What do you want to see in “Mega Man 12”?
#1 – Reintroduced Pixel Art Visuals
Personally, we absolutely love the look of Mega Man 11: it’s clean, colorful, and bold. But we’d be lying if we said we didn’t miss the “classic” aesthetic of the older Mega Man games that Mega Man 9 and 10 used. There’s something instantly charming about it, right?
Games like Castlevania III, Super Mario World, and The Legend of Zelda: A Link to the Past have held up well to this day; It’s arguably better than its 3D counterparts, and the Mega Man franchise is no different, so we’d love to see a return to the 8- or 16-bit art style. However, in 2022, how receptive will audiences be to a new Mega Man embracing pixel art? Especially after Capcom took the series in a completely different direction with its eleventh iteration.
our solution? Aesthetic application in the style of “HD-2D”. Maintain the core identity of the original NES titles, but augment it with real-time lighting, depth, and enhanced textures. We think that’s exactly what it’s going to look like the killer.
#2 – Re-Chiptune
This kind of goes hand in hand with our first point and we’re not really sure you can have one without the other. However, while we were fans of some of the melodies featured in Mega Man 11, they simply pale in comparison to the distinct scores found in previous NES titles; Heck, even Mega Man 9 and 10 had music that totally beats what was found in the last title.
There’s nothing wrong with stepping away from chiptune music and trying something more ambitious, but with Mega Man, there’s something truly magical about a simple, straightforward 8-bit theme that instantly gets stuck in your head.
Mega Man 2’s ‘Dr Wily’s Castle’ theme, Mega Man 3’s ‘Magnet Man’ theme, Mega Man 9’s ‘Galaxy Man’ theme (above)… Perfection. We say re chipton.
#3 – Change the gear system
Mega Man 11’s gear system was undoubtedly the biggest change compared to previous titles. It granted the ability to either slow down time or increase the power of your weapon at the drop of a hat. Although it was a fun little gimmick that worked well within the limits of the game, its inclusion throughout Total The experience arguably made some areas too easy, giving gamers a crutch to fall back on whenever things felt a bit a bit off.
our solution? Backtrack on its implementation a bit. There are several ways Capcom could do this: our preferred option would be to keep them available at all times, but perhaps limit their use to two or three times per stage, forcing players to be more selective when deciding to use them.
Other options include them appearing on stages as pick-ups, or being offered as an option if players die a certain number of times, as in modern times. Mario addresses.
There is, of course, also the option to ditch the gear system entirely, but we’re not sure we’re a fan of that idea. While there’s no doubt that the stages in Mega Man 11 were built primarily around their use, doing away with them entirely would be the wrong approach here. we Such as Gear system It just needs a little refinement.
#4 – Improve the story
Mega Man 11 certainly tried to provide some semblance of plot and Technically speaking He succeeded in doing so. Having said that, we still wouldn’t go so far as to call it “good” and it certainly wasn’t a patch on anything you’d see in the spin-off series. Mega Man X.
Now, we’re not saying the core Mega Man franchise needs to offer threats of world domination or many heroes with questionable morals, but while you’re away from this franchise, you need to give fans even more reason to stick around.
We’d be very happy if Mega Man 12 simply provided more environmental cues that hint at a broader story, or even implemented some cutscenes to introduce the Robot Masters. Just Something To give this universe a little more life please, Capcom.
#5 – Speaking of Mega Man X…
At the moment, Capcom doesn’t seem particularly interested in reviving the Mega Man X brand, so why not implement some core gameplay features into the main series? In the first place, we are thinking of the wall jump feature, which will add an extra sense of verticality to the stages.
Other features include dash (although this is already available in chip form) and – dare we say it – a sword. Yeah, we’re not expecting Zero to come into action in Mega Man 12 or anything, but it would be nice if Mega Man had the timed ability to basically become a powerhouse and wield some kind of lightsaber for a few moments!
#6 – Restore the ability of the Rush adapter
Rush, Mega Man’s loyal robotic companion, is an absolute delight and has appeared in almost every game since his introduction back in Mega Man 3. His primary abilities, Coil and Jet, are great little additions that mix up the gameplay, but we’d love it if the next installment brought back the ability Mega Man 6 on “The Transformer”.
This effectively fused Rush and Mega Man, giving Mega Man a cool red aesthetic and transforming him into Power Mega Man or Jet Mega Man. Power Mega Man was able to launch punch attacks and take down enemy shields, while Jet Mega Man allowed him to fly. What more could you have asked for? [Power Jet Mega Man? – Ed]
We’d simply like to see these abilities return in Mega Man 12.
Do you like the sound of any of these ideas? Got some better ones? Let us know in the poll below and feel free to celebrate Mega Man’s 35th anniversary in the comments. You can also celebrate that we got through the entire article without once calling him “Blue Bom—”*The editor bursts into the room, grabs the keyboard, and smashes it into a thousand pieces*