Mega Man General Thread - Mega Man Battle Network Legacy Collection announced

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It's because Inafune is gone. When you don't have the creators, franchises collapse.
This sounds more like an issue on Cartoon Network's part than Capcom's. How does licensing shit out cause the whole franchise to implode?

EDIT: again, inafune isn't the fucking creator of OG mega man
 
This sounds more like an issue on Cartoon Network's part than Capcom's. How does licensing shit out cause the whole franchise to implode?

EDIT: again, inafune isn't the fucking creator of OG mega man
Franchises implode when the person in charge up and leaves with no real successor. Inafune did that, and that's why we had no Megaman for nearly a decade.
 
Franchises implode when the person in charge up and leaves with no real successor. Inafune did that, and that's why we had no Megaman for nearly a decade.
Mega Man's been absent because no one over there had the balls to step up. The existence of Mega Man 11 is proof that he's unnecessary, he doesn't own the fucking IP.

Inafune's been fucking up since the first X Collection came out and MN9/Red Ash have effectively cemented that.
 
So I played through Mega Man X7 for the first time recently through the X Legacy Collection and ... maybe it's because my expectations for the game were extremely low ... but I actually kinda liked it to be honest.
 
So I played through Mega Man X7 for the first time recently through the X Legacy Collection and ... maybe it's because my expectations for the game were extremely low ... but I actually kinda liked it to be honest.
I think that the game didn't garner the extreme negative reception until years after the fact. If you look at contemporary reviews, a lot of them are middling at worst. The game currently sits at a 58 on MetaCritic, which isn't terrible. It's not great, but it's on the lower end of mediocre rather than the extreme negative like you'd think it would be.

I do sort of agree with you; the game's not outrageously terrible like most Internet reviewers want you to think it is. At worst it's a subpar game that tried and failed to do something unique for the series.
 
There's been some reports that the Mega Man X Legacy Collection's got some pretty bad latency issues. X1 in particular suffers from nearly 8 frames of lag in comparison to the original SNES version's 2.8. And apparently even the SNES Classic version's got better latency than the Legacy Collection.

Here's a video testing out the inputs (SNES Classic isn't included).
https://youtube.com/watch?v=BAB_0sxd5VM
This is disappointing to say the least.
I thought the idea was you bought a commercial emulation pack to be nice and give money and then just used the good ones that fans make anyways.
 
So yeah no ones talking about this, cartoon not even making fun of it. barely anyone sperging out and i can't find any art on it. how are the views on the straming serviece
 
MM11 producer talks about the possibility of an X9.

About what I expected from them. They're counting on 11 as the one game that will usher in a new era for the franchise, so whether or not X9 happens (which seems to be the next logical step) is dependent upon whether or not 11 does well. And even if it does do well, even if it receives close to Monster Hunter: World-level numbers, we probably won't be hearing about a new X game until months or even more than a year after 11's release.
 
MM11 producer talks about the possibility of an X9.

About what I expected from them. They're counting on 11 as the one game that will usher in a new era for the franchise, so whether or not X9 happens (which seems to be the next logical step) is dependent upon whether or not 11 does well. And even if it does do well, even if it receives close to Monster Hunter: World-level numbers, we probably won't be hearing about a new X game until months or even more than a year after 11's release.
1. This is bad. If Megaman 11 flops or is mediocre, (which it will be) they will put Megaman back to sleep.

2. There is no reason to make a Mega Man X9. X's story has been told from start to finish, and his archnemesis Sigma is gone. I don't see Capcom risking making an Elf Wars game.
 
So since Inafune was the one who pushed for mega man so damn much, he must have known how bad the sales were getting. why did he keep doing it?
 
This is bad. If Megaman 11 flops or is mediocre, (which it will be) they will put Megaman back to sleep.

I don't see that personally. The classic collections all sold well (even on the Switch) as did the X collections, so I would expect a brand-new game to carry that momentum especially with the newfags gained. As for 11, you might think 11 will turn out "mediocre" as you stated, but I've heard next to no negative impressions from people who have played the game. Is it possible for it to even suck? Absolutely. But based on what I've seen so far, I don't think that will be the case.

There is no reason to make a Mega Man X9. X's story has been told from start to finish, and his archnemesis Sigma is gone. I don't see Capcom risking making an Elf Wars game.

Well, the reason why people are clamoring for an X9 (story-wise) is because

the last game ended on a cliffhanger where Axl gets attacked by some force coming out of Lumine (the villain)'s dying body on the Moon, and then X and Zero carry him back to Earth using the orbital elevator. It's not quite clear what exactly happened to Axl, so people are expecting the next game to follow up on that; otherwise, y'know, why would the cliffhanger be there in the first place? As for Sigma, it's only implied he's gone for good, not outright stated. Capcom could always come up with an excuse to bring him back yet again (he could hide himself while trying to repair himself, for instance).

Could they tie up that loose end in a satisfying way? It's been almost fifteen years, so probably not. Still, it's an excuse people use while arguing in favor of a new X game (which doesn't necessarily have to tackle the Elf Wars).

Besides, while I understand that the storyline of the X series as a whole is one big clusterfuck, I play these games for the style of gameplay it offers first and foremost. The faster pacing compared to the classic series, the greater degree of movement, the goodies hidden in each of the stages, the feeling of becoming stronger as the game progresses, the rockin'-ass soundtrack...those are some of the reasons why I'm down for a new game (of course, assuming Capcom is aware of what worked for the series and what didn't).

So since Inafune was the one who pushed for mega man so damn much, he must have known how bad the sales were getting. why did he keep doing it?

The Mega Man franchise is historically known to not have been a best-selling series (not outright horrible, but could be better). Back then they didn't rely on a single game performing well so much as they did pumping out sequel after sequel after sequel. The franchise has relied a lot on the philosophy of "if it ain't broke don't fix it," which is why there aren't a lot of changes within a certain sub-series of Mega Man, so if they want to take big risks for the franchise they'll just make a new spin-off game. Then after Inafune left, Capcom's faith in the series just flat-out fucking tanked, so they put out the new collections to gauge interest in a possible new game (in dollars, of course) because they just felt the need to.

With a company like Nintendo, they don't have to do the same for something like Mario because they know a new game is 99.99% guaranteed to sell like hotcakes. They didn't have to re-release 64 and Sunshine to fund Odyssey because they knew people were interested in a new open-world game and that the game would sell really well regardless. But with a company like Capcom and a franchise like Mega Man, commercial success isn't as easy to determine, let alone come by.
 
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I don't see that personally. The classic collections all sold well (even on the Switch) as did the X collections, so I would expect a brand-new game to carry that momentum especially with the newfags gained. As for 11, you might think 11 will turn out "mediocre" as you stated, but I've heard next to no negative impressions from people who have played the game. Is it possible for it to even suck? Absolutely. But based on what I've seen so far, I don't think that will be the case.



Well, the reason why people are clamoring for an X9 (story-wise) is because

the last game ended on a cliffhanger where Axl gets attacked by some force coming out of Lumine (the villain)'s dying body on the Moon, and then X and Zero carry him back to Earth using the orbital elevator. It's not quite clear what exactly happened to Axl, so people are expecting the next game to follow up on that; otherwise, y'know, why would the cliffhanger be there in the first place? As for Sigma, it's only implied he's gone for good, not outright stated. Capcom could always come up with an excuse to bring him back yet again (he could hide himself while trying to repair himself, for instance).

Could they tie up that loose end in a satisfying way? It's been almost fifteen years, so probably not. Still, it's an excuse people use while arguing in favor of a new X game (which doesn't necessarily have to tackle the Elf Wars).

Besides, while I understand that the storyline of the X series as a whole is one big clusterfuck, I play these games for the style of gameplay it offers first and foremost. The faster pacing compared to the classic series, the greater degree of movement, the goodies hidden in each of the stages, the feeling of becoming stronger as the game progresses, the rockin'-ass soundtrack...those are some of the reasons why I'm down for a new game (of course, assuming Capcom is aware of what worked for the series and what didn't).



The Mega Man franchise is historically known to not have been a best-selling series (not outright horrible, but could be better). Back then they didn't rely on a single game performing well so much as they did pumping out sequel after sequel after sequel. The franchise has relied a lot on the philosophy of "if it ain't broke don't fix it," which is why there aren't a lot of changes within a certain sub-series of Mega Man, so if they want to take big risks for the franchise they'll just make a new spin-off game. Then after Inafune left, Capcom's faith in the series just flat-out fucking tanked, so they put out the new collections to gauge interest in a possible new game (in dollars, of course) because they just felt the need to.

With a company like Nintendo, they don't have to do the same for something like Mario because they know a new game is 99.99% guaranteed to sell like hotcakes. They didn't have to re-release 64 and Sunshine to fund Odyssey because they knew people were interested in a new open-world game and that the game would sell really well regardless. But with a company like Capcom and a franchise like Mega Man, commercial success isn't as easy to determine, let alone come by.

Megaman 11 = obsolete design theory.

Also,
https://youtu.be/oue5-vDbSK0?t=20m33s
Sigma isn't in Command Mission or the Zero series. He's gone, and undoing it would be suicide. The best decision would be to make Megaman X9 about the Elf Wars.
 
Megaman 11 = obsolete design theory.

I'm not counting on MM11 to be groundbreaking or anything, just more or less an apology for the past eight years. Fans have been begging for a new Mega Man for fuck knows how long, and a new game in the classic series seems like the safest bet before moving on to riskier territory like the X, ZX, Legends, or Star Force series (and it could take at least a couple of years for a non-classic series revival even if MM11 does well). It won't be the greatest game of all time, but I think it'll move enough copies to get the franchise back off the ground based on how much money Capcom already has been making off of the Blue Bomber and his Maverick Hunter successor lately.

They're taking it one step at a time, I think.

Also,
https://youtu.be/oue5-vDbSK0?t=20m33s
Sigma isn't in Command Mission or the Zero series. He's gone, and undoing it would be suicide. The best decision would be to make Megaman X9 about the Elf Wars.

Yeah, I'm aware of that one line. And I hope you didn't get the idea that I think Sigma should come back, because I don't. I want that bald fucker to stay dead and to make way for (a) new villain(s) without him shitting up the plot for the umpteenth time and then the game expects us all to be surprised again by that shit. If they have to make an Elf Wars game to accomplish that goal, so be it.

I just worry, if MMX9 ever were to happen, that they'll just ignore all the plot points in the last game and pretend they never happened just so X and Zero have to fight Sigma again because of some bullshit excuse they pulled out of their ass.

However, the MM11 development team played through the X games on top of the classic games (so Capcom has thoroughly visited the X series as well), so I'm cautiously optimistic that they'll be able to continue the storyline competently. But then again, at this point it's way too early to determine whether a new X game will even happen or not, but that could be a blessing in disguise because the more time they spend to make X9 just right, the better.
 

Probably my favorite guy out of the ones they've revealed so far. Great design, funny voice, good theme based on the snippet they give us, stage looks fun, weapon is basically the Propeller Dagger from Shovel Knight (which was actually hinted at us very early after the game's reveal), and

he transforms into a fucking fidget spinner.

What's not to like about him?
 
Alright, just played through the demo. A few impressions of mine from yours truly:

Upon starting up the demo and seeing the title screen, I selected "Options." Thankfully, you are allowed to map controls in whichever way you see fit; in fact, you actually have the option to map a dedicated slide button this time around. You can choose between a slide button and a rapid fire button (AFAIK you can't do both without missing another control because there aren't enough buttons for it), which makes me wonder how Rush Jet (which is confirmed to be in the game) will be handled considering that Rush Coil has its own dedicated button as well. Unfortunately, your control scheme isn't saved, so if you're starting up the game again it reverts back to the default scheme. But there is a silver lining to that, which I'll get to later. Anyway, apart from that there's also the usual shit of adjusting the brightness, adjusting the volume, and choosing the language for the text and voices (unfortunately, there's no option to turn the voices off, but if you're not a fan of the English voices you can just go full weeb and switch to the Japanese ones).

Straight from the get-go, you're offered three difficulty settings: Newcomer, Casual, and Normal. (I like to think) I'm not a casualfag, so I selected Normal. I assume you have to beat the game once (either at all or on Normal) to unlock the Superhero setting, but regardless it's not a part of the demo. You're then given an optional hands-on demo of the new Double Gear System as well as the desperation attack when you're low on health, which is nice to have. Onto the stage select screen. What's really cool is that you can test out the special weapons you have outside of the stages. I don't know if this will be a feature in the full game, but it's really useful to have in the demo because you're given two weapons to play around with, namely Fuse Man's Scramble Thunder and Impact/Pile Man's Pile Driver. This demo only contains one of the eight main stages, namely Block Man's stage, so no points for guessing what I did next.

Right off the bat, the controls feel as tight and responsive as they ever were, and the proportioning between the stage design and Mega Man himself is just right. So if you're worried that Mega Man's model might be a bit too big like in 7 or that Mega Man might feel a bit sluggish like in 8, you can put those concerns to rest. That said, it's not 100% like the 8-bit titles—for one, the slide feels a tad bit short compared to previous games, but it's nothing you can't get used to. Same with ladder climbing, which is about the same speed as the first two games as opposed to the quicker speed of the later ones. But most importantly, the punishment for getting hit is much greater thanks to the increased amount of frames needed to restore your footing. It's almost like every attack will give you a bit of a shock. You really can't afford to just recklessly bum-rush through the stage while tanking hits this time around, which brings me to my discussion of the stage design.

In Block Man's stage alone, you have precision platforming, carefully placed enemies, a decent amount of twists and turns and verticality—shit one would normally expect out of a Mega Man game, which is a great thing. Block Man himself is also a decently challenging boss considering that there are three phases to take into account, and you need to change up your strategy to accommodate for those patterns. Everything is clearly built in a way that encourages usage of the Double Gear System (e.g., the Power Gear is useful against some of the spongier enemies, while the Speed Gear can slow down obstacles that can otherwise be difficult to overcome), but since it's 100% optional, the game never successfully forces you to use it. Speaking of the Double Gear System, I found myself overheating quite frequently—it's never a good idea to overestimate the amount of time you're using it. It's got a bit of a learning curve, but once you understand how it works and can properly use it, it's a very powerful mechanic that can help you through the tightest of spots. Pretty convenient. And while we're at the topic of convenience, there are actually three ways to switch between special weapons in this game. You have the pause menu as usual in case you're not a fan of switching weapons in real time, you can cycle between them using the shoulder buttons, and you have the weapon wheel mapped to the right control stick whose directions correspond to the placement of the Robot Masters themselves on the stage select screen. Oh, and that silver lining I mentioned earlier? You can change your control scheme in the pause menu, kind of like in the later X games, so that's nice to have, too.

Overall, I had a great time, if not the easiest. I'd already seen Block Man's stage, like, 50 times before actually getting to play it myself, but of course, watching it and playing it are two different things. And I'm happy to report that the game plays very well and feels very polished from what I've played of it. It seemed to me like a consolation prize from Capcom after the Nintendo Direct was delayed. Next month can't come any sooner. Until then, Block Man's theme will probably play in the back of my mind on loop for the next four weeks. It's so good...

Oh, and I neglected to mention this in my last post, but a new Robot Master has also been revealed, so check out the link if you're interested in that.
 
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