Unlike most of the other games I’ll play at E3, a single level of Mega Man 11 is actually enough to give a comprehensive look at the quality of the final product. There are two available for my session — Block Man and Fuse Man — and I will only have time to complete one before I move on to bigger and bloodier things. As my Capcom handler breaks down the controls for me, I have some apprehension about the changes made to the series.

For the first time in the franchise, Mega Man has added abilities called in the form of the Double Gear system. For my demo, I have access to the Power Gear and the Speed Gear. Both share an energy meter that shorts out and makes them unavailable if I keep them powered for too long. The Power Gear lets Mega overclock his attacks, unleashing hellfire on his opponents, while the Speed Gear slows time and movement.

Together, I wonder if the two gears will break the game. They don’t. In fact, as I barely survived my scuffle with Block Man on normal difficulty, any thoughts of Mega Man 11 being broken or too easy are replaced with an intense craving for more.

Mega Man 11 proves Capcom still has a knack for the series screenshot

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Source: Destructoid Mega Man 11 proves Capcom still has a knack for the series