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Mega Man 10 Announced!

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Rodney 1.666:
This.
Watch it.

JessEH:

--- Quote from: kraid on December 12, 2009, 06:13:48 pm ---Seriously this 8-bit nostalgie is just a cheap excuse for: we don't want to create a good 2D graphic.
I'm not a big fan of Mega Man and i just tried a few of the games, but i think they should aim for a look like the Mega Man games on SNES or PSX.

Next time someone will use Atari 1600 graphics, just because of nostalgic ofc.

--- End quote ---

The pseudo 8-bit gets the job done. And many of us prefer that style over the later, more complex styles (like MM7's over-sized chubbiness... or MM8's shiny rubber chew toy style... or Powered Up's super deformed 2.5D... etc). There's a certain charm to that old style. Besides, when it comes down to it, the REAL fun is in the game design, not the art. Capcom knows how to design 2D action platformers, whatever graphics they choose to use. They are the KING of 2D action.

That's not to say I wouldn't like to see some cutting edge graphics in my Mega Man. Hopefully Mega Man Legends 3 will be made, with modern 3D graphics, and fulfill that desire. But as far as making a great 2D platformer, 8-bit style graphics is all you need.

And this is probably old news for most of us here, but a year or so ago some fan(s) did an extremely well made 8-bit style version of Mega Man 7. You can download for free here:

http://www7.atwiki.jp/wakuwakusuru/pages/13.html  (click on "ver. final2")

You have to use the keyboard to control. Or you could get some keyboard emulating software like JoytoKey http://www.electracode.com/4/joy2key/JoyToKey%20English%20Version.htm and use that to map the keyboard keys to a gamepad.

Kratos:
I haven't beaten the first one at all. lol!  Fuck me lol

VC:
Kraid: As you admit, you aren't a big fan.

People who aren't big fans of Goldeneye won't get pissed about how sound effect selection for CMag or how pencil-like the KF7 is.

If you're a Mega Man fan, you can raise hell about the slight difference in handling across the six NES games or the alteration to some of the pixels on his helmet.

The 8-bit engine established specific metrics.  16-bit did not only change the number of colors per sprite and add paralax depth, but it changed the metrics.  The MMX series on SNES was, like the NES games, in the sweet spot.  MM7 was screwy, and they shifted toward the MMX style in 8 and R+F.  The later X games were so far off the reservation with 3D silliness that the old fans wouldn't trust Capcom again until they took getting it right seriously.  That's why Mega Man 9 was a slam dunk.  We want to play Mega Man, not 3D Robot Guy In Blue Armor.  The achievements and extras on the side are fine, but the core is what matters.

The nostalgia argument doesn't quite hold up because when someone panders to nostalgia, you often realize the old shit sucked when you are exposed to it again.  Watching old sitcoms on DVD will do that to you.  But Mega Man is simply a great core design.  Not everyone likes it, but those that do like it get a lot of mileage out of it.  Super Mario does it right, too, and if you look at the Mario series you can see that they were very careful about only taking small steps away from the formula and falling back when it was a mistake while keeping the good parts.

Rodney 1.666:
pwned, win, +1, and a can of YES. ()Y)

Someone summed it up perfectly. I've been trying to word the above truth since MM9's concept was released.

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