So I spent the last few days reading through this thread, and I wish I'd done so earlier. I do love Mega Man, after all. Now I'm just going to toss out some random bullet point opinions on the thread and the Mega Man franchise as a whole.
Sorry about all the . I think that's all I had to add... Oh wait, one last thing. You know how people were disappointed at Bass' sprite in MM10, saying he just looked like they took Mega Man's sprite and added fins? Well, I was messing around with sprites the other day and I realized it was truer than I thought. Sheesh. Even by Capcom standards that's terrible.
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# ¿ Jun 21, 2011 00:44 |
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# ¿ Apr 28, 2024 01:38 |
That's the problem, though. Starting with X4 they leave less and less to the imagination, and tell you everything in awful detail. The problem is twofold: one, their fleshed out story is not going to be as good as the implied story we'd get from vague hinting, just like an offscreen monster is less scary once you actually see it, because nothing can top your imagination. Two, the Megaman X story is pretty shaky all around, and the zombie makeup rule applies here: the more you have to look at it, the worse it looks. So by making us look at the story and character development dead on for cutscene after cutscene, the flaws in the storytelling become more and more glaring, because we have time to analyze it, in detail. This is also why modern JRPG tend to feel like they have much worse stories than older ones: they tell you too much of it, for too long, and with nothing to distract you from the story. This means all of it becomes harder and harder to take seriously unless it's a really fantastic story, which almost never happens in video game writing.
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# ¿ Jun 21, 2011 11:23 |
While the Mega Man news are pretty bad lately, it's silly to think of the blue bomber as "dead". Even if (and that is the kind of if I'd use to say "if America stopped relying on a capitalistic economic model") Capcom really did shelve the character for good, look at all the dedicated and talented fans Mega Man has around the world. He'll never die.
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# ¿ Jul 19, 2011 11:41 |
Cock Goblin posted:Rockman 8FC is very hard. Probably one of the harder Mega Man games I've played. I really thought the 8-bit version would finally make me enjoy megaman 8, since the 8-bit version of 7 is mostly even more fun than the original, but nope, all the unfun twitchy bullshit from the original is still there, right down to JUMP JUMP SLIDE SLIDE, except now it all seems even harder, if that's possible. I couldn't be hosed to finish a single stage.
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# ¿ Jul 25, 2011 16:43 |
Frocobo posted:Isn't that essentially what the PSP remake of MMX was? That game missed the mark in every way it could without just being poo poo. It added tons of dialogue, changed plot that made the story suckier, completely missed the point that Megaman X's soundtrack is a rock opera and went for some kind of acid remix feel, messed with the boss designs for the worse, and generally didn't look very good. I mean, it's not a bad game because underneath it all it's still Megaman X, but every single change they made was for the worse, to where it seemed like they missed the point of the original.
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# ¿ Feb 6, 2012 02:42 |
Pyroxene Stigma posted:X6 and X7 are lovely and uninspired because X5 is the last game in the series. Or so it was written. X5 is pretty awful on its own, to be honest, and it's a pretty awful way to close the X-series. It and MM8 are Inafune's worst contributions, and it made me really sad when the Zero series started trying to tie in to X5 as if it was something worth remembering. I mean it's nowhere near as bad as X6 so I'm not saying "Thank God Capcom kept making X games after Inafune left!!!" but it is a bad game and an unworthy closing chapter. Lurdiak fucked around with this message at 17:58 on Feb 6, 2012 |
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# ¿ Feb 6, 2012 17:55 |
Bonaventure posted:The sprite size in Megaman 7 is fine, the game was designed with that size in mind and it doesn't interfere with the gameplay. People have just latched on to it as some kind of concrete reason for disliking the game because someone pointed it out to them and they said "that's gotta be it!" I love Megaman 7, it's one of the best Mega Man games by far and a totally worthy counterpart to the snes X games, but the Rockman 7 8-bit demake makes a strong argument for having more space to move around in. Too bad they felt the shop, intro stage and cutscenes were un-retro, though. Mega Man and Bass is only fun because the two characters play genuinely differently in a genre where it's difficult to accomplish that. The level design is loving awful. It's just fun to go "YEAH! DOUBLE JUMP AND DASH! WOOOOO" and hold down a button to machine gun fire like you have a turbo controller. Plus the whole "finally playing as Bass" thing. But overall it's not a good game. Lurdiak fucked around with this message at 04:06 on Feb 7, 2012 |
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# ¿ Feb 7, 2012 04:03 |
Little late on this but I don't think it's fair to lump Battle Network and Command Mission in the same boat when it comes to bad story. Command Mission was truly atrociously bad, while Battle Network (at least 1 and 2, never did play the others) is just goofy, overly wordy and awkwardly paced. Command Mission was like playing X6 as an RPG, and if it wasn't for the combat mechanics staying serviceable throughout, I never would've bothered finishing it. It's pretty sad when I see people posting about how great and underrated it is. You must be pretty loving desperate for a Mega Man game when you latch on to Command Mission.Admiral H. Curtiss posted:It probably wasn't worth it for Capcom, but I don't think it'd be that much effort to re-code a Game Boy game from scratch these days. It's actually impossible to do that. You could certainly recreate the level design and code a decent approximation of the mechanics, but it'd never play quite like the original. You can't reverse engineer a game like that. Lurdiak fucked around with this message at 21:46 on May 30, 2012 |
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# ¿ May 30, 2012 21:43 |
What're you talking about, a different art style totally justifies fundamentally changing the design of a loving robot without ever addressing the massive discrepancy, and then making GBS threads on a chance to tie everything up.
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# ¿ Jul 15, 2012 09:30 |
Sonic might have cranked out a few good games recently, but the Sonic comic has always been and will always be a miserable cesspool with one of the worst fanbases in the history of the medium of comics. I don't really care about the Megaman comic (it's fine if you're a kid but I'm not) but I'm still kinda pissed it's crossing over with what might be the worst ongoing comic in the world.
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# ¿ Jul 16, 2012 08:27 |
Himuro posted:I saw this thread had 55 new posts like out of nowhere. Surely this means an announcement or hint of announcement of a new Mega Man game. Why would you even think that? That's like seeing a bunch of posts in a final fantasy thread and thinking they decided to stop sucking.
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# ¿ Jul 16, 2012 20:13 |
9's a little unforgiving, yeah, they were going for a forced-retro feel that included the difficulty being ramped up beyond what you'd "normally" make. But it's not impossibly hard, it just takes practice and determination. 10 is a little more balanced, obviously. E: please nobody post about how they found 9 really easy and don't get what the big deal was
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# ¿ Jul 24, 2012 05:49 |
LemonLimeTime posted:This makes me sad it isn't for mac. How much can a laptop from the XP era dedicated to playing indie games that are never on mac really run you? C'mon son, get in the game.
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# ¿ Aug 13, 2012 05:39 |
Mr. Maltose posted:The real reason Dr. Cain isn't involved is because he's a lovely robot scientist. The X games took a huge nosedive in storytelling, art style and gameplay once he left the series so he must have had something going for him. Anyway, to get off the topic of Capcom taking a poo poo on Mega Man's grave, I found something that floored me while reading up on the NES mega man titles on the Mega Man Wiki. We all know about the awful and hilarious early American box art, but did you know Europe and Germany had their own box arts for the first 3 games? And this is what they looked like: That Mega Man 3 box art is the greatest thing I've ever laid eyes on. The Robot Masters and Mega Man are all extremely cartoony and pretty much in the art style of the japanese box art, but with slightly less anime shading, and then there's this HUGE loving towering hyper-realistic Wily head looming in the background like Big Brother. Holy crap I cannot get over how awesome it is.
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# ¿ Aug 19, 2012 09:32 |
Is anything supposed to happen when you collect all 4 blue squares in Day in the Limelight 2? I collected the last one and exited the stage and nothing really happened. Dr. Light acted like I was gonna get something really sweet...
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# ¿ Aug 22, 2012 14:18 |
I wish these Robot Masters/Doc Robots had weapon weaknesses.
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# ¿ Aug 22, 2012 15:54 |
greatn posted:Well I got the source and it's pretty understandable, but I don't have game maker. I can buy it when I get paid next week. Is the 35 dollar version going to do or shall I need the 99 dollar one with all the modules? I definitely recommend going pro, and even then you're going to want some third party add-ons if you plan to do anything fancy at all with the sound and some of the more complex parts. Just as an example, Game Maker can't natively alter the volume of MP3s, it can't pause tracks and restart them where they were (for example if you want to have the music stop when you pause and resume when you unpause) and it also has a delay when detecting one music track has ended, so you can't tell it to start a new track once another ends without a noticeable moment of silence. greatn posted:They do. For instance air man destroys the cut man doc robot. Quick man is strong against guts dozer doc robot. I definitely noticed regular robot master weaknesses. I can't figure out how to kill the Ice Man Doc Robot.
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# ¿ Aug 23, 2012 08:55 |
BexGu posted:Looking at the code greatn how hard would it be to switch in your sprites as a test? I'm curious how hard it would be to put in different Robot Masters. Yes, let's feature creep the project into an early grave before it even gets started.
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# ¿ Aug 23, 2012 15:52 |
greatn posted:Swapping sprites seems like it would be trivial, you just replace the resource. I'm not sure how that would affect hitboxes, I haven't looked at how those are formed yet. Hitboxes are "masks" formed from a particular sprite, not necessarily the one you're using for the object's graphics. I tend to create draw events to handle the actual graphics and use a custom mask as the hitbox, meaning the assigned graphics of any given object are just there to let me know what any given thing is in the room manager. Your methods may vary.
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# ¿ Aug 23, 2012 16:00 |
Detective No. 27 posted:Disregarding the graphics, if it would have come out and done well, it may have led up to a Mega Man X Universe. The graphics might have needed some tweaking, but I kinda like it. It's not a graphics issue, it's an art direction issue. poo poo was hideous. Everything moved awkwardly and looked off, the Mega Man redesign was wack, and it seemed to be way too reliant on the Mega Man 2 visual direction for the assets, which severely limited the appeal for me as well. It also didn't look like the level design options were very strong. The idea of a modular mega man game where you can play as a ton of characters and make your own stages is great, but absolutely none of the actual game looked good at all. And I really don't think it makes sense to look at a game and ignore its flaws because its success could possibly lead to another game that would have the same flaws that we'd have to ignore as well because ????
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# ¿ Sep 11, 2012 03:09 |
Ijuuin Enzan posted:I don't have Android anything, but apparently this just came out. This looks awesome, I hope it gets released stateside and ported to some kinda console.
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# ¿ Sep 16, 2012 05:36 |
So I'm still playing Day in the Limelight 2, can anyone tell me where the blue thingy is in Magnet Man's Doc Robot stage? It's the last one I need to unlock whatever.
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# ¿ Sep 18, 2012 02:00 |
Thanks. I sure wish this game had a walkthrough. E: Haha, this is the best secret ever. Lurdiak fucked around with this message at 02:43 on Sep 18, 2012 |
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# ¿ Sep 18, 2012 02:26 |
Detective No. 27 posted:Mega Man has reached the Sonic Event Horizon. Not enough terrible porn of the characters or people defending the game.
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# ¿ Sep 21, 2012 06:24 |
Gearhead posted:That kind of marketing decision reeks of someone who thinks making something shaped kinda like something else will attract the same level of interest. That's like 90% of game publishers' logic in the current industry.
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# ¿ Oct 27, 2012 19:36 |
Mordaedil posted:It's already a zombie. I would absolutely not be surprised if this crossover infected the Mega Man comic with permanent undead shittiness. Not that it's currently good or anything.
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# ¿ Oct 28, 2012 17:52 |
Sure, but the Sonic comic is the longest-running poo poo comic in the history of the medium.
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# ¿ Oct 28, 2012 18:09 |
BlitzBlast posted:Hope! That sounds more like they're saying "Yeah sure we'll probably make a new Mega Man someday", not that theyr'e promising a new game to be announced.
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# ¿ Nov 16, 2012 01:51 |
Simply Simon posted:I also think that considering the circumstances, the Zero trilogy has a goddamn amazing story, one of the best Capcom has ever done. Rather Inti's praise, I guess, but still. And then they made Zero 4 and it STILL has a pretty good story, even more impressive. Usually "ah just do another sequel it means money" games crash and burn horribly, but Zero 4 really is quite good. I hated Zero 4's story, despite it having a pretty solid conclusion. It was a revisit of the first truly bad X game, and had a really stupid plot involving villains who want to either destroy nature or destroy humans to save nature, I forget which because that's the most stupid, overused japanese plot ever. And then the grand plan is.. to do the same stupid poo poo as Sigma did in X5. Gameplay-wise, going back to a classic Mega Man stage select screen felt like a huge step back considering the more organic and narratively-driven level progression of the other games. It's definitely the weakest Zero game in my mind. Captain Invictus posted:It was a joke. It's pretty hard to have an underwhelming fight when you've got music like that playing during it. And yet it was. This is the true power of X5!
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# ¿ Nov 18, 2012 10:04 |
ImpAtom posted:You can say a lot about RE6's flaws but "lack of ideas" is not even remotely one of its problems. If anything its problem is that it had too many ideas. Shoving in a bunch of poorly thought out gimmicks to cover for a complete inability to do anything interesting with the classic formula and core gameplay is certainly indicative that they had no ideas for a Mega Man game. E: I somehow misread your post as being about Mega Man X6 Lurdiak fucked around with this message at 04:50 on Dec 1, 2012 |
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# ¿ Nov 30, 2012 15:09 |
Really hope Mega Man X Street Fighter is actually fun. It reuses so many assets it's difficult to judge its quality from that trailer alone, but I'm cautiously optimistic.Squirtle Squadee posted:So, it's Mega Man 12. Did I miss 11? Himuro posted:Four games. 1, 2, 4, and 5. All the rest are terrible. Man it's one thing to like X4 despite it being the beginning of the end, but if you think loving X5 is better than X3 you might have a medical condition.
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# ¿ Dec 8, 2012 23:53 |
LemonLimeTime posted:Naw, I'd say X5 was the beginning of the end. I love the heck out of X4, it's close to being as good as X1 and my second favorite in the X series. X4 is definitely the most playable of the post-SNES games, but it has that embarassing anime storyline with the cutscenes and the voice acting, the greater focus on which really alters the experience(and it starts that weird thing where you never see a single human in the X games), it has the godawful playstation pixel art style that's a gigantic step down from the amazing SNES spritework despite being higher resolution, and the Mavericks/weapons/armors are just not as good as the old stuff. The playable characters are also kind of gigantic, and it makes gameplay feel a lot less free and fast-paced. It's basically a harbinger of mistakes to come, for me. I also don't really like how Zero plays in any of the playstation games, but that might be personal preference since some people seem to love it. I understand how some people can love X4 despite all these flaws, especially if they played it as kids, but it's honestly hard for me to go back to, something I don't feel about the SNES games, the Zero series, or the original Mega Mans (minus 8) to this day. Mister Roboto posted:The people arguing about bad level design clearly never actually played Megaman. Mega Man 1 holds up ok, but it is an extremely rough game in a lot of ways, and 2 is a gigantic step forward for the series. There is a bunch of stuff in 1 that never returns in any of the sequels, and most of it for good reason. It's also really unforgiving, in a Mega Man 9 kind of way. There's this strange bug in a lot of the sections where if you're doing a jump and probably aren't going to make it, or step off a ledge, you fall at the speed of light with no chance of recovery, which is very frustrating. Lurdiak fucked around with this message at 05:24 on Dec 9, 2012 |
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# ¿ Dec 9, 2012 05:19 |
Himuro posted:Docking points from X4 because of anime cutscenes and storyline is the height idiocy. It's Mega Man. Who cares. Shoot poo poo, jump over poo poo, steal robot powers, repeat. If a cutscene shows up, jam the start button. If taking into account things that are part of the game when judging a game is the height of idiocy, then I must be way dumber than I thought. Tell me, if there's a bad stage, should I also ignore it because "It's a mega man game, just blaze through it". Or maybe I should play a JRPG with a painfully bad story because the real action is the combat! The cutscenes and dialogue sequences shape the narrative of the game, and that narrative and the game's themes inform the goals of what you're trying to accomplish. The game makes a deliberate effort to focus more on story than previous titles and what it has to show for it is all the gameplay existing in a setting that's much more stupid than what came before, and even manages to partially contradict it. Coupled with the wonky voice acting, it definitely gives me a bad impression of the characters I'm playing as and allegedly rooting for. It's not the biggest deal in the world, but it certainly matters. Mega Man X has a very simple story that's told in about 2 pages of text total, if that. That story manages to be more gripping and interesting than something that totals 15 minutes of cutscenes plus however long the in-game dialogue scenes take. That's bad storytelling, and bad game making. If the story and those cutscenes are so unimportant and shouldn't be considered when judging the game, they shouldn't have put it in there in the first place. You loving idiot. (USER WAS PUT ON PROBATION FOR THIS POST)
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# ¿ Dec 9, 2012 08:39 |
Being called an idiot makes me mad.
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# ¿ Dec 9, 2012 08:56 |
Yeah I got a little mad last night, musta been tired. All I was trying to say is that bad extensive story and voice acting is something the SNES X games didn't have but that plagued all the latter X games. It isn't even as big a deal as I made it sound, I was just flustered. It just kinda adds to this disconnect I have between the original games and what came after. I don't even mind when the story is ok.Levantine posted:It's cool that we're getting something but people really do like things other than 8 bit megaman, Capcom! It would have been cool if the 'Megaman X Street Fighter' had been a play on words and had both X and Zero. SF moves are a natural for the latter. Much as I love the 8-bit retro stuff, I'd be over the moon if we got a retro 16 bit X game(that was good).
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# ¿ Dec 9, 2012 18:00 |
Kinda late on this but the reason Mega Man 5 and 6 are thought of as lame is because they have really bad robot masters. The fights themselves are fine, but with a few exceptions they're just not memorable or cool designs at all. And that counts for a lot more than anyone wants to admit when it comes to these games.
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# ¿ Dec 15, 2012 18:26 |
Kanos posted:Megaman 6's "racial stereotype central" was definitely memorable. Not necessarily good, but memorable. No doubt. I like how Wind Man sneaks by as a chinese/mongolian stereotype while you're distracted by how racist Tomahawk Man and Flame Man are. And Plant Man and Charge Man are memorable as "what the gently caress" robots, but they're not really anyone's favorites. The worst offender for me is Crystal Man. He is easily the most forgettable Mega Man boss of all time. Well, he might be tied with Star Man, I guess, but Crystal Man has the more boring design.
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# ¿ Dec 15, 2012 18:35 |
Mister Roboto posted:Funny thing about the racial stereotypes of MM6 is that, when you think about it, why WOULDN'T a world of countries competing to make robots put distinctive designs on them? If we COULD make humanoid androids, I guarantee each nation would put its own culturally appealing features in. Even putting aside how that's not true at all, I doubt most countries would represent themselves with racist cliches based on other people's misunderstandings of their culture. Yonic Symbolism posted:Like in Mega Man Zero, you had Cyber Elves, it required thousands of crystals to active ONE, and they loving DIED when you used them and lowered your rank. What the gently caress? If you're going to put grinding and collectables in, it should be fun. Castlevania expands its content by letting you choose spells, weapons, and accessories in any combination, letting you decide what drops to go for or not. While I understand the logic of giving a higher rank to people who play without upgrades, it really is counter-intuitive as gently caress to punish people for getting upgrades in the successor to the Megan Man X series. It only got worse in later games where not getting an A-rank would lock you out of getting the secret boss weapoons. I mean, once you resign yourself to not using any cyber-elves, it's pretty doable, it just seems stupid to have to choose between cool moves and being at full power. Lurdiak fucked around with this message at 02:58 on Dec 16, 2012 |
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# ¿ Dec 16, 2012 02:53 |
Shadow Ninja 64 posted:Oh yeah, I remember that one now. Hahahaha! I can see all the workarounds he did to bypass bugs he couldn't figure out how to fix in the level design, like the elevators that strangely stop moving when you land on them.
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# ¿ Dec 17, 2012 16:56 |
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# ¿ Apr 28, 2024 01:38 |
Vega is really hard.
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# ¿ Dec 17, 2012 18:49 |