
Another fresh idea is the Rush Bike, which transforms Rush in to a super fast, missile-launching motorcycle that Mega Man can ride for 40 seconds. It isn't particularly useful, but at least it's kind of fun to see how far you can get before time runs out.
Then there's Rush Bomber, where your metal Scooby-Doo flies around the screen bombing enemies, while Rush Charger changes the bombs to health and weapon energy refills. Lastly, Rush Question makes him give Mega Man a random item... Sometimes. Other times he'll malfunction or take a nap, giving Mega Man nothing. Haha, those sadistic little rascals at Capcom!
Each Rush ability is unlocked by defeating a level's mini-boss, which to me doesn't feel like a satisfying way to get them. But your mileage may vary.
What's definitely satisfying, however, are the boss battles. These are faster and more intense than just about any fight you'll find in previous Mega Man games, and some of them are surprisingly creative. As always, you can effortlessly beat each boss by exploiting his weakness. But beating them using only the Mega Buster is possible, too, and it strikes a great balance between difficulty and fairness.
And adding yet another wrinkle to the already prune-like MM8 is the item shop, which returns from Mega Man 7. Bolts can be collected throughout the levels and used to buy items to aid Mega Man. Although the usefulness of these items is hit and miss. Energy Saver, for instance, increases the ammo of special weapons. Pretty good, right? But then there's Speed Step which makes Mega Man climb ladders faster and I can only assume it was included as a prank.
As for collecting bolts, that can be easier said than done. Some are easy to get, others require some sort of trick to access, and a few are ridiculously well hidden. I still have no idea where they all are.
Another, more controversial feature is carried over from MM7, too. Once again, you aren't allowed to tackle the bosses in any order you want to. You can only access 4 levels at first, and beating them unlocks the remaining 4 levels. So your freedom is cut in half compared to typical Mega Man games.
But Capcom didn't do it for no reason. For example, some later levels contain obstacles that can only be traversed using Clown Man's special weapon. Obviously, the player can't be allowed to access these levels before beating Clown Man. But it gives his special weapon more of a purpose.
It's a trade-off.
And on the subject of special weapons, the Mega Man series has always struggled to find uses for them outside of boss battles, but a special effort was made to make them matter more in MM8. While they aren't always useful, they come in handy a lot more often than they do in past games. Tengu Man's special weapon, which creates a tornado that can destroy enemies and elevate Mega Man to reach high platforms, stands out in particular.
MM8 isn't stingy about letting you use these weapons, either. Half way through each level is a checkpoint that completely refills special weapon ammo as well as Rush abilities. Dying also results in a total refill. So you're encouraged to really spam them.
There's one last feature to cover, and it's truly paradigm shifting: Mega Man can swim now. Being underwater still makes him jump incredibly high, as usual, but tapping the jump button makes him start swimming properly. It's tricky to control but not tricky enough to be frustrating. Well, okay, maybe it can be a little frustrating.
As far as fundamental game mechanics go, the worst criticism I can think of is that Mega Man's running speed is oddly slow. It isn't gamebreaking or anything, but it makes you think "huh, wish he ran a little faster".
Now what about the levels? Well...
Level Design
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The levels in MM8 are all over the place. While they're mostly relaxed and easy, sometimes they'll hit you with a stiff challenge out of nowhere. Like when there's a snowboarding section.
Other times, they'll hit you with what seems like filler. A section in Astro Man's level involves looking for the exit in an abstract maze that infinitely loops around on iself. The handful of enemies in this section pose no challenge, so the only thing it really tests is your patience.
But it has good moments too, like Aqua Man's level which stands out as possibly the best in the game. It offers a degree of challenge, complexity, and solid design that harkens back to classic Mega Man. You'll probably find yourself wishing all the levels were like it.
And that's the issue here. Although the level design never sinks to being bad in my opinion, it swings wildly from being "good" to "sort of okay", and the incosistency can be downright frustrating because you know it could be so much more, but it isn't. Oh, and sometimes a level will turn in to a sidescrolling shooter. Yeah. When I say it's all over the place I'm not kidding.
In Conclusion
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So ultimately, MM8 is just plain weird. It's got very solid game mechanics at its core, a soundtrack that's ill-fitting yet excellent, obnoxiously uneven levels, and a difficulty curve that trends towards easy but occasionally slaps you in the face.
Whether you enjoy it or not depends on your tolerance for game design that's inconsistent and sometimes even self-contradictory. It's certainly possible to love MM8, but man, it ain't easy.
RATING: ACQUIRED TASTE, WTF WAS CAPCOM SMOKING WHEN THEY MADE THIS
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On the week Mega Man 8 was released...
The Spice Girls continued to set the music charts on fire with their debut single Wannabe, Al Pacino crime drama Donnie Brasco hit theaters and made a lot of people say "fugazi", and ECW wrestlers ran amok on Monday Night Raw. |
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Next update:
Feb. 2nd 2025
PUBLISHER
Capcom
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DEVELOPER
Capcom
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PLATFORM
Sony Playstation
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GENRE
Action platformer
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MEMORY CARD
1 block
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RELEASED
JP: Dec.17 '96
NA: Feb.28 '97
EU: May 15 '97
GIA Newsfeed:
A Hyrulian Verdict
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