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Mega Man: Powered Up
Score: 90%
ESRB: Everyone
Publisher: Capcom
Developer: Capcom
Media: UMD/1
Players: 1
Genre: Action/ Platformer (2D)

Graphics & Sound:
Much like Mega Man Maverick Hunter X, Mega Man: Powered Up has received an overhaul in nearly every aspect. The most noticeable is, of course, the graphics – which sport a super deformed, “kiddie” look. The new look pushes the notion of the original series’ place as the more “kiddie” of the two series (with the X series being considered the “mature” one by some). Everything about the game has a light-hearted feel; from the bobble-headed characters to the simplistic artwork found in every level. Even a number of “cute” animations have been thrown in, like Mega Man slipping around on ice/oil, or little stars floating around the heads of defeated boss robots.

Powered Up features two soundtracks to go along with the two game modes. Old Style features the original songs as they appeared in the original release while New Style features remixed versions. Both fit their respective modes well. In an attempt to add more substance to the game’s story, voice-overs have been included for each character. I wasn’t particularly blown away by the voices or the dialogue, but they’re adequate and don’t push the annoyance limit far enough to warrant turning down the sound.


Gameplay:
Mega Man: Powered Up features two single player modes: Old Style and New Style. Each carries the same look and goals with the main difference being level layouts. Old Style is basically the original Mega Man with new graphics. Level designs remain untouched, as are several other elements. This mode is more for nostalgia buffs.

New Style, on the other hand, is a completely reworked version of the game. Level designs have been revamped and feature multiple paths that can be unlocked by using certain boss weapons. Doing so adds replay value since many of the alternate paths will lead you to new tile sets to use in Construction mode. Two new robots, Time Man and Oil Man, also join the original six. The new layouts and bosses are pretty tough; something you wouldn’t expect from a game that looks like it is aimed towards younger players. Some levels, like the Guts Man stage, will really work your platforming skills.

Another addition is the ability to play as Wiley’s robots once you defeat them. However, unlocking these robots as playable characters requires you to only use your arm cannon, so there is some challenge there. Playing through a level as a boss robot isn’t that big a bonus and, at times, it felt more like fan service than a whole new experience (like Maverick Hunter X’s Vile Mode).

The two single-player modes are enough game for anyone, but Capcom has gone ahead and thrown in additional modes, Challenge and Construction, to ensure you’ll have Powered Up spinning in your PSP for a while.

Challenge mode is a series of 100 modes that test your skills. Some are simple platform jumping exercises, while others are a little more complicated and will require both mastery of skills and a little luck.

As the name implies, Construction mode is a level editor that lets you build your own levels from the ground up. After choosing the basic “blocks” that will make up your level, you can easily piece it together thanks to a very simple layout interface. Once the level is done, you can go back in and set traps, enemy placements and boss encounters. Even better, you can trade your levels online or download other people’s creations.


Difficulty:
Regardless of which style you’re playing, Mega Man: Powered Up is a nice challenge. The reworked levels in New Style are considerably harder than those in Old Style. Much of the difficulty comes from the “stripped down” feel the game has compared to “modern” platformers. Mega Man is limited to running, jumping and shooting. I can’t tell you how many times I tried to slide, duck and wall-cling during levels – most likely a by-product of playing the X series so many times. Additionally, you’re limited to three lives and limited energy per level, which also takes a bit of adjustment for players who have little concept of limited lives in games.

Game Mechanics:
Overall, Mega Man: Powered Up’s mechanics are sound. Mega Man’s move set is limited to three moves, so there isn’t a lot of room for complicated procedures. One button shoots, another jumps and if you press both at the same time, you can jump and shoot at the same time. However, the shooting elements are only half the story since platforming really takes center stage in levels, especially those found in New Style.

Again, the controls are functional and never hamper enjoyment, yet they never seem all “there”. There’s a certain noticeable looseness, or at least a delay, that comes with every button press. Tapping forward will sometimes cause Mega Man to slide just a little too far and it feels like there’s a slight delay between jumps. When playing in Old Style, this isn’t much of a hindrance, but in New Style, it can cause unnecessary deaths. Many areas, like the trap-door conveyer belts in Guts Man’s stage or the swing pendulums in Time Man’s, require pin-point timing and precise jumps to pass.

While I wasn’t as bowled over with Mega Man: Powered Up as I was with Maverick Hunter X, I still found it an enjoyable addition to my PSP library. The challenge level may not appeal to everyone, but it is still worth checking out whether you’re a Mega Man fan, old school gamer or just someone looking for a fun, solid game.


-Starscream, GameVortex Communications
AKA Ricky Tucker

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