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Blackbox
Joined: 10 Jan 2008 Location: Long Island, New York
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Burnsro
Joined: 08 Dec 2007
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Posted: Sun Jun 29, 2008 11:59 am Post subject: |
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It's not yet confirmed for PSN and XBLA release.
I wonder if it will still feel like the NES games or if it'll feel different (jumping or shooting may feel slightly off) and just have 8bit graphics plastered over it.
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ThisMachineKillsFascists
Joined: 09 Dec 2007 Location: Ithaca, NY
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Posted: Sun Jun 29, 2008 2:56 pm Post subject: |
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I guess I'll be the first to ask: is this really necessary? I mean...isn't it a bit excessive? Personally, I'd be more comfortable with high-res 2-D graphics. I think I'm as retro as the next IC user, but...has anyone ever said that NES graphics are actually good-looking? I see their charm as purely nostalgic. But I've never been a Megaman fan--it always felt clunky and heavy to me.
On the other hand: gameplay does matter more than graphics, and I'm just glad that it isn't 3-D--not because 3-D is inherently evil, but because Megaman is an inherently 2-D series...though Legends was good...hm.... Anyway, if it's cheaper to make this way, then awesome; and if the team is more passionate then even better! (I'd actually be really interested to know what the thinking was behind this, and the process that the team used to design it: if they replayed the old games and if any of them are alumni from the series' roots. I hope an interview ends up on Gamasutra....)
Blackbox: hasn't the Wii already proven that graphics aren't as important as a magical beam stick and budget pricing?
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NFG Admin
Joined: 06 Dec 2007 Location: Brisbane.au
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Posted: Sun Jun 29, 2008 6:36 pm Post subject: |
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Gotta say I'm not impressed. If it was coming out in 16 bit glory I'd be excited, but NES-era graphics reek of more fail than nostalgia to me (I was not a member of the NES generation).
Of course, no one cares what I think, but seriously: 8 bit instead of 16? Sounds more like cost-cutting than any real nod t'wards a retro aesthetic.
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L
Joined: 22 Dec 2007
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Posted: Sun Jun 29, 2008 7:15 pm Post subject: |
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| ThisMachineKillsFascists wrote: |
| ...has anyone ever said that NES graphics are actually good-looking? |
Let's list 8-bit systems whose graphics are genuinely good-looking!
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Koji
Joined: 05 Feb 2008
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Posted: Sun Jun 29, 2008 11:52 pm Post subject: |
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| This only serves to highlight the fact that Megaman has been doing the same goddamned thing for the past two decades. I hope this game means they're no longer putting any money into the series, so they can give it a rest, once and for all.
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!=
Joined: 06 Dec 2007 Location: The Planet Of Leather Moomins
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Posted: Mon Jun 30, 2008 12:28 am Post subject: |
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| L wrote: |
| ThisMachineKillsFascists wrote: |
| ...has anyone ever said that NES graphics are actually good-looking? |
Let's list 8-bit systems whose graphics are genuinely good-looking! |
The PC-Engine? :)
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Jon R.
Joined: 13 May 2008
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Posted: Mon Jun 30, 2008 2:27 am Post subject: |
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| NFG wrote: |
Gotta say I'm not impressed. If it was coming out in 16 bit glory I'd be excited, but NES-era graphics reek of more fail than nostalgia to me (I was not a member of the NES generation).
Of course, no one cares what I think, but seriously: 8 bit instead of 16? Sounds more like cost-cutting than any real nod t'wards a retro aesthetic. |
I'm halfway thinking the same thing. The only thing that keeps me from thinking it entirely is the fact that the last Mega Man games on the NES were actually a fine culmination of what could be done with the system after so many years. I once made a visual timeline of the first and last games for each console up to the original Xbox, and it was sort of surprising. Megaman 6, visually, was right at that cusp where the craft legitimately outgrew the hardware. Despite the game itself being a lame rehash, the only visual deficiency was the NES' palette limitations.
Which, now that i actually say it... yeah. Why 8 instead of 16 bit?
The only possible bonus is if the reduced overhead results in the designers being able to screw around a bit with the formula, or at least the level design. I mean, Mega Man 2 is considered the best of that bunch and that was a "rogue effort" according to the creator. Maybe some of that will apply to this.
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aderack
Joined: 06 Dec 2007
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Posted: Mon Jun 30, 2008 2:45 am Post subject: |
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| L wrote: |
| ThisMachineKillsFascists wrote: |
| ...has anyone ever said that NES graphics are actually good-looking? |
Let's list 8-bit systems whose graphics are genuinely good-looking! |
Good grief. It's not about some kind of innate objective beauty. You might as well argue about the inferiority of charcoal to oil paint.
It's an attempt to be expressive, within certain familiar constraints. What would an NES game be like, made with twenty years of hindsight?
Conceptually, it's kind of riding an important wave. Technologically, Pac-Man CE could well have been made in 1982. Artistically, it wouldn't have. This is the design game that Inafune has been playing for the last few years. And this, right here, is a pretty big experiment for him.
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lordnikon
Joined: 06 Dec 2007 Location: Chicago
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Posted: Mon Jun 30, 2008 4:50 am Post subject: |
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Megaman 9 is an important game. For the first time something really challenges the perception of generational inferiority that has been crammed down all of our throats by teams of corporate marketing drones since the dawn of consoles.
It is interesting to see so many people echoing these themes. They are either blasting the game as some retro cash-in or are complaining about it's 8-bit inspired art direction, wishing for 16-bit or higher 2D. I have also seen comments where people are complaining about the fact that actual pixels are being displayed. I find this to be fascinating. With the now widespread use of HDTV displays, all of a sudden pixels are seen as a graphical defect that need to be corrected/fixed.
_________________ www.onlineconsoles.com - network gaming for the Dreamcast, GameCube & Playstation 2
Last edited by lordnikon on Mon Jul 07, 2008 5:18 pm; edited 1 time in total |
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Cacophanus
Joined: 06 Dec 2007 Location: UK
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Posted: Mon Jun 30, 2008 5:55 am Post subject: |
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| What's much more interesting is that it's being developed by Inti Creates. They made Gunbike on the PSone and the actually good Eureka Seven PSP game (not to mention a swathe of Megaman games too obviously!).
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liquidcross
Joined: 06 Dec 2007 Location: New England
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Posted: Mon Jun 30, 2008 6:16 am Post subject: |
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I'm all over this like flies on shit. (For obvious reasons.)
While I don't mind it coming to WiiWare, I'd prefer a PSN release if possible, as that platform actually has a viable backup solution.
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FortNinety
Joined: 06 Dec 2007 Location: New York, New York
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Posted: Mon Jun 30, 2008 6:46 am Post subject: |
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Yeah, count me in as another person that is pleased as punch that this is coming out. My only concerns is related to stupid stuff, like how one of the bosses is a woman, and wondering if this bridges the classic and X series.
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lordnikon
Joined: 06 Dec 2007 Location: Chicago
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Posted: Mon Jun 30, 2008 11:50 am Post subject: |
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| liquidcross wrote: |
| While I don't mind it coming to WiiWare, I'd prefer a PSN release if possible, as that platform actually has a viable backup solution. |
Sort of, but not really. You can back up the contents of your HardDrive, but that backup will only work with that specific console. So your backup is only as good as the consoles lifespan. While PSN is the most liberal method, you still don't feel like the game is 100% yours. Downloading games from any of these services is more like a longterm rental service.
This is the most conflicting part about Megaman 9 for me. I am ecstatic that MM9 is being developed, but to support the game I would have the support the very distribution method that I despise.
_________________ www.onlineconsoles.com - network gaming for the Dreamcast, GameCube & Playstation 2
Last edited by lordnikon on Mon Jul 07, 2008 5:18 pm; edited 1 time in total |
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sfried
Joined: 08 Dec 2007
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Posted: Mon Jun 30, 2008 11:58 am Post subject: |
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| I hear it's being headed by Inafune's IntiCreates.
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aderack
Joined: 06 Dec 2007
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Posted: Mon Jun 30, 2008 12:04 pm Post subject: |
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Yeah, I was wondering about the X thing as well. That may or may not fit into what I expect is Inafune's real plan here -- that being the meta. Splash Woman sure does fit, though!
Already I'm getting some twinges of playfulness. Cement Man... yeah...
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aderack
Joined: 06 Dec 2007
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Posted: Mon Jun 30, 2008 1:19 pm Post subject: |
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Brady: Also, I meant to ask you, what are your thoughts on Megaman 9?
eric-jon: Oh, I thought we'd discussed it.
Well, it's Inafune.
It would be, wouldn't it.
The fact that it's contemporary him, with all the stuff he's into right now, harking back to past him -- the endless Mega Man cycle...
That's pretty meta.
This is one of the more interesting things to happen in the industry for a while.
Brady: My one hope is that while it looks like a NES game, it abuses sprite limit and gives us more animation than the NES could handle.
eric-jon: Oh, I hope not.
I hope it's programmed for NES hardware.
Brady: Really? Wow.
What we did talk about prior is creators from the 8bit days still being around, and Inafune is one of them.
eric-jon: Working within limitations. Part of the point of the exercise, I would think, is developing an NES game with the benefit of twenty years of hindsight.
Brady: Hrm, there is that.
eric-jon: To experiment with the evolution of design, and how it might or might not be independent of the choice of medium. And how the choice of medium might be a stylistic choice as much as anything -- akin to choosing charcoal over pastel or oil.
The NES is still a viable platform. Is qualities are simply qualities. Its visuals look the way they do, its sounds sound the way they do.
Its capacity is what it is.
And I think that's worth exploring from a contemporary standpoint.
It's a valuable step, I think, toward understanding the art of game design.
Brady: If it wasn't viable, a lot of these, like you wouldn't have Tectoy or all these tv game things.
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!=
Joined: 06 Dec 2007 Location: The Planet Of Leather Moomins
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Posted: Mon Jun 30, 2008 2:01 pm Post subject: |
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I feel very much about the usage of hardware platform as stylistical choices, having actually argued for that view in my demoscene circles.
Machines, akin to musical instruments, carrying a historical weight, a lesser, yet more personal relationship to people AND a set of capabilities -- the timbre of the instrument -- that makes it recognizable.
The conflict between an author and his/her medium as a creative force: tension between a mind that wants to drive the medium in places it does not naturally go, appeasement when this same mind tries to exalts its qualities in their most natural way.
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Mister Toups
Joined: 06 Dec 2007
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Posted: Mon Jun 30, 2008 3:40 pm Post subject: |
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to the people complaining that 8 bit isn't good enough...
in this case, I'd say that it's the most logical choice. we still get new megaman games with SNES style graphics... tons of them, in fact, between what's available on the gba and the DS; and anyway, 8 bit megaman is iconic. megaman made a name for itself on the NES and in many ways is synonymous with the experience of 8 bit gaming for many people. if you were to ask any random person on the street about megaman, assuming he was in any way a gamer, he'd probably think of one of the 8 bit megaman games.
so it's not just about nostalgia. it's about the identity of the franchise. what megaman is all about. nostalgia factors into it, too, but... to be honest, as much as I enjoy something like megaman X, in many ways I feel as if already it loses much of the essence of megaman, while replacing it with something else. I'm looking forward to a more stripped down, back-to-basics experience.
I'm actually quite thrilled that this is being made, if only because the principle of the thing is so great. the game itself... well, who knows. it may be awful. it may be awesome. but it shows that developers are still willing to take chances on unproven ideas and is a rare sign of the industry acknowledging its own history and legacy.
on top of everything else eric-jon has mentioned, as well.
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analogosagnos
Joined: 08 Dec 2007 Location: Elk Grove, Ca.
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Posted: Mon Jun 30, 2008 3:59 pm Post subject: |
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I wouldn't say it's the most logical choice, even if it's the most conceptually appropriate choice. The fact that two (three) Megaman games were made after the (iconic, yes) NES era messes with the feel of continuity enough to put a damper on the logic, and even the notion of it finally bridging the gap between it and the X series. Unless this is even more meta than we think and the NES visuals actually will have some zany in-narrative plot twist function.
Anyway, my first inclination upon hearing about this game was leaning toward eric-jon's stance. I want to see what time has taught us about taking advantage of the real NES hardware. I want to see down-and-dirty clever programming, exploits, real "holy shit you can do THAT on the NES?!" moments. On the other hand, I'm in the same crowd that sits and waits patiently (to no realistic avail) at the time in which the next 2D console Castlevania drops, and who nearly got the chills trying to imagine the (then assumed to be 2D) Street Fighter IV. To that end I'd also very much like to see what the Greatest 8-bit Product Ever would look like.
To be honest, it doesn't look like it's going to be either of these things. Even when I suppress my cynicism of the product as a corporate "move" and look at it as just an experiment, it still looks pretty modest so far. I'm pretty sure it's already been proven that it's not made with real NES limitations, but it already seems like it's more interested in echoing the past than...retroactively surpassing it, or whatever. So I don't see much evidence of that super pixel pushing either. But I guess we'll have to see the animation.
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another god
Joined: 06 Dec 2007
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Posted: Mon Jun 30, 2008 4:49 pm Post subject: |
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there's a point to having iconic 8-bit megaman, and there's a point to pushing past the NES' limitations.
i mean, why would we want games with drab colors, (unintentional) slowdown, and tons of flicker? as much as i would say it would be a testament to 8-bit gaming to really make an 8-bit game and make it today, it's just not how i'd want CAPCOM to make a game.
all i want to do is be reminded of how great 8-bit megaman was, maybe play a game with the same gameplay, and maybe have that game kicked up a notch or two. plain and simple - do 8-bit limitations interest me as a gamer and a fan of old school mario? no. does megaman? yes.
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Blackbox
Joined: 10 Jan 2008 Location: Long Island, New York
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Posted: Mon Jun 30, 2008 9:41 pm Post subject: |
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ThisMachineKillsFascists,
Your right the Wii does prove graphics don’t make the game. But, at risk of sounding like the many casual game bashers I was very surprised that the killer app for the Wii was Wii Sports which really needed to be fleshed out more, though it was fun for a few weeks. With Nintendo creating re-releases of Famicom and Game and Watch games in Japan before the Wii, I though there line of thought was leading to something like 9-volt games from Wario Smooth Moves, like the Wind Waker (at 0:53 on the video) or like Balloon Fight ( at 1:30 on the video) but you know a full game (like using a pointer for Okami Wii Version).
| NFG wrote: |
Of course, no one cares what I think, but seriously: 8 bit instead of 16? Sounds more like cost-cutting than any real nod t'wards a retro aesthetic. |
Actually NFG, I’m hoping that because this game is not actually being developed for NES hardware, perhaps there can be a few flourishes of impressive graphics. After all 8-bit looking sprites does not mean there won’t be some modern day animation, if amateurs can make an 8-bit looking Megaman dance so smoothly I’m hoping Capcom can surprise us.
Even though it is not actually 8-bit, Cave Story really convinced me that limited 2-D sprites and backgrounds could be very beautiful (just look at the explosion animations!).
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NFG Admin
Joined: 06 Dec 2007 Location: Brisbane.au
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Posted: Mon Jun 30, 2008 9:52 pm Post subject: |
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| Quote: |
| Actually NFG, I’m hoping that because this game is not actually being developed for NES hardware, perhaps there can be a few flourishes of impressive graphics. After all 8-bit looking sprites does not mean there won’t be some modern day animation, if amateurs can make an 8-bit looking Megaman dance so smoothly I’m hoping Capcom can surprise us. |
I don't remember addressing your posts specifically, but I'm with you: the NES hardware is just too limiting. What's next, faux colour bleed and dotcrawl to emulate the NES' inferior video output, so we can relive the suck on our fancy modern TVs? Preposterous. It's one thing to love the old look, but we should not buy into it wholesale.
| Quote: |
| Even though it is not actually 8-bit, Cave Story really convinced me that limited 2-D sprites and backgrounds could be very beautiful (just look at the explosion animations!). |
Is there anyone among us who thinks pixel art is unattractive? (quick, let's excommunicate them!)
The problem, I think, is twofold:
1. We don't know for sure how NES-like this game will be.
2. We don't know the boundaries of Capcom's retro aesthetic.
If the only limitation is a 52-colour palette and 4-colour sprites, then I'm down with that. Throw the other limits to the winds and rock the boundaries imposed, fuck yeah. If they've decided to replicate the entire NES experience, crap sound, crap graphics and all, then I might prepare to be underwhelmed.
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Lurky
Joined: 09 Dec 2007
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Posted: Tue Jul 01, 2008 3:59 am Post subject: |
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It's not even clear they'll stick with those limits, if this ends up bridging Megaman with Megaman X
we might see something really odd like nes megaman meeting this sprite
I think it's unlikely they'll go with mono sound unless it's actually a nes game.
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Burnsro
Joined: 08 Dec 2007
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Posted: Tue Jul 01, 2008 4:31 am Post subject: |
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| The story is not going to connect to X.
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liquidcross
Joined: 06 Dec 2007 Location: New England
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Posted: Tue Jul 01, 2008 6:36 am Post subject: |
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| Burnsro wrote: |
| The story is not going to connect to X. |
Yeah, that part kinda sucks. :(
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Isfet
Joined: 06 Dec 2007 Location: (new)York
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Posted: Tue Jul 01, 2008 7:36 am Post subject: |
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if Capcom is smart, they'll never link the series together. the opportunity to do so (logically and easily) passed over a decade ago, so at this point it would just make more sense to only have vague hints at things for the fans and continue to allow each series to occupy its own space. because really, even though all Mega Man games have something in common, they play quite differently from each other. it would be a shame to just end an entire style of games due to some desire to create true continuity in Mega Man's hilariously fatuous storyline.
anyway, i'm not particularly thrilled about the graphical style chosen for this game, but what i'd prefer is far too unrealistic. the only real potential benefit i see here would be that the game might have the same mechanics and feel of the NES games (a certain kind of tightness), which is something the series never really quite got a hold of on any other console. i don't really know why that is, to be honest, but i imagine it has something to do with adding frames of animation and sprites.
appealing to nostalgia is probably the best move Inafune could make with this series right now, considering how much interest in it dwindled after the earlier games. not that i think this will only be about nostalgia, but the game definitely fits in with what seems to be the game industry's M.O. as of late.
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bloody heartland
Joined: 19 Mar 2008
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Posted: Tue Jul 01, 2008 7:59 am Post subject: |
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The idea that this is about going back to NES-era hardware limitations is pretty absurd, since this is clearly about ripping off all the Neo-Arcardian cyberapocalypse crap that's encrusted the series for the past decade and getting back to the core concept of Mega Man, which did not include hamfisted robot hitlers or stabs at misguided pathos.
There's no point in ressurecting a corpse when you can invoke the spirit: in any case, since the NES/Famicom used mappers, working within the limitations of the NES is essentally meaningless. Castlevania 3 is not stock NES hardware that sounds that good, it actually has an extra sound chip in it. Conversely I'd have to see a 1982 arcade game with the complexity of Pac Man CE's mechanics to believe such a thing was possible back then - the first game's so limited that once a certain number register goes past a value, the screen glitches out and distorts. The Y2K bug started because back in the 1970s and 1980s computer hardware and memory was so limited and expensive the "year" field could only be stored and expressed in two digits. I doubt something as intricate as CE would have been possible for a few years.
Back to Mega Man: Infaune has wanted to make the kind of games he's wanted to make for years but been stymied by market demands and expectations. Dead Rising was designed so that at any time they got clearance the engine could become Mega Man Legends 3, there's a really awesome quote about that. That's why you can dress up as Mega Man in it.
Getting back to the point: this is about making a Mega Man game that doesn't feel compeled to throw in a cutscene, or a robot sidekick, or high-res graphics for the sake of high res graphics. Mega Man looks sort of weird on the SNES games because he was designed to (but also perfectly expressed by) NES-era pixel art. If you look at the SNES and PSOne Megaman games Bass is actually a lot better looking, because he's designed for the system hardware. So for years we've had goofy or beefed up looking Mega Men because the market and the press would have ripped into a game using the NES sprite. Advancement for the sake of advancement. If a NES-style pixel grid makes Mega Man look his best, maybe the graphics should be designed around that. Likewise, the level design doesn't really improve if you throw in a few story-based levels in there. It's ok to use NES-style level design. Same for the sound - it's ok to think that the NES soundchip sounds good. It doesn't have to be red book audio. Previously the market and press demanded it.
So rather than a NES game that tries to apply lessons learnt on modern hardware, this is a modern hardware game that tries to apply lessons learnt on the NES.
It's possible to do all of this in a modern engine without having to resort to coding in NES assembly. It just takes a carefully selected colour palette, a nicely judged sense of physics and the right instruments and voices for the soundtrack. That's the NES spirit, and Cave Story shows how nice it can be when you invoke it. If the spirit lives on the flesh can rot without loss.
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layazero
Joined: 13 Dec 2007
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Posted: Tue Jul 01, 2008 12:58 pm Post subject: |
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| GoNintendo blog wrote: |
| - 8-bit style was chosen to ‘please fans’ |
This is why I am two minds about this. I wonder how they came to know that this would 'please fans.' I disagree with Toups in that I don't think you'd get a majority of Mega Man fans thinking back to the 8-bit days, and if they do, it may have something to do with The Advantage or The Minibosses. Now, neither of us has any real data around this, but I don't know if Capcom does either.
Now, if this was the Inafune's secret dream project, I'd have his backing 100%, but because it's made to cash in on a retro trend, I'm cautious. I'm all about designers making games they love, not what they think I will.
That said, I do wonder how similar this is really going to be to an 8 bit game. Same type of level design? or will 20 years of hindsight show? I hope this will not just be treated like a novelty to Capcom.
It would be great to see a ton of gamers get a kick in the face with how hard this is going to be. Maybe I just suck at Mega Man though, but those NES era ones are hard. Gamers expect something different now.[/quote]
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ferricide
Joined: 11 Dec 2007
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Posted: Tue Jul 01, 2008 1:23 pm Post subject: |
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capcom has stated that they use a variety of methods to figure out what fans want -- their community site and others, even what games sell well on eBay used.
this thread didn't go the way i expected it to, but i guess maybe i should have. i hate to be a total jerkface (preface to being total jerkface) but i find the whole thing a little pretentious in spots. i mean we're talking about a new mega man game, not postmodern literature. i can appreciate wanting to approach games from a serious perspective but ultimately i think it's really unlikely that the creators are approaching the game this way.
'course gaming has always been rather self-referential and in-jokey at the least, so i expect some good tweaks and ribcage-poking from the game, in that form, if nothing more substantive.
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NFG Admin
Joined: 06 Dec 2007 Location: Brisbane.au
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Posted: Tue Jul 01, 2008 7:02 pm Post subject: |
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| ferricide wrote: |
| i can appreciate wanting to approach games from a serious perspective but ultimately i think it's really unlikely that the creators are approaching the game this way. |
Due respect, it doesn't make sense to tell us we're enjoying something the wrong way or taking something too seriously, does it?
As for the creators... Well, I should HOPE they're taking it the same way. If you're not serious about games, well... Then I guess you're not. I dunno where I'm going with that. =/
Put another way, my definition of 'nerd' is something who takes something more seriously than I do. They're just weird. Thing is, I take a lot of things more seriously than most, so to them I assume I'm the nerd. Vive la différence! =)
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ThisMachineKillsFascists
Joined: 09 Dec 2007 Location: Ithaca, NY
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Posted: Wed Jul 02, 2008 1:04 am Post subject: |
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| aderack wrote: |
Yeah, I was wondering about the X thing as well. That may or may not fit into what I expect is Inafune's real plan here -- that being the meta. Splash Woman sure does fit, though!
Already I'm getting some twinges of playfulness. Cement Man... yeah... |
| ferricide wrote: |
| i find [this thread] a little pretentious in spots. i mean we're talking about a new mega man game, not postmodern literature. |
I honestly don't see where one could interpret any sort of reflexive agenda from the information we now know about this game. Do you know something we don't, Aderack, or are you just projecting?
Maybe I'm a pessimist or a cynic, but the way I see this panning out ends up with basically everyone in this thread being disappointed. I believe that Megaman 9 will ultimately be a game: it'll be DLC, it'll look 8-bit but fudge the specs in places, the level design will be evocative of the NES games but seem a little "off", the "hardcore" will complain that the "physics" are a little floaty, the difficulty will be mid-range.
Obviously, some really cool stuff could be done with this project. It could start out with NES-esque sprites and then gradually "evolve" as the series has. You could end up playing with the original (iconic) Megaman sprite over 32-bit stages, or something. It could all become a Kojima-esque self-commentary. But...I just don't see that happening--as much as I'd like it to. Call me a cynic, but this whole project seems cynical to me.
| bloody heartland wrote: |
| Back to Mega Man: Infaune has wanted to make the kind of games he's wanted to make for years but been stymied by market demands and expectations. Dead Rising was designed so that at any time they got clearance the engine could become Mega Man Legends 3, there's a really awesome quote about that. That's why you can dress up as Mega Man in it. |
Shit, I'd forgotten that Inafune's secret passion was to wrap up the Legends series! It seems like the man really is just a fanboy for his own work. If anything, I think that's the one speculative element that gives me hope that everything I just wrote will be wrong.
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aderack
Joined: 06 Dec 2007
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exodus
Joined: 19 Jul 2005
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Posted: Thu Jul 03, 2008 1:41 pm Post subject: |
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fellows, I have to say that the earlier part of this thread is pretty disappointing. I want to remind everyone that we need to avoid the pretension and posing of other forums, and there's just a bit too much of it here. I am once again not sure what to do about it, other than to ask people to stop!
I hope this is clearish and doesn't just sound like whining. The vibe is getting rough, and I want to avoid that.
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Persona-sama
Joined: 06 Dec 2007 Location: Acrylic Polymer Dismulsion
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Posted: Mon Jul 07, 2008 1:06 am Post subject: |
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Video is up: http://gonintendo.com/?p=48628
It's pretty accurate to the NES it seems. Hopes for meta trickery seem to be crushed.
It'd be neat if the end song or one of the boss songs were performed by the guys who did the Airman ga Taosenai songs though. That's what this game really seems to be aimed for anyway, that Niconico/Futaba classic Rockman audience.
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Keitronic
Joined: 06 Dec 2007
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Posted: Mon Jul 07, 2008 2:55 am Post subject: |
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| Persona-sama wrote: |
| It's pretty accurate to the NES it seems. Hopes for meta trickery seem to be crushed. |
Or one can hope that there is still a possibility for secrets in this industry where the surprise twist is often a bullet point on the back of the box. I mean, it's not coming in a box anyway! So we don't need to know until we buy it or some overzealous nerdrager spoils it for everyone!
Or maybe I'm just an optimist.
_________________ A saga of secrets and lies.
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aderack
Joined: 06 Dec 2007
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Posted: Mon Jul 07, 2008 3:26 am Post subject: |
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Hard to tell much of anything from that, except that the new background music seems pretty nice!
Even got NES-style flicker and slowdown.
I'd like to see more of the level design. There are some curious things going on there with the mortar destroying parts of the background and the spinning platform doodad.
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liquidcross
Joined: 06 Dec 2007 Location: New England
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Posted: Mon Jul 07, 2008 6:35 am Post subject: |
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| There's rumors than some Mega Man 2 music is reused in the game (for the password screen and boss select screen). That bothers me; as good as that music was, it's a new game, so it should have all new music!
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bloody heartland
Joined: 19 Mar 2008
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Posted: Mon Jul 07, 2008 7:04 am Post subject: |
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Just to point out - that's not sprite flicker, which is a symptom of a per-line sprite limit. That's pretty clearly a post-injury invincibility flash. If it was sprite flicker you'd see chunks of characters drop out (the infamous easter egg in the colecovision smurf game, the one where you can duck to remove smurfette's dress, is caused by this - the hat on the player character pushes the sprite limit over and the dress spirte drops out).
Likewise, the slowdown could be an artifact of a poor transfer to the .flv format - fluid movement can be wrecked by the framerate of the playback, or a poor codec.
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FortNinety
Joined: 06 Dec 2007 Location: New York, New York
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FortNinety
Joined: 06 Dec 2007 Location: New York, New York
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Posted: Mon Jul 07, 2008 8:12 am Post subject: |
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Some interesting things...
- Now sure what that's supposed to be. So he gets squished or something?
- You can also buy upgrades, a la the Game Boy games, and in Mega Man 7 & 8 for the SNES and PSone/Saturn. So this is the first time you can do it in an "NES" version.
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| Quote: |
| You're also able to remove his helmet and play the game with Mega's black hair flowing free. |
- Splash Woman was designed by Inafune himself.
- The charge buster and sliding mechanism was gone, but seems to be something that you also get later on in the game?
EDIT: And here we have the trailer!
http://gonintendo.com/?p=48628
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Jon R.
Joined: 13 May 2008
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Posted: Mon Jul 07, 2008 9:56 am Post subject: |
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| liquidcross wrote: |
| There's rumors than some Mega Man 2 music is reused in the game (for the password screen and boss select screen). That bothers me; as good as that music was, it's a new game, so it should have all new music! |
If it's just those, then it's not a big deal. There's like 4 notes between the two to begin with.
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liquidcross
Joined: 06 Dec 2007 Location: New England
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Posted: Mon Jul 07, 2008 10:02 am Post subject: |
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| FortNinety wrote: |
Some interesting things...
- Now sure what that's supposed to be. So he gets squished or something?
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He's rotating around that platform, from top to bottom.
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Koji
Joined: 05 Feb 2008
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Posted: Mon Jul 07, 2008 8:32 pm Post subject: |
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| lordnikon wrote: |
| Megaman 9 is an important game. For the first time something really challenges the perception of generational inferiority that has been crammed down all of our throats by teams of corporate marketing drones since the dawn of consoles. |
I'm sorry, but no. If it was a new game, with a new design and new concepts, I could agree with you. But the truth is that this is just another Mega Man, a clone of a series of six games made a very long time ago. This game is only catering to nostalgia in order to maximize profits: it's reusing everything! Design, sprites, code (probably,) tools, know-how, music.
As it has been mentioned in another post, Cave Story really is what you seek. But that is indeed not a commercial or mainstream game.
| ThisMachineKillsFascists wrote: |
| Call me a cynic, but this whole project seems cynical to me. |
No, you're right. It's just the result of market research.
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Koji
Joined: 05 Feb 2008
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Posted: Mon Jul 07, 2008 8:35 pm Post subject: |
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| exodus wrote: |
| fellows, I have to say that the earlier part of this thread is pretty disappointing. I want to remind everyone that we need to avoid the pretension and posing of other forums, and there's just a bit too much of it here. I am once again not sure what to do about it, other than to ask people to stop! |
Stop what? You're not making any sense!
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