I just finished the main game and the first Ray level and overall I really liked it as a "Megaman" type game but the score it gets is understandable. The only stage I didn't enjoy was the one with Call and the final stretch of the game felt short, specially since its missing the "now fight all the bosses again" that the Megaman games tend to do at the end. Just for context I never been a fan of classic Megaman and the only one I finished was the first Gameboy one, but all the other "main" Megaman series I love (except Starforce, never got a DS so I don't know anything about it).
What I liked:
*I do like the story focus, I know people hate that the game is interrupted by the story but as a first play through I like it, but there should be a way to disable them for a second play (haven't checked if there is an option or a game mode for it).
*I find that the challenge is good on normal, not a breeze and not too hard. I'm accustomed that "normal" these days means easy and hard mode is the true normal mode.
*I really like that the Mighty Numbers interact on the other stages helping Beck and hopefully if there ever is a MN9-2 they can have a bigger role for example: Beck gets kidnapped close to the end of MN9-2 and you have to control all of the Mighty Numbers on different parts of a stage to rescue him.
*I love that defeating Brand basically transforms you into Zero so for those that prefer to play close range (like me) get another play style unlocked.
*Although I didn't use it much I do like that there is a crouch dash that you can use to dash under enemy bullets.
*It's nice that you can quick select up to three forms.... but the button utilization could have been better like having it be more like Ni-oh sword stances(hold R1 and the face buttons become four posible forms).
What I didn't like:
*I know that it's "tradition" but I don't like that the bosses powers have a bar that limits their use, It always makes me only use them when I need them so I play for the most part as Beck/Brand. Luckily on MN9 it's the best version of it since their powers recharges with time or by absorbing enemies so it's not that bad but I still wish that this concept dies and just balance the powers for regular use.
*When you scroll the MN powers Beck should transform immediately instead of having to confirm them, this I find to be the most annoying aspect of the game.
*This is a nitpick but I wish that there was a pre-established order for the MN powers instead of using the order I defeated them.
*I wish that every MN Power was more of a "move set" to give them more of a use instead of just one attack. In other words I want them to be more like Brandish power with his sword attack/Sword Spin/Down Slash and even his power could've used R1+attack to use his dive kick/slash.
*Should've used MMX wall slide mechanic instead of edge grab they use.
*You lose your healing items if you die.
*There should be a way to cancel the downward dash.
Random thoughts:
*The cutscenes should've been like the ones in Ray's mode since it's obvios that the models aren't made to emote. You can even see they just pasted a mouth texture on Grahm's mouth without making sure it looks natural:
https://youtu.be/f66XwaZxDv0?t=29m8s
*They should've done more with the Mighty Numbers like having them hang out on the main menu lab and be able to talk to them.
*Aviators stage was my favorite and it also looks nice.
*It really bothers me how Sanda has his suspenders over his lab coat.
*Played on PS4 and only noticed framerate issues on a part of Cryosphere stage and one of the last stages, aside from that it ran well but I do agree it should run better.
*Really didn't like that Call for some reason talks like a robot, it's really weird since all the other robots talk "normal".
*Ray's R1+attack should be her mouth laser.
So yeah, my final thoughts: The game was able to scratch my Megaman itch and I would like to see a sequel that improves on the game but I won't be sad if there isn't one.