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Mega Man 3 review

Posted : 3 years, 1 month ago on 1 March 2021 06:06

Es un buen juego, mejoró ciertas cosas que el 2, pero también tiene sus problemitas, que de por sí no son tantos. El diseño de nivel en sí, está bien, lo malo es la segunda fase para derrotar a los robots del Mega Man 2, que ya de por sí tiene un diseño de nivel algo regular, y el castillo de Wily está desbalanceado. Y en armas , está bastante decente, hay armas buenísimas como la de Magnet Man o Hard Man, pero hay otras mediocres como la de Top Man o Spark Man


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Mega Man 3 review

Posted : 11 years, 10 months ago on 1 July 2012 10:02

When it comes to the NES Mega Man titles, there seems to be no greater rivalry than Mega Man 2 vs. Mega Man 3. Even if a fan prefers one of the later installments, it's unlikely that these two games, instrumental in forging Mega Man's identity, end up on equal ground. So which camp am I in? Despite my best effort not to add to the seemingly endless love for Mega Man 2, I have to go with it, not Mega Man 3. But why? While I can't exactly say Mega Man 3 is "busted," there are some design choices at work here that really throw a wench in the experience for me, things that were fine last time out and should have been left alone.

A lot of Mega Man 3's problems center around boss fights. First of all, the amount of crash damage one receives from making contact with a robot master is flat out wrong. I can understand this kind of damage being higher from a fortress boss, but I shouldn't lose one-fourth of my health for what is essentially a silly hit. The problems continue as the built in invincibility period after a successful hit on a boss has essentially been eliminated. This means you can score hit upon hit in quick succession without waiting between blows. While one could see pumping ammunition down an enemy's throat as a good thing, there are times were it absolutely destroys any semblance of challenge this title has to offer.

The game's other main flaw revolves around the addition of everyone's favorite canine sidekick Rush. Mega Man 2's Item 1, 2 and 3 have been replaced by the Rush Coil, Jet and Submarine. Giving such items more of an identity is appreciated as is their necessity in navigating the levels. What's not welcome is setting up the stages and power-ups in such a manner where the player can get stuck with no recourse (other than to exhaust their lives and continue) because power ups don't respawn after death. This becomes a real issue in the somewhat pointless Doc Robot levels as do continue points.

As much as I love Mega Man, I can't give Mega Man 3 the same kind of love I give Mega Man 2. Again, there is no reason to put that game on a pedestal but it is free of the problems found here, as are solid outings like Mega Man 4, 5 and 6. That said, I have to agree with Keiji Inafune that there are many things here that could have benefited from being redone and the change in leadership from the teams that crafted the first two games definitely shows at the end of the day.


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