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I seem to get the minute details of Nier, Final fantasy 9, and megaman legends lore mixed up in my head on occasion
Capcom goes "here and there" when it comes to the survival of the Robot Masters. But is said that any robot that Wily steals gets fixed and returns to their original work, and any robot created by Wily is destroyed
Also, any robot that has nothing to do with the doctors and doesnt decide to leave megaman after their defeat can count as destroyed
But then, you have the robot law in the middle
So.... robots that did damage to humans will be terminated
I think so, it's nice to see Light's robots instead of Wily.iirc Mega Man 9 and 11's robot masters were actually created by Light.

Wily does run out of money during the games. Reason for why is impossible for him to keep making robots and fortress like crazy and just takes whatever is in front of him to use against Dr.Light and Megaman
The robot master number goes more to Wily logic in order to fuel his ego![]()
The same syndrome as Yakuza where the creator doesn't want Kazuma Kiryu to beat up women nor use firearms nor kill people eh?Capcom really hates the idea of female robot masters when one keeps in mind that Splash Woman is still the only one (not counting ideas like Honey Woman and Roll who isn't a boss) in the main number series.


People are seriously telling that Dual Override doesn't look good?
I can also see it. The shading can do work wonders.It's WAAAAAAAAAAAAAAAAAAY too early to tell... and honestly I think it's graphically already an improvement over 11.
Mega Man 11 has one so I don't see why D.O. wouldn't.I just hope they add difficulty options. Both for new players and old veterans of the series
I trust them on the level design but I hope they'd improve on the soundtrack because while MM11 had some neat melodies they aren't as memorable as even the Wiiware games...Sucks if they decide to put everything into eye catching graphics and fanservice yet the game lacks everything else.
I think Mega Man has always been about replay value considering the liberty of choosing which robot master to tackle first and in any order (even if there's a "weakness circle" thing going around).Now days replay value is one of the keys for a game to do well. Imagine if the game is like the old one where you need to beat the 8 robot masters, the Wily fortress and Wily... and that's it.
Don't make me worried, MM11 at 30 is already a lot for a side scroller.Then slap a 80$+ price tag and call it a day.
Mario managed to get many different type of games.Megaman is an all time classic, but other classics like Mario and Sonic also needed to add something to not repeat everything over and over again.
This is why X, Zero and ZX are a thing. Keep Classic as it is and try experimenting with the other sub-series.Sometimes they did it right, other time they failed. But in Megaman case is hard to think if a company has the luxury to just please their old time fans
The formula worked, for ages, even the X, Zero and ZX sagas used it as a base. But classic Megaman is stuck in being.... well.... "classic". And this game could be a good way to make it better
Mega Man still tried some of that with how MM5 had the letters scattered in the levels, MM6 with the Adaptative Armour, MM7 and MM8 with other gimmicks and ideas while keeping the core gameplay intact.Not a crazy change, but add more stuff to the gameplay.
The same company that has kept Street Fighter almost always like SFII and many versions of Resident Evil 1.Also, this is Capcom we are talking about. If the game does'nt sell well then our robot boy may stay with no games for who knows how many years in the future
Agreed, in the best outcome would be to see a new X game or even better an entirely new sub series that can bring a fresh story without risking inconsistencies.My biggest fear is that this doesn't meet expectations, that Megaman projects halt, that in 6-8 years they try a "safe" classic title, and we just loop that for all time.
I think this was an attempt to remake the series rather than rebooting it but I do agree that Powered Up would've felt at home on the DS/3DS simply because Mega Man 1 started on the NES.They already failed on the X reboot with the PSP game, but that one was more their own choice for making it exclusive instead of multiplatform (same with Powered Up, a serie of game that could sold better on the DS/3Ds)
I hate when localisations are removing stuff... Is there an undub?Too bad that Battle & Chase got the middle finger when it comes to localization since they removed the characters commentary (with Plum being the one that got it worse) and the Gutsman and Roll ending song. At least they added Duo with no need of extra memory card stuff like the jap version
Imagine my confusion when for years i played the jap version on my PS1 until i downloaded the english one and some stuff where missing