Score: 8
"Creative Mashup of Old School Favorites"
date: November 22, 2009
I found this game to be eye opening. It forces the player to retrain their expectations of how to play the Metroid formula: running, lumping, rolling, and ballistics. I disagree with SubrosianDimitri argument that it was "a bad idea to place Megaman in a Metroid situation, he can only shoot straight, Samus could shoot up." while this is true, the game doesn't seem hindered by Mega's inability to look up as each enemy can be easily dispatched by rethinking the formula. While Samus i more about acrobatics and firepower, Mega relies on memory of enemy locations and quick reflexes.
SubrosianDimitri also points out that "[n]avigating can be a bit confusing, Megaman games are supposed to be linear, this is more of a find your way around kind of game, it just doesn't work." The Metroid levels can be explored well but are slower in pace due to Mega's inability to heal as quickly as Samus, thus making the game seem longer after die needlessly over and over.
While the game requires player to re-asses this expectations and retrain themselves to beat this game, whati found ironic was that this game had very little to due with Metroids. The levels are from Metroids, the soung inspired by Metroid, even Samus appears in there somewhere but all this is is a strait transfer of Megaman onto the Metroids game. there is little to due with Metrid game mechanics. It feels more like a Megaman game with different background.
Overall, a great experience, for fans of both series. It feels restricted by set boundaries of both games (Mega can't have a grappling beam or look up) and level design is bare bone compared to the original. Fun to play, fun to master, could have been mixed up a bit more.