Finally got around to replaying Megaman 8 because I hate myself, remembering that I reaaaaaaaaaaaaaally didn't care much for the game my first time around. However, upon review, it's actually not half-bad in most respects. It had some unique and clever design in areas, and while I'm not too certain the sudden genre shift in the Rush Jet segments is exactly fitting, it was still pretty enjoyable. There was even a Rush Bike, which, while I found little use for it, was pretty awesome. Heck, the graphics were nice and created some nice atmosphere in most of the stages.
Some minor complaints about it include the standard Megaman fare, areas that seem a bit too rough to navigate at times, some enemy placement that made me go "why?", an enemy or two that had an annoying pattern, some bosses with incredibly-difficult-to-dodge attacks. Another one that's not so typical (except of Megaman 5) is that the stages are a bit on the lengthy side. Actually lengthier than 5's. They just kinda drag on, and while there are some neat ideas, they aren't enough to sweeten the long play. I like Megaman games because the levels aren't too long but are still packed with fun level design and enemy battles. I don't like them when they drag on. But again, it's a minor complaint, just like how Megaman's in-game sprites look a little odd to me.
As for major complaints... here's a list:
1. No E-tanks? No tanks at all? Why remove those? They're a staple, and would have smoothed the ride out dramatically through the tougher segments. There's supposedly a Rush Charger ability that exists, something I learned after beating it, but I'm not sure if I found it, and if I did, I didn't really look at my abilities except for one time.
2. The midbosses in the stages have way too damn much health. Duo had the same. The regular bosses for the most part seemed fair on the health, but these two... sheesh, nerf a little, please? I know some midbosses in the past seem to have a lot of health, but these ones felt like they had much more.
3. Megaman 3 introduced a wonderful concept that the next three games repeated: The Wily bosses have their own stage apart from the robot master rematches. Well, 5 had the Wily Press in the same stage as the rematches, but it was pretty laughably easy, and the machine and capsule were in the next stage. Basically, this is a very nice convention 7 decided wasn't a good idea, and 8 followed in 7's footsteps here: The Wily bosses share a stage with the rematches once again. The machine and capsule are tough in both games, too, meaning game overs are likely, and no one wants to have to fight the robot masters again just for another chance at the final bosses. Yes, this is one of my problems with 1 and 2 as well.
4. The boarding segments are just terrible. They last far too long and the controls are occasionally unresponsive, leaving you to die in a pit despite being absolutely sure you pressed the jump button. It's also so hectic that you can find yourself jumping to avoid an obstacle but have no time to recover and make the jump to the next platform. Speaking of, the "JUMP! JUMP!" and "SLIDE! SLIDE!" voice prompts are downright irritating. As much as I hated the wave bike segment in Megaman 5, these board segments are absolutely worse by far.
5. As hinted at above, and last but not least: The... the infamous voice-acting. I know it's always made fun of but it really does suck, and really leaves a bad impression on the entire game. Megaman sounds like a girl, and his shouts and yells of "POWER SHOT!" can grate pretty quickly. But not as quickly as the dialogue from the bosses... holy hell. Frost Man and Clown Man stand out as the worst examples, Frost Man with a generic dumb brute voice with a slight accent, and Clown Man... who also sounds like a girl (I believe he and Megaman share an actor) and has to shout "WHAT ARE YOU DOING?! MOMMY!" every time you use Tornado Hold on him. The cutscenes are just laughably and painfully bad, and if it were restricted to them alone, it would be fine, since you can use them as humor value or just skip them, but no, they had to slip the bad acting into the gameplay itself, and it really just makes the gameplay experience far less fun.
So... yeah. I'll be giving the 8-bit demake a crack sometime soon, and it will likely be the only version of Megaman 8 I ever play again. In the end it may not fix all the issues I had with the original version, but it'll fix a couple, including point #5, which for me is a very major point. Hopefully it delivers well, but I ain't ever touching the original version ever again.