Analysis of Megaman
Core combat mechanics
Charge shots
Normal shots
Jumping
Running
Enemy design
Enemy design is based around forcing you to jump and shoot; the enemies have limited direction their bullets move just like you but in something like Megaman X8 with homing bullets you have it where they are slower and more restrictive.
Free aiming attacks like what Axl can do is nerfed compared to other characters and their given abilities.
Someone like Zero is given a smaller time to kill because his playstyle is far more risky for engaging in combat.
Megaman or X having the middle of the pack with the middle difficulty path for gameplay aspects.
A lack of reloading?
These games don't use a reloading system because charging an attack is the reload basically; charging the attack you get a more powerful attack and choosing how strong of an attack to use. Longer charge = longer reload, weaker charge means shorter reload if you really think about it.
This is why you see railguns in games often times not having a reload mechanic.
Number of enemies
You see two to three enemies in a given level for the design and the enemies themselves have abilities and moves that interact with the level not just the player (not counting the earlier games Megaman 1 through 7)
The lack of enemy design but squeezing more out of the limited enemies you are using.
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