I wish I had more to say about Megaman 5, but it's very clearly a game where the franchise was just running on fumes. For clarity, this game was released in North America 11 months after Megaman 4. Was this game rushed? Was the development rushed? Did Capcom have the development cycle of this game so tight that making a whole sequel took less than a year? I will just get into my thoughts:
-The larger size of the a fully charged Mega Buster, along with the shortened charge time is much appreciated. It actually makes it the more useful weapon in the entire game, even against most bosses.
- This game has some truly awkward level design. Gravityman has a gravity manipulation gimmick, and it is fine for an early 90's game. Waveman has an "ok" wave riding section, but it is so spammed full of enemies it doesn't feel "fun".
- Some enemy weapons are so situational or poorly made that they aren't even useful against their boss order weakness. Examples include Charge Kick and Power Stone. Star Shield disappearing right after ANYTHING hits it makes it the most worthless shield item in the series, I think.
- Probably in retrospect, loading a level with instant kill spikes in an effort to make it more difficult is not the best move.
Much like Megaman 4, I did not dislike this game nor did I love it. Again, it was jsut sort of....there.
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