I felt like I actually had to strategize and think about what items and upgrades I bought first, and I actually had to use E-Tanks to beat some bosses I didn't have the best weapon for, since I didn't know the boss order yet. This is probably where people who have recently played through the MM Legacy Collections will want to start. I played on normal and felt like the challenge was just right. Casual is also very easy, but doesn’t give you infinite lives or as many freebies, like Beat. Everything is pretty much a pushover in this mode. Light’s Lab upgrades preinstalled for free, among other things. It gives you infinite lives infinite Beats, which pull you out of pits you take less damage and do more damage there's no knockback and you get a few of the Dr. Mega Man 11 has 3 difficulties available from the start and a harder “Superhero” difficulty unlockable by beating the game on normal. It’s unlike any fire themed level in previous Mega Man games. For example, Torch Man’s level is a robot campgrounds with robotic gas lantern owls that light the night, robot mushroom torch enemies that can be used as platforms, and walls of flame that chase you through lumber platforming mazes. There are some returning enemies and obstacles, but the levels feel new and fresh, and not like a greatest hits of Mega Man levels. Every level has some kind of unique obstacle or theme that sets it apart from the rest, without feeling gimmicky. The level design is very linear, and there's no exploration or hidden items, like in MM7 and the X series. ![]() ![]() You can beat the game without using it at all, if you're really hardcore.Īside from the Double Gear system, MM11 feels a lot like classic Mega Man. ![]() You can ignore it if you want a more old-school experience. It lets you to play around with the platforming mechanics and helps you get through some sections with ease, but it is not mandatory. The Double Gear system is a cool addition to the classic Mega Man gameplay.
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