This amazing fan project is essentially the sonic mania of mega man games. RRthiel and his band of merry men have truly been able to capture the spirit of all the great mega man games into a project seeping with passion.
Firstly,the visual design, god this is a pretty game, the 16/8 bit look of mega man looks superb, harkening back to Mega Man 7's visual design(which I really like). Everything is so vibrate, expression and detailed, clearly a lot of work went into this games visual design. And that animation...god it's so smooth, like butter smooth you know?
Secondly,the level design and gameplay feel, at first I was skeptical as to how the visual design would affect the gameplay, as I thought the screen crutch would make the game feel cramped and more stiff like in Mega Man 7, and I was also worried that it would make some of the same design mistakes as well. Like for example, remember in turbo man's stage how there were these moving tires that moved you when you bumped into them, well the screen crutch wouldn't allow you to accurately predict when they were going to come, and as a result you would get some pretty unfair deaths from your inability to properly time the jumps. Luckily this demo never made such a mistake, and it's visual design works in perfect harmony with the gameplay, with each obstacle and enemy made with mega man's new size in mind.
Mega Man and Roll feel so good to control, with the tight but flexible movement Mega Man has always been known for. The level design is... alright, a little basic, and even underwhelming at times, but for a tutorial level it works just fine, I just hope the later levels will pick up the slack and introduce us to some new and exciting gimmicks that give us the tight platforming Mega Man has always been loved for. Also, Roll is a little broken, but her character inclusion was an amazing choice, as it incentivizes replayability, a key stable of the Mega Man series. However unlike Mega Man 10 with its sloppy inclusion of Protoman and Bass as playable characters Perfect Blue changes the entire level design to be suited for Roll's abilities, something Capcom should've learned to do a decade ago. Also Roll attacks with a broom, so you know it worth to play as her. Finally the bosses, they have some great attack patterns that make it super satisfying for the player to maneuver around, and with some generally pretty cool designs. All in all fairly solid design and control.
Thirdly, sound design, ok do I really need to talk about the music? I mean... it's pretty obvious that it's amazing. Ok well to be fair the music isn't exactly representative of the Mega Man series and its music, and I wouldn't call it Mega Man music because of it, but it fits perfectly into the levels so its not bothering me at all. The sound effects sound good with the charged buster sounding perfect as always, with the jump and slide following suit. The enemy deaths sound okay, but the boss death sound effects I thought to be underwhelming, like you are about to deal the final blow to the final boss on the tutorial level and when you kill it instead of a hearing an expected large sounding KABOOM, you get a series of little farts for explosions and a lack luster victory tune. But I'm the development team can fix that.
Conclusion, this game has such huge potential to be a smash hit, and I am excited to see what RRthiel and his friends will be serving us in the full version of the game. I am glad to see that this development team is so passionate for the project as they truly put all of their heart and soul into the game I can just feel it. It has one or two flaws, but those are only nitpicks, I am sure that the development team will fix exactly what I complained about by the time the full version comes out. I can only hope the best of success for these talented and creative people, as based off of what I played from this demo, I sure this game will be amazing. Good luck you guys! :)
This is the most good mega man fangame ever, i'm excited to see a game like this. A promising story, some damn good bgm and control feels so good.
Btw, would a 3ds port be possible? I already own a mega man perfect blue theme on my console lol, se having the game would be the best thing in the world
Este é um dos melhores fan games que já joguei, gráficos incríveis, música muito boa, história com um bom potencial. Acho que a única coisa que mudaria, sério, tornaria o roll um pouco menos poderoso. Fora isso está tudo ótimo (um forte abraço do Brasil)
Honestly pretty underwhelming and could barely bring me to finish the demo. Like cmon, we get it Japanese and bit-crushed voices and audio is cool but it's getting pretty old already. The level design was pretty bland and Roll is completely broken. Music was not very mega man and not that good either tbh. Also, the sound design in super weird and oddly pitched down? If you want to make this game good I suggest you fire all your level designers and composers and replace them with ones that actually get mega man.
I've played a lot of Mega Man over the years and I have always known that the fans are known to make great stuff. One day, I found out about perfect blue and I learned about the immense hype fans have had for this game I decided I would play the demo when it came out. I didn't look through any of the promotional material for this game and off the hype alone, I began to think that this fangame could be as good as unlimited or rock and roll, the pinnacle of fangames out there and better than most capcom mega man games too, and after playing through it multiple times I was sorely mistaken.
Level Design: When I saw that you would only have 9 stages, I thought that you would compensate for that by making sure to go and try and make the levels have interesting gimmicks and make the levels longer, boy was I completely wrong. The level design is so bland, nothing is memorable in the levels and the whole demo just blurred together. You didn't even do any interesting gimmicks all you did was conveyor belts which have been in every single Mega Man game ever since Mega Man 2 from, 1987. I thought that maybe you would change up how it would for Roll but you failed there too. Roll is better than Mega Man in every way, with her being able to destroy projectiles and jump farther and move faster. If you're going to have different characters, at least have them have their own strengths or weaknesses to make me choose one or another instead of making one better in every single way than the other.
Graphics: I have no clue what you guys are doing with graphics. First off the color palette is so bright that nothing looks realistic and everything looks like you cranked up the contrast filter up to infinity. Another thing is the art style, why does everything look so chibi? Everything looks so deformed and weird and does not fit at all. I have no clue why you guys chose this when the NES art style for Mega Man is already perfect as it is. Y + 1, another demo at SAGE, looks way better than this contrasty, deformed mush you guys chose to do
Music/Sound: When looking at the immense hype for this game, I always heard praise for the music so I decided not to listen to any of it until the demo to keep my expectations in check and man, did you guys fail there too. The music sounds like any generic chiptune album you could find on SoundCloud. Even then the music doesn't even sound anything close to mega man. This is disappointing because good music is crucial to making a good Mega Man game.
Thank god this is demo because now you're at least able to change things before the final product. You have to basically redo the game by fixing up the level design, the graphics, and the music. If you do redo this game I'll be happy even if it takes another 10 years because then at least the game will good. You've got a lot of work ahead so I hope you'll at least do it right.
A Mega Man game with differing level design for the two characters? Is this real? But in all seriousness I loved this demo, and can't wait for more. Here are my overall thoughts.
Firstly you know I have to bring up the visual design it's clear you put a lot of effort into this and it works really well everything looks great, with none of it clashing with the overall visibility of the game. It left me hoping that there will be plenty of great setpieces to see throughout the game, because if they're even half as good then it'd look great.
I also thought that the music for the game was superb, escpically the incredibly catchy intro stage song. Rather than going for the Mega Man style it feels wholly unique and I think that's a credit to the game especially since this game seems to be going for it's own feel.
As for the gameplay for both characters I thought it felt incredibly smooth, for Mega specifically I thought that he felt a bit heavier than i'm used to, but it's 100% possible it could have been due to the new sprites throwing me off though. As for Roll, I had a blast playing as Roll, admittedly this could heavily be my bias towards Zero's playstyle, but dashing and cutting through everything just felt great with the dash jump feeling every bit as good as any of the X games.
Next is level design and this had to be one of my favorite parts, every threat was introduced well, and the pacing of the level just had it fly by, it seems about appropriate difficulty for an intro level as well, although I could be biased towards this as I'm used to things like Superhero mode MM9 so it could possibly be hard for a more casual Mega Man fan, but again it's hard for me to tell. And as I mentioned I really appreciated the two different intro stages, as Mega's felt more like a slower pace romp which suits his slower pace style, while I really enjoyed Roll's which was incredibly fast paced.
Both bosses were the highlight of the game for me, they both had really fun patterns that made trying to get no hit runs of them really fun, The missle attack on the second boss felt a tad punishing as it took me awhile to find a way to consistently avoid it, and it took me a second to realize that the first boss had a shockwave after it's jump that damaged you, I think that offering some kind of feedback to let the player know that the boss landing will shake the ground could help a lot. Other than that the patterns for the bosses were a lot of fun to memorize.
Lastly some miscellaneous thoughts, I really like the idea of the story from what I can tell of it so far, a Mega Man taking place entirely in a simulation is a really cool idea, and extra props for the different lines for Roll's cutscene. I definitely can't wait to see what kind of weapons will be in the final product, as good weapons really add a lot to the level design of a Mega Man level. Also I wonder if there will be sword... er... broom techniques in the final product.
All in all it was a thanks for a really fun time playing it, and I can't wait for more.