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Author Topic: Mega Man 11  (Read 22278 times)

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August 23, 2013, 04:01:59 AM
Reply #105

Offline Alpha X

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Re: Mega Man 11
« Reply #105 on: August 23, 2013, 04:01:59 AM »
i want two things:
-capcom staff reading this
-and .....mm11 released

PS:anyway they say that we haven't seen the last of the "blue bomber" so i think that the classic series isn't dead yet  :mrgreen:

August 23, 2013, 05:36:31 AM
Reply #106

Offline -FiniteZero-

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Re: Mega Man 11
« Reply #106 on: August 23, 2013, 05:36:31 AM »
I probably said this before, but...

I want this game to not be 8-bit.

Granted, to round out the "retro" trilogy, it probably will be anyway.

First, there was the Wily Wars trilogy, with Mega Man 1, 2, and 3.
Then there was the False Enemy trilogy of 4, 5, and 6.
After that is the Awkward trilogy of 7, 8, and Mega Man & Bass.
Finally, there's the Retro Revival trilogy of 9, 10, and probably 11.

Maybe after THAT we can finally get the Next Gen trilogy.

August 23, 2013, 11:58:02 AM
Reply #107

Offline NemZ

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Re: Mega Man 11
« Reply #107 on: August 23, 2013, 11:58:02 AM »
They tried that and you labeled it the 'awkward' trillogy for a good reason.  Classic megaman is 8bit, period.

I'd really like to see someone do an 7/8FC-style conversion to make x4-8 into SNES games and maybe scrape some of the bullshit off of them along the way.   If that means reinventing x7 from scratch then fine, nothing of value will be lost anyway.  Perhaps xtreme 1&2 in GBA as well... those did NOT fare well as GBC games.

August 24, 2013, 01:24:01 AM
Reply #108

Offline Magnet Dood

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Re: Mega Man 11
« Reply #108 on: August 24, 2013, 01:24:01 AM »
Why the hell is 7, 8, and &B labeled the awkward trilogy? You can't just call Classic Mega Man only the 8-bit games, all of it is Classic Mega Man. Besides, I liked 7 and &B better than about half of the 8-bit ones (1, 3, and 6). 8's pretty average but still good.

Anyway, if I had to say what I would want in MM11, I'd just say cool weapons. 5 had a bunch of different and unique weapons (except maybe Star Crash) and making a bunch like that would be awesome.

August 24, 2013, 01:37:36 AM
Reply #109

Offline Geno

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Re: Mega Man 11
« Reply #109 on: August 24, 2013, 01:37:36 AM »
Quote from: "-FiniteZero-"
After that is the Awkward trilogy of 7, 8, and Mega Man & Bass.

Don't you mean

The awesome trilogy? :cool:


Seriously though, Capcom has learnt from MM8.

That is, if a classic series main game is not 8-bit, the majority of the people whine and complain about it.

So, in other words, if Capcom made 3 games after 11, they'd be 8-bit too.

August 24, 2013, 02:03:04 AM
Reply #110

Offline Laggy Blazko

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Re: Mega Man 11
« Reply #110 on: August 24, 2013, 02:03:04 AM »
I hope i'm not the only megaman fan in this forum who hates the classic megaman sprite (EDIT: OK, i don't hate it but I think it looks very crappy) and likes the mm8 style.

August 24, 2013, 02:06:40 AM
Reply #111

Offline Ivory

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Re: Mega Man 11
« Reply #111 on: August 24, 2013, 02:06:40 AM »
The main issue is, the graphic style is hardly what makes the game good or not. One of MM8's gameplay problems was a result of having over the top gimmicks that impeded on gameplay too much. Heck, even if MM11 was in Wily Wars graphic style, it would be great. I'm just sick of the trend of Classic Mega Man games HAVE to be 8 Bit.

MM9 was meant to be nostalgic and thus 8 bit. MM10 was just cashcowing off of MM9's success which included the nostalgia tapping 8 bit style.

Edit: You aren't alone in that thought. MM8/&B style is actually my favorite classic graphic style.

August 24, 2013, 03:14:10 AM
Reply #112

Offline NemZ

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Re: Mega Man 11
« Reply #112 on: August 24, 2013, 03:14:10 AM »
i would agree that &b probably is the best graphical take on the series, and definately above average gameplay-wise, but there's still a noticeable difference in the way the game plays because of all that fancy animation.  It just isn't as responsive and each screen feels a little cramped.  Nowhere near as bad as 7 or 8, but still.  fix that, make all 8 RMs available from the start and replace tengu & astro with originals and it would rank at the top.

August 28, 2013, 01:02:00 AM
Reply #113

Offline Dark Phil

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Re: Mega Man 11
« Reply #113 on: August 28, 2013, 01:02:00 AM »
What would be nice (to appease all fans) is the ability to choose graphics. So you could choose to play it in 8-bit, 16 bit, etc. The game should be the exact same no matter how you have it set, meaning the ratio of Mega Man to the screen should remain the same but the graphics could look spiffier.

Also, It would be pretty sweet to get the rush armors in the game (the two from 6 and the one from 7).

October 31, 2018, 03:11:07 AM
Reply #114

Offline Trainer Ed

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Re: Mega Man 11
« Reply #114 on: October 31, 2018, 03:11:07 AM »
Well, it's out now.

It features the ability to slow time and charge up Robot Master weapons like Megaman X.
Its bosses are:
-Acid Man
-Block Man
-Torch Man
-Blast Man
-Tundra Man
-Impact Man
-Bounce Man
-Fuse Man

And the Yellow Devil is back and also there is no 8/16-bit modes. Sorry, Dark Phil.

I probably pissed off a lot of people by bumping this up here, but still. Sometimes it's good to look back at our past expectations and compare it to reality.



There was also this other game Keji Inafune made in-between, but we don't talk about THAT.

June 19, 2020, 01:10:38 AM
Reply #115

Offline Hunters120

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Re: Mega Man 11
« Reply #115 on: June 19, 2020, 01:10:38 AM »
The soundtrack and some of the assets coming from this game is implemented to Mega Man Maker as of 1.6.


 

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