Serious question for the Mega Man die hards here. And for the record I don’t condemn Mighty No.9 or anything, I would consider myself neutral. How many Mega Man games have you played and beaten? Counting ALL of the games including spin offs. If you’ve played a majority of them or even just most of the main series and X what keeps you coming back for more? My main problem with the franchise is that the sequels are not different enough from each other and that just gets boring after a while. Following the same pattern in nearly every single game.
I will be interested in this one if it’s something different. I don’t want a level select of 6 levels, beat all the bosses and then head to the real boss and play through another 2-3 levels and finally face him, defeat him, and he gets away or learns his lesson. I don’t want a “Boss Order” that I have to know ahead of time in order to make the game a little bit easier and find all the secrets quicker. I just find it odd that so many of the games are so identical. I mean Castlevania 1 and 3 are similar but obviously different. Rondo of Blood, Bloodlines and Castlevania 4 all have the same kind of gameplay but are very different from each other. Just saying.
sweet, a nigga can get the linux version it looks like. theyre not that far from 1.5 million to not hit it. plus dat turbo mode and new stage. i honestly just wanted it to hit at least 1.5 million.
Seriously, why would anyone want healh regen in a platformer ? That mechanic only works in first person shooters because most games in the genre nowadays are designed around enemies with undodgeable hitscan attacks, which is something platformers traditionally don’t even have.
The only platformer I’ve played that was designed around a form of health regen was Yoshi’s Island, and that was arguably the worst mechanic in the entire game, as it trivialized the importance of enemy placement and made Yoshi invincible to pretty much everything that wasn’t an instakilling stage hazard. Seriously, when the only punishment the player has for getting hit by a regular enemy is having to hear this ( https://www.youtube.com/watch?v=f0nYKgkFvMM ), then you really know there is something seriously wrong with the way the game is designed.
I can’t help but salute Inafune regarding this game; you can tell he is really passionate and wants his legacy continue well into the new generation of gamers. I had such fond memories playing RockMan back in 8-bit days and the X series(‘holy shit, he can HADOKEN?’)
Reading some of the comments in this thread I can understand how Capcom stays in business now. Yoshi’s Island is badly designed? GTFO with that shit… Hearing that baby cry is one of the most gut-wrenching things you can deal with as a player. Baby Mario’s crying alerts you and everyone nearby that you fucked up, and have to fix it.
@Louiscipher- I’ve played nearly every single Mega Man game excluding Mega Man & Bass. I love Mega Man. The games have a specific pace and playstyle that can’t be matched by other run and gun platformers.
I come from a different era, I guess… I never felt that the games are repetitive like so many “game reviewers” like to toss out. But I place gameplay first and foremost over everything and the mechanics and flow of a good Mega Man game(even just an average one, for that matter), place me in a state of gaming nirvana that I have yet to achieve in a modern game that isn’t Bayonetta/Ninja Gaiden/DMC 3/4.
It’s why I like fighting games. Learning the system, getting the most out of the game, and then challenging your knowledge of the game against other players gives me that same feeling. I can’t get that feeling from most single player games anymore… Not with all the focus on set pieces and voice actors and cutscenes instead of a consistent, flowing gameplay that forces you to get better to proceed.
That’s just one of the myraid reasons why I love Mega Man. I could write a novel on all the other little touches, but this post is already way too long…
I’ve played and beaten all X games aside from Command mission. Megman 7, 8 , 9, 10, megaman and Bass, Battle Network 3-6, Legends 1 and 2, skipped all the starforce games because fucking shit that design makes my eyes bleed. I don’t know why I haven’t gotten tired of the gameplay yet. I really like the stories of the games. They all have cool levels and great music. Maybe It’s because it’s the only platformer that I’ve really liked ever since I was a youngin. I don’t think I’ll ever get tired of megaman games unless they all become like X6.
Oh, don’t get me wrong. I think Yoshi’s Island is a competent platformer with a very charming art style, a catchy soundtrack, well designed levels with tons of secrets, and some of the best boss battles in the entire Mario series (Giant Baby Bowser and Raphael the Raven immediately come to my mind)… But the time-based health system in that game sucks, period. Ten in-game seconds to rescue Baby Mario is quite a lot of time, and the fact that the timer in question slowly increases back up to ten once you rescue Baby Mario means that getting hit by an enemy is mostly inconsequential. Sure, there are a few enemies that can carry Baby Mario away, making it harder to rescue him, but they are not abundant enought to pose a real threat over the course of the game. Sure, some well placed enemies can knock you off platforms and kill you, but they could have been just as easily implemented in a game with a traditional lifebar. And as if the game wasn’t easy enough, things get even more ridiculous once you realize that if you collect enough stars the countdown timer can increased to a maximum of THIRTY SECONDS.
The designers themselves, of course, were aware of the limitations of such health system, and as such, they increased the amount of instakilling stage hazards such as spikes, crushing ceilings, lava and pitfalls in later levels of the game, which is why platforming remains fun and challenging even in spite of the ill-designed health system. But frankly, unless someone here is able to meticulously explain why Yoshi’s Island couldn’t have worked or would have played worse had they implemented a traditional health bar or at least removed the health regen, there remains no doubt in my mind that the health system was their worst design decision.
Man, I aint gonna lie, I haven’t played a mega man game in a long time. I wonder what Item’s if any will carry over with this new design and concept they have planned…
It’s the entireity of the game that makes me come back.
Every level, enemy, weapon working together to make a perfect run and as fast as possible. Different ways to beat the game, so many artificial challenges. the game is just fun fast paced action, and its even better because you can slow it down or make it faster if you have the skills.
I really freaking hope that this works and Capcom allows Inafune to complete Legends for console. One of the biggest gaming injustices is that we never saw the ending for Legends. That series was the best, and most emotionally evolved of the series, and its story the most immersive and mysterious of all Megamans.
The new game+ stretch goal has been reached. The documentary stretch goal has been dropped from 2 million to 1.75 million and console goal dropped from 2.5 million to 2.2 million.
I’m so ready for PS3/Wii U/360 versions of this. Gonna put some money on my Bank Card tommorow and contribute.
And why not include regenerating health AND standard health in the game? Regenerating health making the game easier and classic health making the game more challenging. Win-win situation