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Not content with releasing a remake of Mega Man X on the PSP in
the form of Maverick
Hunter X, Capcom went and released a second remake in the space
of a month. Mega Man: Powered Up is an overhauled and infinitely
deeper remake of the very first Mega Man game ever, which appeared
on the NES way back in 1987.
Mega
Man offered an intense 2D platforming and shoot-em-up action adventure
that was unbelievably well received across the globe; Capcom subsequently
- and understandably - milking the series for all it was worth,
spawning - at the time of writing - seven sequels, eight Mega Man
X games, five Battle Network games, four Mega Man Zero games, Mega
Man: Network Transmission, an RPG in the form of Mega Man X: Command
Mission, along with countless other spin-offs, compilations and
remakes, which I can't remember off the top of my head and - if
only for the sake of limiting this review's word count - simply
refuse to take the time to research. Believe it or not though, the
original game that kick started the boy in blue's superstar status
still holds up exceptionally well after all this time; nearly twenty
years after its original release. Admittedly, here it's been tweaked
and has also had truckloads of additional extra bits and pieces
chucked into the mix, but the simple core gameplay that made the
series such a winner in the first place remains untouched for the
most part.
The
story is as follows: the year is 20XX (ha!) and robots and human
beings live together peacefully. The world's top scientist, Dr.
Thomas Light, creates a helper boy robot that he names Mega. With
Mega's help, Dr. Light creates a number of more advanced robots,
each tailored to carry out specific tasks. Suddenly, the evil scientist
Dr. Wily whisks them away, but not before getting into a stereotypically
evil super-villain monologue about how he's going to use them to
rule the entire planet(™). Upon seeing that Dr. Light appears to
be more than a tad miffed over what has just happened, Mega urges
that Light upgrade him so that he can pursue the demented Dr. Wily
and fight for the other robots' freedom. Light obliges and Mega
Man is born.
First
things first, I really cannot state enough that the mundane story
and cute-to-the-max presentation that this game rubs in your face
right from the outset hides what is easily one of the most robust
and nigh-on infinite PSP packages to date. From the title screen,
it's likely that you'll be almost completely overwhelmed by the
multitude of options on offer. Main mode is where you'll find the…
main mode; however, you're not simply presented with one game. Oh,
no! Not only can you play a remake of the original Mega Man - right
down to level design, object placement and the like, albeit with
the enhanced and cute visuals and sound that Capcom have lavished
upon the entire package - but there's also a "new style" option,
which pits you against the odds in all-new stages, battling two
new boss robots and experiencing a ton of extra goodies, which I'll
get into a little later. Old style is as fun and challenging as
it ever was, even if it is a little bare when compared to what's
on offer in the new style mode. Also, the screen in old style mode
gets compressed into a 4:3 ratio, more akin to the televisions Mega
Man players back in 1987 would have spent countless hours on, so
even the perspective and tiny character models - regardless of the
fact they've been updated - remain akin to what they were nineteen
years ago; a factor which just might bring a tear to the eyes of
the more nostalgic Mega Man fans out there.
New
mode, however, is where you'll likely spend the bulk of your time;
boasting all-new level design and two new boss robots to fight,
it'll give Mega Man veterans something to sink their teeth into
after undoubtedly waltzing through the old style mode on their first
go. New mode also gives gamers the opportunity to play through the
game in three different difficulty settings. Having played through
the game on easy, I recommend that even new players play through
the game on at least the medium difficulty, as the easiest setting
offers little to no challenge whatsoever, although admittedly it
does serve well in regards to letting the less experienced and younger
gamers out there see the majority of what the game has to offer
fairly soon. The hardest difficulty lives up to its namesake, as
it makes Powered Up one hell of a tough game to get through… which
incidentally, actually brings me back to the unrelenting cuteness
of this game.
Seriously,
this game cute. It's so deceptively cute that you just wouldn't
expect a game featuring large-headed, baby-eyed characters to challenge
you in the way this game manages to. From the level designs and
the character models to the voice acting and sound effects, Mega
Man: Powered Up oozes cute. Obviously, there's nothing wrong with
this, as the game is still a vastly challenging and engrossing affair
and nobody in their right mind should be shallow enough to be put
off by the cutesy presentation. Let's face it, if a bandana-wearing,
cigarette-smoking, cider-swilling, former Mohawk-toting Trivium
fan such as myself finds himself pining after a life-sized Guts
Man soft toy to cuddle up to in bed at night, then the game must
be doing something right at least. Speaking of the boss robots,
defeating each one not only grants you a new weapon with which to
use on your quest for justice, but new style also lets you play
as any one of the eight boss robots - Cut Man, Guts Man, Ice Man,
Bomb Man, Fire Man, Elec Man and the two new additions, Time Man
and Oil Man - provided you defeat the respective robots using only
Mega Man's default Mega Buster weapon, which allows you to only
disable the robots you defeat and take them back to Dr. Light for
repairs and a serious reprimanding over the errors of their ways…
maybe in the form of a spanking, but the game never goes into that
much detail. Each playable boss robot has access to their own unique
weapons and skills, which can be used to open up new areas in the
new style levels, in turn granting you access to extra power-ups
and other items.
Defeating
and repairing each boss robot also unlocks additional content in
the form of further stages in Powered Up's challenge mode. Once
you've unlocked every boss character, there are a total of one hundred
challenges to sink your teeth into. Each challenge basically amounts
to a very short stage with one seemingly simple objective, be it
to just reach the end of the stage or destroy a set amount of enemies.
A few of the earlier ones are not all that much of a problem, but
the majority of them are hair-tearingly difficult to overcome. They're
the kind of thing that you'll instantly figure out how to overcome
but then putting your plan into practice will prove to be a nightmare,
proving them to be infinitely infuriating and worthy of hours worth
of the gamers' patented 'one more go' syndrome.
And
what does Powered Up offer on top of the - effectively - ten main
games and the whopping one hundred challenge stages? Construction
mode. Oh yes, that's right. Powered Up allows you to create and
play your own new style stages and, furthermore, to share them online
with other PSP owners all over the world via the PSP's infrastructure
mode. Pleasingly, the construction editing tool is an absolute doddle
to use, even if the game does insist on holding your hand as it
takes you through a somewhat patronising tutorial beforehand. And
if you properly put the time and effort into the construction of
your custom designs, you can create some truly nefariously challenging
and nigh-on impossible stages with which to challenge both friends
and total strangers alike. Admittedly, you are limited to certain
tile and enemy sets for each level you create - new sets become
unlockable as you find them in the new style adventures in main
mode - but that shouldn't stop you from creating the most diabolical
stages that your mind is capable of conjuring up. Believe me; having
ventured online and downloaded a few for myself, I can assure you
that there are some truly nasty Powered Up owners lurking on this
planet somewhere. You know who you are, you twisted little sods!
There's
not an awful lot more I can say about the game, to be honest. It's
a truckload of fun, controls tightly, never lets the player down
with framerate issues, offers an obscene amount of things to see
and do, all the while oozing charm, personality and unbridled quality
from every one of its robotic nooks and crannies (now there's a
nice image to take with you). As I stated earlier, its deceptively
cute exterior houses what is quite possibly the most comprehensive
package for the PSP to date and the majesty of Mega Man: Powered
Up is something that every PSP owner simply cannot be without. It's
2D shoot-em-up platforming at its absolute best. Roll on Mega Man:
Powered Up 2, I say. Please, Capcom… you know you want to.
In
regards to which game - Maverick Hunter X or Powered Up - players
should splash out for, I simply couldn't say. To be honest, I see
each as a perfect companion to the other, as opposed to two games
that should be compared to one another. As, while at their core
the games remain fairly similar, they do offer substantially different
experiences to each other, which make it hard for me to recommend
either game above the other one. The ideal solution - get them both!
Go on, you know you want to…
Reviewed by Mark Reece for AceGamez (All Rights Reserved).
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