Reestablishing its unwavering devotion to conspicuously similar sequels, Capcom decides to bring the blue bomber himself to the 32-bit systems. Comprehensively aware of the acclaim they receive for their continued use of 2-D graphics in an increasingly 3-D world, the company decided to continue the Mega Man tradition of side scrolling action while employing graphics which are completely hand-drawn. This decision was initially viewed as a cheap way out, but the end result nevertheless deserves applause as Mega Man 8 features seamless, fluid animation, hundreds of brilliant colors, and no slowdown. Indeed, while the visuals in the game are unmistakably Mega Man---and, for that matter, unmistakably Capcom---the past games have never quite reached the level of graphical achievement that has become possible only recently on the PSX and Saturn. Even small, unimportant objects are rendered with care and attention, while the larger enemies and bosses seem to be taken right out of an anime cartoon. The various backdrops all feature the expected animated Capcom look, and are for the most part intricate and beautiful. Perhaps as an intentional statement against the overuse of cheesy 32-bit special effects, the effects in Mega Man are nothing that has not been tried before. Pleasing anime action sequences are found throughout the game, and show a bit of innovation, as well as an appropriate use of CD technology in the title. As a whole, the graphical presentation of MM8 will undoubtedly please Mega Man purists with its exceptional animation and gorgeous scenery. However, the lack of anything more than that may cause many players accustomed to effects aplenty to turn their heads in rejection, which, in a way, is justified. After all, when you are given 32-bit technology, why not use it? That question may also be asked when one addresses the issue of sound in Mega Man 8. Again, the music and sound effects are taken straight from Mega Man's past. Although that is to say that the effects and sounds are quite good, they seem more fairly suited for a system without the advanced audio capabilities of CD-quality sound. While innovations---most notably the fact that the blue bomber is quite vocal in this new adventure---do exist, there aren't enough of them to satisfy the justifiable desire for a Mega Man adventure which utilizes 32 bits in its entirety. Is Capcom also trying to be stubbornly married to the sound quality of its past games as well? The gameplay in Mega Man is immediately familiar to anyone with experience with the Mega Man series. You choose a level, which often features a set theme, and then fight the customary boss at the end of the stage. With each defeated opponent, you are rewarded with the acquisition of that opponent's weapon, which is an integral part of the Mega Man gameplay. Blah blah blah, you probably know what to expect from this game and you won't be surprised, but perhaps a little disappointed. While the game's action and level design is unquestionably top-notch, it may offer too little to initially attract any new players. Additionally, without offering anything substantially unique, the game might prove too similar to the past seven games to warrant its attention on the 32-bit systems. At best, the game is what it is, and if it weren't ten years old and 15 games late, it would probably get a higher ranking. Since most of us have already seen and done that, it's just a continuation of a classic series. As such though, you really couldn't have expected much more. As for the difference in the score I've given the two versions, the Saturn version was crisper and occasionally better animated than the PSX version, but on all other aspects the two versions can be considered equal. |