FPS Megaman that almost was

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undamned
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FPS Megaman that almost was

Post by undamned »

This article has been making the rounds today: http://www.polygon.com/2013/4/9/4179628 ... ick-hunter
Inafune wrote:At the time, I thought about the good old Mega Man fans from the past, that was an audience from 20 years ago. They've grown up. They're adults. And when I thought about what people were enjoying the most right now, especially in the west, the answer was first-person shooters. That's why I thought the people who grew up with Mega Man might like it. I felt that it would be a huge hit for Capcom.
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I would like to have tried it. Not saying it would have had a megaman feel to it, but the thought of playing a megaman inspired Metroid Prime, doesn't sound terrible.
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Re: FPS Megaman that almost was

Post by KennyMan666 »

On its face, I don't think the idea of Mega Man in first person is a bad idea. There's ways of doing that.

Also, just taking that as a game on its own, it actually looked pretty cool. I would have liked to play it.

It did not, however, feel anything at all like Mega Man.
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Re: FPS Megaman that almost was

Post by BulletMagnet »

I dunno, whenever I see concepts like that the first thought to enter my head is "Bomberman: Act Zero".
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Re: FPS Megaman that almost was

Post by Ed Oscuro »

Polygon's way of making up for the Sims scoring debacle? :mrgreen:

With the guys behind the Metroid Prime trilogy, and Inafune himself, behind it, it should've been a fine game.

SPOILERS: Mega Man X dies

I haven't gotten a chance to see the gameplay videos but the "falling combat" one looks interesting.
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Re: FPS Megaman that almost was

Post by iconoclast »

Mega Man: Act Zero, another brilliant idea by Keiji Inafune.

The videos didn't look terrible, but I'm not sure what it had to do with Mega Man.
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Re: FPS Megaman that almost was

Post by shmuppyLove »

I remember Saint's Row the Third had a very P.Buster-like weapon.

Ah here it is (sorry for the huge pic it was all I could find):

Image

Also, as already mentioned, the 3D Metroid games I think would be pretty close to a FPS Mega Man.
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Re: FPS Megaman that almost was

Post by Moniker »

There was that fan-created Mega Man 8-Bit Deathmatch game. Wasn't really my thing, but some folks like it.
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Re: FPS Megaman that almost was

Post by Mortificator »

The people who propose these reboots that are totally different from what came before seriously need to reexamine their thinking. The fans of the original games obviously like the gameplay and aesthetics, so changing those things will only alienate them. And for non-fans, attaching a name that they're indifferent (or hostile) to will do nothing to get them to pick up the game. It's the worst of both worlds.

As for the videos of the prototype, they're early, but the design seemed going in the direction of the interactive movie. Interrupting the shooting action with apparently non-interactive melee cinematics is lame, and the falling bit manages to be even worse than the turret sequences that regularly make their way into FPS games; at least those let you rotate.

Akira Kitamura created Mega Man, by the way, not Inafune.
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Re: FPS Megaman that almost was

Post by Ed Oscuro »

Hmm, your ideas are intriguing to me and I wish to subscribe to your newsletter. But I think we have to play Metroid Prime anyway.
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Re: FPS Megaman that almost was

Post by undamned »

Mortificator wrote:Akira Kitamura created Mega Man, by the way, not Inafune.
Yeah, I can never seem to remember his name off hand, but I want to punch "fans" in the crotch whenever they go off on "oh, Inafune, father of megaman, blah blah blah."

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Re: FPS Megaman that almost was

Post by Squire Grooktook »

A fast paced, Doom style fps Mega Man with cartoony aeshetic and some platforming might be fun. I don't know how it would feel, but it might be the best way you could pull off a 3d Mega Man.
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Re: FPS Megaman that almost was

Post by Ed Oscuro »

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Re: FPS Megaman that almost was

Post by Squire Grooktook »

I know, I played that, and it's fun. But I mean a dedicated single player Mega Man fps.
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Re: FPS Megaman that almost was

Post by Drum »

I want to play a first person bubble bobble.
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Re: FPS Megaman that almost was

Post by Obiwanshinobi »

FPP platforming, eh? Passable in Metroid Prime, but I doubt many folks LIKED it even there. I have fond memories of jumping in Thief II, but it was even less like MM than Metroid Prime.
By the way, let me know when Japan comes up with an FPP engine just a bit more developed than Wizardry: Tale of the Forsaken Land.
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Re: FPS Megaman that almost was

Post by Drum »

Jumping Flash, surely.
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Re: FPS Megaman that almost was

Post by Lord Satori »

Ugh... I agree, Megaman needs to catch up with mario, sonic, pokemon and the rest of the games his age, but this is NOT the way to go. Also, I find it strange when Megaman is portrayed as an adult. Have you seen the cover art for Megaman 9 (at least I think it was 9). eww! He's not some generic protagonist from some 80s comic book, he's MEGAMAN! He's like Astroboy's modern cousin!

Try going for a 3D Megaman game (which they have yet to do iirc) first before you try genre jumping like that. At the very least, try to make it LOOK like megaman, not some crappy, money grabbing sellout. /rant
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Re: FPS Megaman that almost was

Post by Ed Oscuro »

Some people say it's the aesthetics (I have to admit the suit design seen here is part Master Chef, part Iron Man) and some say it's the gameplay. Can't please everybody.

I guess what's really upsetting about it is that at the time Capcom had a few fairly well-received (and one legendary, guess what) remakes and updates of some of their more classic stable behind them, they started to approach the new decade with projects like Resident Evil 6 and a couple really bad looking 3D fighters. I think that, when you look at what was actually released, it's not clear this was what deserved to die (although RE6 just needed a few consistent changes and it would've been good).
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Re: FPS Megaman that almost was

Post by Ji-L87 »

Lord Satori wrote:Ugh... I agree, Megaman needs to catch up with mario, sonic, pokemon and the rest of the games his age, but this is NOT the way to go.....Try going for a 3D Megaman game (which they have yet to do iirc) first before you try genre jumping like that. At the very least, try to make it LOOK like megaman, not some crappy, money grabbing sellout. /rant
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....Unless you have forgotten how or/and fired all your 2D artists? :mrgreen:
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Re: FPS Megaman that almost was

Post by Ed Oscuro »

I'm sure that games could be made, especially on modern budgets, that blow away the old systems. However you get diminishing returns on art assets for the amount of time invested when doing 2D graphics, and you get some issues that are tricky to resolve with meshing together the output of different artists (and possibly different styles) that simply aren't as evident in 3D games, which can get away with having actually hideous and poorly drawn textures, and still get hailed as "a visual masterpiece." 2D shows up any such problems much more readily, and that's before we even start talking about the relative fluidity of motion with each approach. I'm sure framerate dependence isn't a big issue anymore, but the old cheesy method of giving every character the same "flying through the air, on fire" sprite, regardless of size or gender, would still be with us for the sake of cutting corners.

It's a shame all their good 2D artists are long gone, because they were really starting to put out quality animation in the Darkstalkers era. How short it was...totally unlike, say, the classic era of Disney animation which stretched through most of the 20th century (but which, not coincidentally, has now been abandoned as well).

That's not to say it's a hopeless idea, or one that should be abandoned altogether:
"Unfortunately 2D became the excuse for poor storytelling," said [Pixar's] Lasseter, who pioneered the CGI animation revolution with Toy Story in 1995. "The general consensus was that audiences did not want to watch hand-drawn animated films, which is of course completely ridiculous. The day I stepped in we got in touch with these guys and set about bringing back the artists that Disney had laid off."
However, they still didn't manage to pull it off.
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