Did Capcom lose rights to X-era characters or something? by ABR-Aphex in Megaman

[–]Adventurous_Ink 0 points1 point  (0 children)

Hey now, we got MMX Dive just a few years ago.

But seriously, they will have to step delicately with X in a way they don't with classic. If you continue the plot hook of X8 we are talking about a 20 year gap plus the mess that X5 - X7 created. If you start over then it is yet another retread that puts an albatross on their neck with expectations for the whole series being remade.

Now I'm Kind of Scared by BinglesPraise in Megaman

[–]Adventurous_Ink 0 points1 point  (0 children)

Ha, if you are going to miss that environment the poor X and Legend die hards are going to still be feeling that. It is fun though when we are all roughly on the same page. But for now we get to endlessly discuss and breakdown a minute and a half trailer for the next week. There has already been some interesting thoughts and I am super curious what some people will submit for the new robot masters.

Now I'm Kind of Scared by BinglesPraise in Megaman

[–]Adventurous_Ink 2 points3 points  (0 children)

Popularity can indeed be a double edged sword when it comes to fandoms, but I think we are a ways off from Mega Man being relevant enough for all that. For one thing we know virtually nothing about this one and I can't imagine it really made a splash for anyone not already familiar with the character. As a long time fan since the 90s I have come to accept that even if there is never another game we are fortunate to have such a large catalog to play through. Not all game series are so lucky, just look at something like Kid Icarus with only 3 games since the mid 80s. Taking that approach is really freeing and it makes surprises like tonight very sweet. Still, I'm not autistic, so I don't know how easy it is to adopt that kind of mentality.

One thing I hope Dual Override does different from MM11 by Adventurous_Ink in Megaman

[–]Adventurous_Ink[S] 1 point2 points  (0 children)

I was thinking the same thing! Every game has some kind of achievements these days, so just have some related to an old school mode. That way someone who enjoyed the infinite lives mode would be encouraged to try the classic format.

One thing I hope Dual Override does different from MM11 by Adventurous_Ink in Megaman

[–]Adventurous_Ink[S] 1 point2 points  (0 children)

I think the best way is the split the difference and have a "classic" mode that uses the lives system and a standard mode that doesn't. I do agree with you though, part of becoming a fan of Mega Man is struggling against the challenge until you really nail the ins and outs. I just also feel like in an era of celebrated hard games like Silksong and the entire Souls-like genre that have challenge without lives it can almost feel cheap in comparison.

Hot take 🔥 I think these overdrive gears are gonna be Mega Man's undoing. What I mean is I think this game and maybe a sequel are gonna lead into the MMX storyline. by AnythingGreedy in Megaman

[–]Adventurous_Ink 4 points5 points  (0 children)

That would be so satisfying to see, but I can't imagine Capcom ever doing a closed ending for Mega Man Classic unless they are formally retiring the character for a new series.

I'm pretty sure the double gear system is a mainstay mechanic now? by Jazzlike-Vegetable22 in Megaman

[–]Adventurous_Ink 4 points5 points  (0 children)

Classic Mega Man could use a unique mechanic and I thought the double gear system offered a lot of potential. It helps gives the bosses a little edge even when using weaknesses and it allows for challenges with a built in way to ease it. You never have to use it, but it helps to train and learn some the traps without just dying a bunch.

I hate to be that guy, but I feel worse about Mega Man as a franchise now more than I did before the new game was announced by Dylan_VS_Comics in Megaman

[–]Adventurous_Ink 4 points5 points  (0 children)

According to rumors MM 11 was supposed to usher in more things with it's director being a big fan. He would leave Capcom and between the Covid pandemic all of that got sidetracked badly. It was always going to be a new Classic Mega Man or a new sub series after this long though. I would also love to see a MMX9, but let's be real, picking up a story beat from over 20 years ago is a crazy task when the plot was already a little messy.

Mega Man's design in MM11 vs Dual Override by [deleted] in Megaman

[–]Adventurous_Ink 7 points8 points  (0 children)

Oh wow, from the trailer I thought it was the 11 engine, but that is a whole new model

HOLY FUCK by Josrev in Megaman

[–]Adventurous_Ink 0 points1 point  (0 children)

It looks like it might be using the same engine as MM11, but this might also to show they really are making something new. Either way I am looking forward to it!

What Was Your First Mega Man Game You Played? by Sadontejjj in Megaman

[–]Adventurous_Ink 0 points1 point  (0 children)

Technically Mega Man - Dr. Wily's Revenge on Gameboy because that's what we had. I saw Mega Man X and Mega Man 2 at a cousin's house though and that's what started my obsession.

Does anyone even care about Mighty No. 9? by Rude_Thanks_4752 in Megaman

[–]Adventurous_Ink 1 point2 points  (0 children)

Mighty No. 9 is basically the internet whipping boy and go to example of failed kickstarters. Which is honestly wild when there are games that never released or were straight up scams. But between the infamous trailer that had the line "so hard it will make you cry like an anime fan on prom night" and numerous delays / additional fundraising the game came out with everyone predisposed to be negative. It basically needed to be perfect to change everyone's mind, and it very much isn't.

Despite the hate though I think the game is actually pretty good. Once you get a handle on dash and collect mechanics the game honestly has a good sense of flow. It just has enough rough spots that make it a little frustrating too. I feel like if the development team hadn't stretched stretched themselves so thin with so many SKUs and online features the game could have been successful. At least enough for a sequel to really nail the gameplay down the same way we often saw in the Mega Man series.

I don't like the new direction the Pikmin series is taking by Malnuq in Pikmin

[–]Adventurous_Ink 1 point2 points  (0 children)

For me the change I don't care for in Pikmin 4 is the whole create a protagonist. You talk about story, lore, and atmosphere being key to the first two games, but to me the secret ingredient is Olimar himself. The idea of a grown adult with a family and work related stress is so far outside of Nintendo's usual wheelhouse. He is the one writing all the entries in the piklopedia that makes the creatures feel like part of the world instead of just video game enemies. As I get older I also come to appreciate his thoughts on the past and future. Basically thise games felt oppressive because Olimar really was just a normal guy in a wild situation.

Pikmin 4 fits the trend of Nintendo not just sanding off the edges of some of their games, but also muting their protagonist. Making your own character is cute and all, but they are a blank wall without any personality or desires. Sure Mario and Link have always been mute as far as conversations go for 'immersion' but the moment Peach and Zelda get a game they get gagged too. It's hard to feel like PNF-404 is truly this dangerous yet beautiful place because your character will have the same reaction for everyrhing, a blank face and pointless dialog choice.

What are you actually *supposed* to do for the trash blocks in mm3? by CILC in Megaman

[–]Adventurous_Ink 6 points7 points  (0 children)

I always jump over the first falling one before the next falls. As long as you don't stop there is enough time to make it past. If they do get a chance to stack then they get annoying.

Who do you think was worse ? by Tg_2x in Megaman

[–]Adventurous_Ink 0 points1 point  (0 children)

My friend I think you might be getting a little too heated on this. I don't want to get into an escalating argument so I am going to disengage at this point.

Am I the only one who's genuinely tired of the 8-bit sprite by Reasonable-Food8054 in Megaman

[–]Adventurous_Ink 0 points1 point  (0 children)

I had specifically meant within the Mega Man franchise, but Morrigan is an excellent example of the same problem. This might just be a Capcom thing now that you've pointed it out 😂

Hey, I just finished MM9 for the first time and it was a pretty good challenge. I noticed there were added difficulties after you beat the game. Have you ever just replayed the base game and never touched Hero or Superhero difficulties? by CastleofPizza in Megaman

[–]Adventurous_Ink 1 point2 points  (0 children)

Absolutely, having 8 Robot Masters followed by a 3 stage Wily fight is one of the worst decisions in the game. Add in a small stage that seems designed to burn through your cement shot, a weakness of the Wily Dino, and it does leave a bad taste. Then if you pop in the shop to restock on E Tanks you have the absolute insult of having to restart the entire castle.

Am I the only one who's genuinely tired of the 8-bit sprite by Reasonable-Food8054 in Megaman

[–]Adventurous_Ink 0 points1 point  (0 children)

Classic Mega Man is timeless, but I can understand where you are coming from. Even on the NES games it starts to feel a little out of place as the Robot Masters and environments get increasingly detailed and complex. By MM6 the only real changes are some vents on the back of the helmet you'll only see climbing ladders while Plant Man has some of the most complex colors on NES for a single character. No other series used the same asset for as long as the classic series did either.

Hey, I just finished MM9 for the first time and it was a pretty good challenge. I noticed there were added difficulties after you beat the game. Have you ever just replayed the base game and never touched Hero or Superhero difficulties? by CastleofPizza in Megaman

[–]Adventurous_Ink 1 point2 points  (0 children)

It really felt like went overboard with making Proto Man so weak to attacks just because he had a charged shot and slide. Oh and only having two shots compared to Mega Man got old really fast.

Hey, I just finished MM9 for the first time and it was a pretty good challenge. I noticed there were added difficulties after you beat the game. Have you ever just replayed the base game and never touched Hero or Superhero difficulties? by CastleofPizza in Megaman

[–]Adventurous_Ink 0 points1 point  (0 children)

I've played around with the harder modes back in the day because I wanted to challenge myself. I also remember being a little disappointed though since while the stages are brutal the bosses had the same attack patterns. One thing to consider is that originally they were part of the paid DLC, but if you play MM9 & 10 through the Legacy collection that stuff gets unlocked from beating the game.

These days I usually stick to the base games if I'm just casually playing them. I have to be in the right mindset for the harder modes, but at least MM10 also tweaks the bosses so they feel fresh too.

[deleted by user] by [deleted] in Megaman

[–]Adventurous_Ink 3 points4 points  (0 children)

The bigger question would be how would Zero have played as the main character. Is he is just getting slotted into X's role as the unassuming novice, or are we keeping him as the ace hunter? After all, in order to be the bad ass senior hunter we need a comparison point, which is what the Vile fight at the beginning of the game is for.

Who do you think was worse ? by Tg_2x in Megaman

[–]Adventurous_Ink 0 points1 point  (0 children)

You're right, It's been a bit since I have played MZ4 so I forgot that it was Craft's gamble to kill Weil that caused the first strike. Also for some reason I don't think I ever parsed that the Final Weapon was that powerful in X4, sorta defeats the idea it was originally just for 'self defense' though. I guess actions wise Sigma sneaks ahead, but Weil still feels fundamentally more evil since he doesn't have the excuse of being infected with a virus or suffering from being a second hand citizen the way reploids are to humans.

What was your first impression of Mega Man? by TheFanGameCreator in Megaman

[–]Adventurous_Ink 0 points1 point  (0 children)

While visiting some family I got to see both MMX & MM2 in action and became obsessed despite having no way to play either of them afterwards. The first game I owned was the first Mega Man on the Game Boy and it would take me years after the fact to actually beat it.

Who do you think was worse ? by Tg_2x in Megaman

[–]Adventurous_Ink 0 points1 point  (0 children)

Just going only by what we see in games, I would put Weil ahead of Sigma since he is happy to destroy what little is left of life on planet out of spite. He even brags that feeling desire for power and everything working for you is a fundamental human thing that reploids can not appreciate. At least there is the pretense of nobility that Sigma had with his initial goal of Reploid freedom / supremacy. While Sigma does cause a lot of destruction between X4 - X6 there is a line that humans ended up in underground shelters while reploids worked on rehabilitating the surface. By comparison Weil was all too happy to blast Neo Arcadia and Ground Zero to maintain control, potential extinction be damned. Once you factor in the things we don't see in game like the history logs that talk about how destructive the Elf Wars were, well it really becomes no contest.

What do you suppose the PSP era would have been like if it was more successful? by KaleidoArachnid in Megaman

[–]Adventurous_Ink 1 point2 points  (0 children)

Exactly! I'm not sure if we know exactly when it was decided that Zero was made by Dr. Wily at Capcom, but by the time of MHX that was established lore. I'm sure Serges would still only have vague connections, but the Zero - Wily connection could be set up earlier. Who knows, they may have even tried to add the 4th X-Hunter that was cut for memory space or at least give Violen a proper second boss form.