Mega Man Legacy Collection 2
Four post-NES Mega Man games in one package, spanning 16-bit SNES to retro-revival 8-bit, essential if you missed any of them, debatable if you already own them all.
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About Mega Man Legacy Collection 2
I came into this one curious rather than nostalgic, and what I found is a collection that earns its 84% Steam rating honestly but never quite shakes the feeling of being the lesser sibling. Mega Man Legacy Collection 2 bundles games 7 through 10, and the tonal whiplash across that span is genuinely wild: you open with Mega Man 7's chunky 16-bit sprites and colorful SNES stage design, hit the 32-bit anime-cutscene chaos of Mega Man 8 (complete with its legendarily rough English dub), and then the collection does a full reverse and drops you into Mega Man 9 and 10, both of which are deliberate 8-bit throwbacks developed by Inti Creates, stripping out the charge shot and slide mechanics to channel something closer to the feel of the first two NES classics. Each game plays differently enough to keep the lineup from blurring together, which is more than the first collection's six NES titles could always claim. Mega Man 9 is the standout and the most brutal: no charge, no slide, unforgiving spike placement, and a shop system where you spend collected bolts on E-Tanks and lives just to survive. Mega Man 10 loosens the difficulty, lets you play as Proto Man from the start, and unlocks Bass after completing the game, with Bass bringing his own spread-shot moveset and three bonus stages featuring Mega Man Killer bosses Enker, Punk, and Ballade. Mega Man 7 gives you a bolt-collection loop for spending at an upgrade shop, and Mega Man 8 throws in shoot-em-up segments and snowboard sections mid-stage, making it the most structurally varied entry of the four even if it is routinely ranked last by the fanbase. The wrapper around these four games is where the collection draws most of its criticism. The first Legacy Collection, developed by Digital Eclipse, included save states and a rewind feature. This one, built internally at Capcom, replaced those with checkpoint saves at predetermined spots and an Extra Armor mode that halves incoming damage. That is a meaningful downgrade for anyone hoping to casually chip away at Mega Man 9 on a lunch break. Challenge mode partly compensates, piling on stage remixes, boss rushes, Buster-only runs, and timed missions with global leaderboards, and Mega Man 9 and 10 carry over their original challenge lists too. The museum is slim compared to the first volume, offering concept art and a music player but losing the boss bios and design commentary that made the predecessor feel like an archival release rather than just a port bundle. For newcomers, the honest pitch is this: Mega Man 8 and 9 in particular are genuinely hard to find and play legitimately on modern hardware outside of this collection, so the access value is real. If you have never touched any of these four, you are getting a satisfying run of action-platformer history spanning three different visual eras, with enough bonus content to extend playtime well past the handful of hours each core game takes to complete. If you are a returning fan who has played all four and wants the first collection's save-state flexibility, you will notice what is missing. The Japanese versions of all games are also selectable by switching the compilation language, which is a quiet but appreciated option for purists. Alex, Scout Team
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Game Info
- Developer
- CAPCOM CO., LTD
- Publisher
- CAPCOM CO., LTD
- Release Date
- Aug 8, 2017