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* HarsherInHindsight: Capcom announced it with a hugely optimistic retrospective that practically ground to a screeching halt around 2010, as practically '''''nothing''''' had properly released in the past half-decade. Five years later, for the 35th anniversary?... It's not much better, and the ''other'' big anniversary celebration game, VideoGame/MegaManXDiVE, stopped updating over a year ago, and the only thing Capcom have released other than X Dive were several compilation rereleases, with ''zero'' new games even planned in any of Mega Man's various forms.
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** Having dedicated slide and Rush Coil buttons was played up as a minor quality of life gameplay change in early pre-release writeups. However, the ''Rockman Complete Works'' Japan-exclusive re-releases of the first 6 games on UsefulNotes/PlayStation already had a dedicated slide button, and in a slightly similar way to 11's Rush Coil shortcut, Rush adapters could be navigated separately from boss weapons with the R2 button.

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** Having dedicated slide and Rush Coil buttons was played up as a minor quality of life gameplay change in early pre-release writeups. However, the ''Rockman Complete Works'' Japan-exclusive re-releases of the first 6 games on UsefulNotes/PlayStation Platform/PlayStation already had a dedicated slide button, and in a slightly similar way to 11's Rush Coil shortcut, Rush adapters could be navigated separately from boss weapons with the R2 button.
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* EvenBetterSequel: ''Mega Man 11'' has dethroned ''VideoGame/MegaMan2'' as the best-selling game in the franchise.
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* GameBreaker: [[GameBreaker/MegaMan Shares a page with the rest of the franchise.]]

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* GameBreaker: [[GameBreaker/MegaMan [[GameBreaker/MegaManClassic Shares a page with the rest of the franchise.]]
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* IKnewIt: After a promotional image was released showing the Stage Select screen with the Robot Masters' names blurred out, fans were correctly able to deduce all of the names that hadn't already been revealed at that point. [[labelnote:*]]Only Block Man and Fuse Man were known at the time the image came out.[[/labelnote]]

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Renamed one trope.


* QuestionableCasting: Mega Man's [[Creator/BenDiskin English voice]] has received a bit of flak, with many fans commenting how [[VocalDissonance oddly and inappropriately deep it sounds]], especially since he's generally had a much younger and boyish-sounding voice in games like ''VideoGame/MegaMan8'', ''VideoGame/MarvelVsCapcom'', and ''VideoGame/MegaManPoweredUp'' (which wasn't as deep by comparison). While the [[WesternAnimation/MegaManRubySpears Ruby-Spears cartoon]] [[OlderThanTheyThink had done the same thing]], it matched Mega Man's appearance as a muscley robot teen. ''WesternAnimation/MegaManFullyCharged'' also has an adult male voicing the child-like Mega Man, but he does a good job at convincingly sounding like a kid. Averted with [[CrossDressingVoices his Japanese voice]], which sounds younger and closer to that of the three aforementioned games.



** Several people have noted how the Double Gear system could have been far more developed for the Robot Masters and enemies in this game, allowing for more climactic and difficult battles. Only Mega Man [[spoiler:and Wily]] uses both Gears while the Robot Masters can only use one. Not even in the BossRush rematch is this acknowledged. The character bios in the gallery explain the fortress bosses: [[spoiler:Dr. Wily didn't have the time or budget to outfit them with both gears.]]

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** Several people have noted how the Double Gear system could have been far more developed for the Robot Masters and enemies in this game, allowing for more climactic and difficult battles. Only Mega Man [[spoiler:and Wily]] [[spoiler:(and Wily)]] uses both Gears while the Robot Masters can only use one. Not even in the BossRush rematch is this acknowledged. The character bios in the gallery explain the fortress bosses: [[spoiler:Dr. Wily didn't have the time or budget to outfit them with both gears.]]



* WTHCastingAgency: Mega Man's [[Creator/BenDiskin English voice]] has received a bit of flak, with many fans commenting how [[VocalDissonance oddly and inappropriately deep it sounds]], especially since he's generally had a much younger and boyish-sounding voice in games like ''VideoGame/MegaMan8'', ''VideoGame/MarvelVsCapcom'', and ''VideoGame/MegaManPoweredUp'' (which wasn't as deep by comparison). While the [[WesternAnimation/MegaManRubySpears Ruby-Spears cartoon]] [[OlderThanTheyThink had done the same thing]], it matched Mega Man's appearance as a muscley robot teen. ''WesternAnimation/MegaManFullyCharged'' also has an adult male voicing the child-like Mega Man, but he does a good job at convincingly sounding like a kid. Averted with [[CrossDressingVoices his Japanese voice]], which sounds younger and closer to that of the three aforementioned games.
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** With the announcement itself, Capcom did an atypical retrospective of the ''Franchise/MegaMan'' series, with Mega Man picking up parts of the anniversary logo over the period, even highlighting the dearth of content over the past half-decade, until they got to Dr. Wily's chamber. [[BaitAndSwitch Wily does his usual fake-out]], Mega Man entering a room with a unknown pick-up, only to teleport out of the retrospective...and into the ''Mega Man 11'' trailer. The fandom went ''NUTS''.

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** With the announcement itself, Capcom did an atypical retrospective of the ''Franchise/MegaMan'' series, with Mega Man picking up parts of the anniversary logo over the period, even highlighting the dearth of content over the past half-decade, until they got to Dr. Wily's chamber. [[BaitAndSwitch Wily does his usual fake-out]], Mega Man entering a room with a unknown pick-up, only to teleport out of the retrospective... and into the ''Mega Man 11'' trailer. The fandom went ''NUTS''.
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* FanficFuel: With Mega Man's physical appearance changing when using this game's Special Weapons, fanart depicting similar transformations for previous games' weapons is a common sight. Notably, [[https://news.capcomusa.com/lets/browse/mega-man-get-equipped-art-contest-winners-have-been-decided Capcom themselves encouraged this with an art contest]] to give a redesign to a past game's Special Weapon.
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* {{Anvilicious}}: A lot of players initially didn't realize that the game didn't have auto-saving, resulting in many players used to games that have it [[DamnYouMuscleMemory closing the game without saving manually, and booting it back up only to realize that all their progress was gone]]. To combat this (along with some new players generally unfamiliar with how ''Mega Man'' games work), the official Twitter account launched an information campaign to provide tips to help people play the game, and deal with some of the more difficult obstacles. What makes this Anvilicious is that several of the tips have a small blurb reminding players to save their game, to the point where [[https://twitter.com/MegaMan/status/1078371688549621761 one of the tips themselves is all about this.]]
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** The Fortress stages only have a single stage song, unlike previous entries (starting from 7) which had a different track playing on each Wily stage. Even the ''first game'' had at least 2 different final stage themes.

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** The Fortress stages only have a single stage song, unlike previous entries (starting from 7) which had a different track playing on each Wily stage. Even the ''first game'' had at least 2 different final stage themes.
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** The Fortress stages only have a single stage song, unlike previous entries (starting from 7) which had a different track playing on each Wily stage.

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** The Fortress stages only have a single stage song, unlike previous entries (starting from 7) which had a different track playing on each Wily stage. Even the ''first game'' had at least 2 different final stage themes.
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** The Fortress stages only have a single stage song, unlike previous entries (starting from 7) which had a different track playing on each Wily stage.
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* ItsShortSoItSucks: One of the main criticisms of 11 among veteran fans. The Robot Master levels are all decently long enough, but the Fortress stages have very much been shafted in terms of this; Wily 3 is a short platforming segment and a boss rush sans a unique boss at the end of the level, while Wily 4 is a long, windy corridor that only serves as a short buildup to the final boss. Also unlike the three previous games, there aren't any playable characters besides Mega Man to enhance the replay value. And unlike the third to sixth games (which had more or less the same amount of Wily Stages), 11 doesn't benefit from having another set of Fortress stages. All of these combined with the game's rather high price point for its sparse content[[note]]The ''Mega Man Legacy Collection'' bundle on Steam, which contains the entire library of the first 10 Classic series games, is cheaper than ''11'' by a little under 5 US dollars[[/note]] leave a sour taste in fans' mouths.

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* ItsShortSoItSucks: One of the main criticisms of 11 among veteran fans. The Robot Master levels are all decently long enough, but the Fortress stages have very much been shafted in terms of this; Wily 3 is a short platforming segment and a boss rush sans a unique boss at the end of the level, while Wily 4 is a long, windy corridor that only serves as a short buildup to the final boss. Also unlike the three previous games, there aren't any playable characters besides Mega Man to enhance the replay value. And unlike the third fourth to sixth games (which had more or less the same amount of Wily Stages), 11 doesn't benefit from having another set of Fortress stages. All of these combined with the game's rather high price point for its sparse content[[note]]The ''Mega Man Legacy Collection'' bundle on Steam, which contains the entire library of the first 10 Classic series games, is cheaper than ''11'' by a little under 5 US dollars[[/note]] leave a sour taste in fans' mouths.
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* ItsShortSoItSucks: One of the main criticisms of 11 among veteran fans. The Robot Master levels are all decently long enough, but the Fortress stages have very much been shafted in terms of this; Wily 3 is a short platforming segment and a boss rush sans a unique boss at the end of the level, while Wily 4 is a long, windy corridor that only serves as a short buildup to the final boss. Also unlike the three previous games, there aren't any playable characters besides Mega Man to enhance the replay value. And unlike the third to sixth games (which had more or less the same amount of Wily Stages), 11 doesn't benefit from having another set of Fortress stages. Both of these combine with the game's rather high price point for its sparse content[[note]]The ''Mega Man Legacy Collection'' bundle on Steam, which contains the entire library of the first 10 Classic series games, is cheaper than ''11'' by a little under 5 US dollars[[/note]] leave a sour taste in fans' mouths.

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* ItsShortSoItSucks: One of the main criticisms of 11 among veteran fans. The Robot Master levels are all decently long enough, but the Fortress stages have very much been shafted in terms of this; Wily 3 is a short platforming segment and a boss rush sans a unique boss at the end of the level, while Wily 4 is a long, windy corridor that only serves as a short buildup to the final boss. Also unlike the three previous games, there aren't any playable characters besides Mega Man to enhance the replay value. And unlike the third to sixth games (which had more or less the same amount of Wily Stages), 11 doesn't benefit from having another set of Fortress stages. Both All of these combine combined with the game's rather high price point for its sparse content[[note]]The ''Mega Man Legacy Collection'' bundle on Steam, which contains the entire library of the first 10 Classic series games, is cheaper than ''11'' by a little under 5 US dollars[[/note]] leave a sour taste in fans' mouths.
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* ItsShortSoItSucks: One of the main criticisms of 11 among veteran fans. The Robot Master levels are all decently long enough, but the Fortress stages have very much been shafted in terms of this; Wily 3 is a short platforming segment and a boss rush sans a unique boss at the end of the level, while Wily 4 is a long, windy corridor that only serves as a short buildup to the final boss. Also unlike the three previous games, there aren't any playable characters besides Mega Man to enhance the replay value. Both of these combine with the game's rather high price point for its sparse content[[note]]The ''Mega Man Legacy Collection'' bundle on Steam, which contains the entire library of the first 10 Classic series games, is cheaper than ''11'' by a little under 5 US dollars[[/note]] leave a sour taste in fans' mouths.

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* ItsShortSoItSucks: One of the main criticisms of 11 among veteran fans. The Robot Master levels are all decently long enough, but the Fortress stages have very much been shafted in terms of this; Wily 3 is a short platforming segment and a boss rush sans a unique boss at the end of the level, while Wily 4 is a long, windy corridor that only serves as a short buildup to the final boss. Also unlike the three previous games, there aren't any playable characters besides Mega Man to enhance the replay value. And unlike the third to sixth games (which had more or less the same amount of Wily Stages), 11 doesn't benefit from having another set of Fortress stages. Both of these combine with the game's rather high price point for its sparse content[[note]]The ''Mega Man Legacy Collection'' bundle on Steam, which contains the entire library of the first 10 Classic series games, is cheaper than ''11'' by a little under 5 US dollars[[/note]] leave a sour taste in fans' mouths.
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* HilariousInHindsight: This isn't the first time the BattleThemeMusic of the Wily Stages' bosses is reused for the BossRush rematches. ''VideoGame/Rosenkreuzstilette'' did it first, 12 years before ''Mega Man 11'' was released.

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* HilariousInHindsight: This isn't the first time the BattleThemeMusic of the Wily Stages' bosses is reused for the BossRush rematches. ''VideoGame/Rosenkreuzstilette'' ''VideoGame/{{Rosenkreuzstilette}}'' did it first, 12 years before ''Mega Man 11'' was released.
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* HilariousInHindsight: This isn't the first time the boss music of the Wily Stages' bosses is reused for the BossRush rematches. ''VideoGame/Rosenkreuzstilette'' did it first, 12 years before ''Mega Man 11'' was released.

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* HilariousInHindsight: This isn't the first time the boss music BattleThemeMusic of the Wily Stages' bosses is reused for the BossRush rematches. ''VideoGame/Rosenkreuzstilette'' did it first, 12 years before ''Mega Man 11'' was released.
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* HilariousInHindsight: This isn't the first time the boss music of the Wily Stages' bosses is reused for the BossRush rematches. ''VideoGame/Rosenkreuzstilette'' did it first, 12 years before ''Mega Man 11'' was released.
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You can't really downplay a YMMV trope.


** Downplayed with the {{Retraux}} crowd. There remains [[VocalMinority a small but vocal part of the fanbase]] that firmly believe that the series should only ever use NES-style graphics and sound, and naturally complained that this game moved away from it. However, much of them at least conceded that they can just Demake the game and there is currently a serious effort to do so ongoing.
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Renamed one trope.


** One of the minor complaints about the game is that [[TheyChangedItSoItSucks Mega Man can no longer jump through boss gates]]. This was also a problem in the ''other'' 2.5D ''VideoGame/MegaManClassic'' game, ''VideoGame/MegaManPoweredUp''.

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** One of the minor complaints about the game is that [[TheyChangedItSoItSucks [[TheyChangedItNowItSucks Mega Man can no longer jump through boss gates]]. This was also a problem in the ''other'' 2.5D ''VideoGame/MegaManClassic'' game, ''VideoGame/MegaManPoweredUp''.

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* GameBreaker:
** The Speed Gear makes the Power Gear rather redundant by comparison. The time slowdown not only makes platforming sections much easier, but it also allows Mega Man to ''shred'' through anything without invincibility frames by rapid firing the Mega Buster up against them. Even against Robot Masters, you're much better off using the Speed Gear, since it lets you avoid their attacks ''and'' sneak in damage without any trouble. Then there's the upgrade that lets you move and attack at normal speed while in Speed Gear mode, which removes a lot of difficulty from [[ThatOneLevel Torch Man's stage]] and others while making it even easier to spam-attack enemies to death.
** It's a completely different story once you have the right weapons to augment with the Power Gear, though. Block Dropper creates a hail of bricks that shreds anything without MercyInvincibility, Tundra Storm wipes the screen of weak enemies and destroys projectiles too, and Chain Blast creates giant bombs with enormous explosion radii.
** These 3 techniques deserve a special mention, especially when used in Speedrunning and even making [[ThatOneLevel Wily Fortress 1 a lot more easier to deal with]]:
*** The immediate Rush Coil jump. By pressing the Jump and Rush Coil at the same time, you do a very quick high-jump without waiting for Rush Coil to come. Very useful for areas that need very quick high jumps.
*** The Rush Jet in mid-air technique. By pressing Rush Jet and Jump at the same time, you are able to land on the Rush Jet in mid-air. You not only are given an extra jump layer, but can bypass a lot of obstacles that are either time-consuming or very difficult.
*** Power Gear Pile Driver (Impact Man) lets you go through various levels that are "outside" with a lot more ease, skipping tedious platforms that can easily spell doom.

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* GameBreaker:
** The Speed Gear makes the Power Gear rather redundant by comparison. The time slowdown not only makes platforming sections much easier, but it also allows Mega Man to ''shred'' through anything without invincibility frames by rapid firing the Mega Buster up against them. Even against Robot Masters, you're much better off using the Speed Gear, since it lets you avoid their attacks ''and'' sneak in damage without any trouble. Then there's the upgrade that lets you move and attack at normal speed while in Speed Gear mode, which removes
GameBreaker: [[GameBreaker/MegaMan Shares a lot of difficulty from [[ThatOneLevel Torch Man's stage]] and others while making it even easier to spam-attack enemies to death.
** It's a completely different story once you have the right weapons to augment
page with the Power Gear, though. Block Dropper creates a hail rest of bricks that shreds anything without MercyInvincibility, Tundra Storm wipes the screen of weak enemies and destroys projectiles too, and Chain Blast creates giant bombs with enormous explosion radii.
** These 3 techniques deserve a special mention, especially when used in Speedrunning and even making [[ThatOneLevel Wily Fortress 1 a lot more easier to deal with]]:
*** The immediate Rush Coil jump. By pressing the Jump and Rush Coil at the same time, you do a very quick high-jump without waiting for Rush Coil to come. Very useful for areas that need very quick high jumps.
*** The Rush Jet in mid-air technique. By pressing Rush Jet and Jump at the same time, you are able to land on the Rush Jet in mid-air. You not only are given an extra jump layer, but can bypass a lot of obstacles that are either time-consuming or very difficult.
*** Power Gear Pile Driver (Impact Man) lets you go through various levels that are "outside" with a lot more ease, skipping tedious platforms that can easily spell doom.
franchise.]]



* ScrappyWeapon:
** As an offensive weapon, the Pile Driver has gotten this reaction from some gamers as, much like the [[VideoGame/MegaMan3 Top Spin]] and [[VideoGame/MegaManII Sakugarne]], Mega Man himself tends to take damage on occasions when the weapon hits but doesn't destroy an enemy (which is at least unlikely, since the Pile Driver deals the most damage in a single hit out of any weapon in the game). It can also cause some heavy knockback if Mega Man doesn't properly pierce through an enemy. However, it's gained points for its UtilityWeapon use as a makeshift air dash, allowing some otherwise difficult platforming sections to be bypassed with ease.
** The Bounce Ball's Power Gear variant is less impressive than the upgrades the other weapons get, since all it does is produce three extra balls that fire behind Mega Man without adding extra damage. The Tundra Storm is more effective for hitting surrounding enemies, so outside of cramped spaces and the bosses weak to Bounce Ball (since both of them can quickly move behind you), it's better to just just spam the base shot for less ammo consumption.

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* ScrappyWeapon:
** As an offensive weapon, the Pile Driver has gotten this reaction from some gamers as, much like the [[VideoGame/MegaMan3 Top Spin]] and [[VideoGame/MegaManII Sakugarne]], Mega Man himself tends to take damage on occasions when the weapon hits but doesn't destroy an enemy (which is at least unlikely, since the Pile Driver deals the most damage in
ScrappyWeapon: [[ScrappyWeapon/MegaMan Shares a single hit out of any weapon in the game). It can also cause some heavy knockback if Mega Man doesn't properly pierce through an enemy. However, it's gained points for its UtilityWeapon use as a makeshift air dash, allowing some otherwise difficult platforming sections to be bypassed page with ease.
** The Bounce Ball's Power Gear variant is less impressive than
the upgrades rest of the other weapons get, since all it does is produce three extra balls that fire behind Mega Man without adding extra damage. The Tundra Storm is more effective for hitting surrounding enemies, so outside of cramped spaces and the bosses weak to Bounce Ball (since both of them can quickly move behind you), it's better to just just spam the base shot for less ammo consumption.franchise.]]
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* SugarWiki/AwesomeArt: Many find the new concept art to be fantastic and love how the game looks as well as the designs for the new Robot Masters.

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* SugarWiki/AwesomeArt: Many find the new concept art to be fantastic artstyle fantastic. The [=3D=] direction perfectly portrays that classic ''Mega Man'' artstyle, while taking advantage of the extra dimension and love how better graphical detail to do things that fit into the game looks as well as series' style that were basically not possible in the designs for older games; such as Mawaru C, a very Classic-style enemy design that fanartists found nigh-impossible to draw in the new Robot Masters.NES style thanks to the number of small details and the angled perspective on its wheel.
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Authors Saving Throw is now Trivia that requires a citation from Word Of God.


* AuthorsSavingThrow: Several.
** Mega Man gets back his trademark Charge Shot and Slide after [[BagOfSpilling losing them]] for no in-universe reason in ''VideoGame/MegaMan9'' and ''VideoGame/MegaMan10''. [[note]][[WatsonianVersusDoylist The out-of-game reason he lost them]] was to help differentiate Mega Man and Proto Man from each other in gameplay, though the two characters ''already'' differed enough that people missed the Charge Shot and Slide.[[/note]]
** The game's brand new art style [[TwoAndAHalfD moving the series forward]] after the previous two games brought it a step backwards, as the series [[{{Retraux}} returning to 8-bit]] in those games eventually became contentious.
** Ultimately, the creation of the entire game itself counts, considering that previous planned games (including ''Mega Man Universe'' [[note]]which would have featured various different ''Mega Man'' characters, [[JokeCharacter including]] [[VideoGame/MegaMan1 "bad box art"]] [[VideoGame/MegaMan2 Mega Man]], [[GuestFighter plus]] [[Franchise/StreetFighter Ryu]] and [[VideoGame/GhostsNGoblins Arthur]][[/note]], ''Rockman Online'' [[note]]a Korean TwoAndAHalfD MMO which would have been a crossover between the [[VideoGame/MegaManClassic Classic]] and ''[[VideoGame/MegaManX X]]'' series set in an unspecified future era[[/note]], and ''Mega Man Legends 3'') were later delayed and eventually cancelled and the franchise as a whole suffered from a long hiatus before the game's announcement.
** The fact that you can try out the new weapons as soon as you get them. This not only lets you find out what the weapons do but experiment with them without using weapon energy in a level.

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Not one of these is Hindsight — they all relate to games or materials released *before* this one.


* DisappointingLastLevel: The Gear Fortress is rather lackluster in comparison to previous Wily Castles, almost to the extent of the one in ''VideoGame/MegaMan5'' [[note]]though at least ''5'' had Proto/Dark Man's castle you had to go through beforehand; there's no such excuse for the Gear Fortress[[/note]], with only two proper stages, then a stage entirely devoted to the usual BossRush, and then a short stage leading up to the FinalBoss. To make it even more like ''5's'' Wily Castle, all stages share the same theme song just like all the stages of ''5's'' castle [[note]]keep in mind that each Wily stage featured between ''[[VideoGame/MegaMan7 7]]'', ''[[VideoGame/MegaMan8 8]]'', ''[[VideoGame/MegaMan9 9]]'', and ''[[VideoGame/MegaMan10 10]]'' had its own unique theme (even ''VideoGame/MegaManAndBass'' switched to a new castle theme once [[DiscOneFinalBoss King]] turned out to be [[HijackedByGanon Hijacked by Wily]] after the second stage), so by this point, fans assumed ''11's'' composition would follow suit[[/note]], and one of the bosses, Mawverne, is even based off of Circring Q9. Finally, the other fortress boss is simply another rehash of the infamous reoccurring Yellow Devil, and one that barely diverges from [[VideoGame/MegaMan1 the first Devil]] ([[ThatOneBoss not that this is necessarily a good thing for the player]]). Plus, even 5's Wily Castle at least had a Wily fight during the Boss Rush, which Gear Fortress did not.

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* DisappointingLastLevel: The Gear Fortress is rather lackluster in comparison to previous Wily Castles, almost to the extent of the one in ''VideoGame/MegaMan5'' [[note]]though at least ''5'' had Proto/Dark Man's castle you had to go through beforehand; there's no such excuse for the Gear Fortress[[/note]], with only two proper stages, then a stage entirely devoted to the usual BossRush, and then a short stage leading up to the FinalBoss. To make it even more like ''5's'' Wily Castle, all stages share the same theme song just like all the stages of ''5's'' castle [[note]]keep in mind that each Wily stage featured between ''[[VideoGame/MegaMan7 7]]'', ''[[VideoGame/MegaMan8 8]]'', ''[[VideoGame/MegaMan9 9]]'', and ''[[VideoGame/MegaMan10 10]]'' had its own unique theme (even ''VideoGame/MegaManAndBass'' switched to a new castle theme once [[DiscOneFinalBoss King]] turned out to be [[HijackedByGanon Hijacked by Wily]] after the second stage), so by this point, fans assumed ''11's'' composition would follow suit[[/note]], and one of the bosses, Mawverne, is even based off of on Circring Q9. Finally, the other fortress boss is simply another rehash of the infamous reoccurring recurring Yellow Devil, and one that barely diverges from [[VideoGame/MegaMan1 the first Devil]] ([[ThatOneBoss not that this is necessarily a good thing for the player]]). Plus, even 5's Wily Castle at least had a Wily fight during the Boss Rush, which Gear Fortress did not.



* HarsherInHindsight: The opening cutscene where a young Light and Wily are arguing over the latter's research into the Double Gear system, Wily tells Light off for his hopefulness for his independent thought research, stating "We can't build a future on your empty optimism." As [[VideoGame/MegaManX future]] [[VideoGame/MegaManZero series]] would show, Wily was ultimately proven right in that regard.
* HeartwarmingInHindsight:
** Just looking at the retrospective shortly before the trailer. Year upon year of games, then it begins to trail off, and the last two areas...[[{{Vaporware}} practically nothing except]] [[VideoGame/RockmanXover a failed mobile game]]. Then Mega Man finds a literal light at the end of the tunnel. ''He finally has a new game.''
** Wily originally wanted to use his Double Gear invention to create a "true hero". All players with knowledge of ''Franchise/MegaMan'' history should know by now was that while it needed [[VideoGame/MegaManX a certain robot's]] HeelFaceTurn, that Wily succeeded in this dream at least.
* SugarWiki/HeartwarmingMoments: In order to combat Dr. Wily's reprogrammed Robot Masters, Dr. Light installs a Double Gear circuit into Mega Man. The very same one that Wily had originally trashed in disgust at Light in his feelings of betrayal. Thomas kept it all this time. [[spoiler:At the end of the game, Light demonstrates that even after Wily explicitly tricked him in ''VideoGame/MegaMan3'', and [[VideoGame/MegaMan5 then kidnapped him]] ([[VideoGame/MegaMan9 twice!]]), he ''still'' wishes Wily may one day see the error of his ways so they can be colleagues again. To drive the point home, when Wily claims that Mega Man only defeated him this time because of Wily's own Double Gear system, Light does not refute this. Instead, he says that a Double Gear-installed Mega Man is proof "their gears could mesh together." Sadly, Wily {{ignore|dEpiphany}}s this and never renounces his ways, causing Light to lament how things went south between them.]]
* HilariousInHindsight:
** Because of the game's presentation and having Mega Man's appearance change with equipped weapons, it's hard not to think of ''VideoGame/MightyNo9''. While the latter game was developed to be a CreatorDrivenSuccessor to the ''Mega Man'' franchise, it could now be argued that ''Mega Man 11'' is (in some people's minds) basically trying to be "''Mighty No. 9'' done right," especially after the latter's abysmal reception.
** Blast Man's memetic "EXPLOSION IS ART" seems especially funny coming on the heels of the "Pizza Explosion" meme from ''Mighty No. 9'', which mocked the poor quality of the [[SpecialEffectFailure explosion graphics]] from that game.
** The fan game ''VideoGame/MegaManRockForce'' also had a Robot Master named Fuse Man. Fast forward to 2018, and this game has a Robot Master with the same name.
** Relatedly, ''VideoGame/MegaManBattleNetwork6CybeastGregarAndCybeastFalzar'' had a Navi named Blast Man. 12 years later, we get a Robot Master with the same name, though not the same powers.
** The ''Mega Man 3'' DOS game had a Robot Master named Torch Man, which is also [=FireMan.EXE=]'s {{dub name|Change}} in the ''Anime/MegaManNTWarrior'' anime. 26 years later, Torch Man is now canon. For bonus hilarity points, Torch Man's [[Creator/KatsuyukiKonishi voice actor]] is also Mr. Match, operator of the aforementioned [=FireMan.EXE=].
** Another fan game, ''VideoGame/HardHat 2'', and the cancelled fan game ''Mega Man F'' each had a Robot Master named Acid Man. Now there's a canon one.
** Yet another fan game, ''VideoGame/RokkoChan'', had a bouncy/elastic based Robot Master called Rolling Man, whose Rolling Ring weapon was a HyperDestructiveBouncingBall SpreadShot. This is pretty much what the Bounce Ball that Bounce Man gives Mega Man is. Furthermore, both the Rolling Ring and Bounce Ball are effective against the games' respective electricity-based Robot Masters.
** Wily developed the Double Gear during his time in university, which causes a great deal of damage to robots that use it. In the [[ComicBook/MegaManArchieComics Archie Comic]], Light mentions how Wily performed unethical robot experiments during their time at university together. In the flashback scenes, Wily [[spoiler:says that the future can't be built on Light's "empty optimism" and that his Double Gear will allow any robot to become a hero. While it's not clear if Zero inherited any aspect of Double Gear, considering that the peaceful future of the ''[[VideoGame/MegaManZX ZX]]'' games happened because he killed Dr. Weil, Wily was more right than he realized.]]
** The ''WesternAnimation/MegaManRubySpears'' cartoon episode "The Day the Moon Fell" has Wily use a device he and Light collaborated on in college to cause mayhem. In ''11'', the Double Gear system Wily uses was something Wily and Light worked on in college. Similarly, in "Showdown at Red Gulch", Wily uses energy from a meteor to power up his robots; soon it leaves them drained and weak, but Mega Man must use the meteor to match their newfound strength in the meantime. In ''11'', Wily's Double Gear system powers up his robots but takes a toll on their body, and Mega Man must match them by using it himself.
** The second Wily stage features segments where [[AdvancingWallOfDoom a skull-faced tank chases Mega Man across the level]], and Mega Man has to navigate around several destroyable barriers to get past. So, kind of like [[https://www.youtube.com/watch?v=UdvJZ2eRzJA this]] sprite animation from 2009?
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** Because of the game's presentation and having Mega Man's appearance change with equipped weapons, it's hard not to think of ''VideoGame/MightyNo9''. While the latter game was developed to be a SpiritualSuccessor to the ''Mega Man'' franchise, it could now be argued that ''Mega Man 11'' is (in some people's minds) basically trying to be "''Mighty No. 9'' done right," especially after the latter's abysmal reception.

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** Because of the game's presentation and having Mega Man's appearance change with equipped weapons, it's hard not to think of ''VideoGame/MightyNo9''. While the latter game was developed to be a SpiritualSuccessor CreatorDrivenSuccessor to the ''Mega Man'' franchise, it could now be argued that ''Mega Man 11'' is (in some people's minds) basically trying to be "''Mighty No. 9'' done right," especially after the latter's abysmal reception.
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* ContestedSequel: ''Mega Man 11'' initially received praise for being a ''non''-[[{{Retraux}} 8-bit]] Classic ''Mega Man'' game that properly updates the fast-paced gameplay of the 8-bit games into a modern dimension. [[note]]In comparison to ''[[VideoGame/MegaMan9 9]]'' and ''[[VideoGame/MegaMan10 10]]'' deliberately [[BagOfSpilling scaling]] [[SnapBack back]] to what was seen in ''VideoGame/MegaMan2'' due to developer preferences and an appeal to nostalgia.[[/note]] It also managed to do so with none of the hiccups that made the previous attempts at modernizing the Classic series formula (''[[VideoGame/MegaMan7 7]]'', ''[[VideoGame/MegaMan8 8]]'', ''[[VideoGame/MegaManAndBass MM&B]]'') so divisive to some fans. On the other hand, it cuts '''a lot''' of corners at the end,[[note]]The Wily Castle in particular is considered a major DisappointingLastLevel due to its brevity[[/note]] is the first entry in years to only have one playable character instead of two or three,[[note]]This was allegedly due to wanting to create a JumpingOnPoint and prevent ContinuityLockout, but many fans find this reasoning questionable due to the Classic series' small main cast[[/note]] and has little in the way of polish and updates to the Classic formula beyond the gear system.[[note]]Most notably, playing gearless is not acknowledged in any way shape or form, which would be acceptable in a {{Retraux}} game but is a bit jarring when part of the lure of the game was updating the franchise into the current gen.[[/note]] Overall, it feels like a passion project that got rushed and pushed out the door at the end, and while still considered decent at worst, fans debate whether the game was a fantastic return to form for the [[SeriesHiatus then-suffering]] franchise or only good by comparison to the rush of cancellations the franchise suffered at the start of its long hiatus.

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* ContestedSequel: ''Mega Man 11'' initially received praise for being a ''non''-[[{{Retraux}} 8-bit]] Classic ''Mega Man'' game that properly updates the fast-paced gameplay of the 8-bit games into with a modern dimension. [[note]]In comparison understanding of game design and with no major hiccups like the other post-NES titles,[[note]]This is in opposition to ''[[VideoGame/MegaMan9 9]]'' and ''[[VideoGame/MegaMan10 10]]'' deliberately [[BagOfSpilling scaling]] [[SnapBack back]] pandering to what was seen in ''VideoGame/MegaMan2'' due to developer preferences and an appeal to nostalgia.[[/note]] It also managed to do so with none of the hiccups that made the previous attempts at modernizing the Classic series formula (''[[VideoGame/MegaMan7 7]]'', ''[[VideoGame/MegaMan8 8]]'', nostalgia, ''[[VideoGame/MegaManAndBass MM&B]]'') so divisive MM&B]]'' being [[ItsHardSoItSucks too hard]], ''[[VideoGame/MegaMan8 8]]'' being [[ItsEasySoItSucks too easy]], and ''[[VideoGame/MegaMan7 7]]'' barely evolving the formula since ''[[VideoGame/MegaMan6 6]]''[[/note]] in addition to some fans. looking goregous while still faithful to the series' artistic direction. On the other hand, it cuts '''a lot''' of corners at the end,[[note]]The Wily Castle in particular is considered a major DisappointingLastLevel due to its brevity[[/note]] is the first entry in years since ''[[VideoGame/MegaManAndBass MM&B]]'' to only have one playable character instead of two or three,[[note]]This was allegedly due to wanting to create a JumpingOnPoint and prevent ContinuityLockout, but many fans find this reasoning questionable due to the Classic series' small main cast[[/note]] and has little in the way its scope of polish and updates fully bringing design up to the Classic formula beyond the gear system.modern ''Mega Man'' fans' tastes hasn't been fully realized.[[note]]Most notably, [[SelfImposedChallenge playing gearless no damage]] is fully possible yet not acknowledged in any way shape or form, which would be acceptable in a {{Retraux}} game but is a bit jarring when part of the lure of the game was updating the franchise into the current gen.[[/note]] Overall, it feels like a passion project that got rushed and pushed out the door at the end, and while still considered decent at worst, fans debate whether the game was a fantastic return to form for the [[SeriesHiatus then-suffering]] franchise or only good by comparison to the rush of cancellations the franchise suffered at the start of its long hiatus.
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** The [[https://www.youtube.com/watch?v=wuN6BNRZNS4 Challenge Mode theme]] is outstanding, with some fans wishing that it was a Wily stage theme instead.

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** The [[https://www.youtube.com/watch?v=wuN6BNRZNS4 [[https://youtu.be/yqSkVvKQ4BM Challenge Mode theme]] is outstanding, with some fans wishing that it was a Wily stage theme instead.



** The English dub, especially when it comes to Mega Man's voice. Either Mega Man sounds appropriately young without having an annoyingly high-pitched voice, or his newfound deeper voice is a blatant example of VocalDissonance. See WTHCastingAgency below.

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** The English dub, especially when it comes to Mega Man's voice. Either Mega Man sounds appropriately young without having an annoyingly high-pitched voice, or his newfound deeper voice is a blatant example of VocalDissonance. See WTHCastingAgency below.



*** The Rush Jet in mid-air technique. Like above, by pressing Rush Jet and Jump at the same time, you are able to land on the Rush Jet in mid-air. You not only are given an extra jump layer, but can bypass a lot of obstacles that are either time-consuming or very difficult.

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*** The Rush Jet in mid-air technique. Like above, by By pressing Rush Jet and Jump at the same time, you are able to land on the Rush Jet in mid-air. You not only are given an extra jump layer, but can bypass a lot of obstacles that are either time-consuming or very difficult.
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* WTHCastingAgency: Mega Man's [[Creator/BenDiskin English voice]] has received a bit of flak, with many fans commenting how [[VocalDissonance oddly and inappropriately deep it sounds]], especially since he's generally had a much younger and boyish-sounding voice in games like ''VideoGame/MegaMan8'', ''VideoGame/MarvelVsCapcom'', and ''VideoGame/MegaManPoweredUp'' (which wasn't as deep by comparison). While the [[WesternAnimation/MegaMan Ruby-Spears cartoon]] [[OlderThanTheyThink had done the same thing]], it matched Mega Man's appearance as a muscley robot teen. ''WesternAnimation/MegaManFullyCharged'' also has an adult male voicing the child-like Mega Man, but he does a good job at convincingly sounding like a kid. Averted with [[CrossDressingVoices his Japanese voice]], which sounds younger and closer to that of the three aforementioned games.

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* WTHCastingAgency: Mega Man's [[Creator/BenDiskin English voice]] has received a bit of flak, with many fans commenting how [[VocalDissonance oddly and inappropriately deep it sounds]], especially since he's generally had a much younger and boyish-sounding voice in games like ''VideoGame/MegaMan8'', ''VideoGame/MarvelVsCapcom'', and ''VideoGame/MegaManPoweredUp'' (which wasn't as deep by comparison). While the [[WesternAnimation/MegaMan [[WesternAnimation/MegaManRubySpears Ruby-Spears cartoon]] [[OlderThanTheyThink had done the same thing]], it matched Mega Man's appearance as a muscley robot teen. ''WesternAnimation/MegaManFullyCharged'' also has an adult male voicing the child-like Mega Man, but he does a good job at convincingly sounding like a kid. Averted with [[CrossDressingVoices his Japanese voice]], which sounds younger and closer to that of the three aforementioned games.

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