Alright, just played through the demo. A few impressions of mine from yours truly:
Upon starting up the demo and seeing the title screen, I selected "Options." Thankfully, you are allowed to map controls in whichever way you see fit; in fact, you actually have the option to map a dedicated slide button this time around. You can choose between a slide button and a rapid fire button (AFAIK you can't do both without missing another control because there aren't enough buttons for it), which makes me wonder how Rush Jet (which is confirmed to be in the game) will be handled considering that Rush Coil has its own dedicated button as well. Unfortunately, your control scheme isn't saved, so if you're starting up the game again it reverts back to the default scheme. But there is a silver lining to that, which I'll get to later. Anyway, apart from that there's also the usual shit of adjusting the brightness, adjusting the volume, and choosing the language for the text and voices (unfortunately, there's no option to turn the voices off, but if you're not a fan of the English voices you can just go full weeb and switch to the Japanese ones).
Straight from the get-go, you're offered three difficulty settings: Newcomer, Casual, and Normal. (I like to think) I'm not a casualfag, so I selected Normal. I assume you have to beat the game once (either at all or on Normal) to unlock the Superhero setting, but regardless it's not a part of the demo. You're then given an optional hands-on demo of the new Double Gear System as well as the desperation attack when you're low on health, which is nice to have. Onto the stage select screen. What's really cool is that you can test out the special weapons you have outside of the stages. I don't know if this will be a feature in the full game, but it's really useful to have in the demo because you're given two weapons to play around with, namely Fuse Man's Scramble Thunder and Impact/Pile Man's Pile Driver. This demo only contains one of the eight main stages, namely Block Man's stage, so no points for guessing what I did next.
Right off the bat, the controls feel as tight and responsive as they ever were, and the proportioning between the stage design and Mega Man himself is just right. So if you're worried that Mega Man's model might be a bit too big like in
7 or that Mega Man might feel a bit sluggish like in
8, you can put those concerns to rest. That said, it's not 100% like the 8-bit titles—for one, the slide feels a tad bit short compared to previous games, but it's nothing you can't get used to. Same with ladder climbing, which is about the same speed as the first two games as opposed to the quicker speed of the later ones. But most importantly, the punishment for getting hit is much greater thanks to the increased amount of frames needed to restore your footing. It's almost like every attack will give you a bit of a shock. You really can't afford to just recklessly bum-rush through the stage while tanking hits this time around, which brings me to my discussion of the stage design.
In Block Man's stage alone, you have precision platforming, carefully placed enemies, a decent amount of twists and turns and verticality—shit one would normally expect out of a
Mega Man game, which is a great thing. Block Man himself is also a decently challenging boss considering that there are three phases to take into account, and you need to change up your strategy to accommodate for those patterns. Everything is clearly built in a way that encourages usage of the Double Gear System (e.g., the Power Gear is useful against some of the spongier enemies, while the Speed Gear can slow down obstacles that can otherwise be difficult to overcome), but since it's 100% optional, the game never successfully forces you to use it. Speaking of the Double Gear System, I found myself overheating quite frequently—it's never a good idea to overestimate the amount of time you're using it. It's got a bit of a learning curve, but once you understand how it works and can properly use it, it's a very powerful mechanic that can help you through the tightest of spots. Pretty convenient. And while we're at the topic of convenience, there are actually three ways to switch between special weapons in this game. You have the pause menu as usual in case you're not a fan of switching weapons in real time, you can cycle between them using the shoulder buttons, and you have the weapon wheel mapped to the right control stick whose directions correspond to the placement of the Robot Masters themselves on the stage select screen. Oh, and that silver lining I mentioned earlier? You can change your control scheme in the pause menu, kind of like in the later
X games, so that's nice to have, too.
Overall, I had a great time, if not the easiest. I'd already seen Block Man's stage, like, 50 times before actually getting to play it myself, but of course, watching it and playing it are two different things. And I'm happy to report that the game plays very well and feels very polished from what I've played of it. It seemed to me like a consolation prize from Capcom after the Nintendo Direct was delayed. Next month can't come any sooner. Until then, Block Man's theme will probably play in the back of my mind on loop for the next four weeks. It's
so good...
Oh, and I neglected to mention this in my last post, but
a new Robot Master has also been revealed, so check out the link if you're interested in that.