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Rockman & Community => Rockman Series => Original => Topic started by: MacDaddyMike on August 21, 2013, 03:23:23 AM

Title: Things you want/don't want to see in Mega Man 11
Post by: MacDaddyMike on August 21, 2013, 03:23:23 AM
Yeah, MM11 is looking less like a possibility every year as Capcom keeps deciding to put the series on the backburner, but hypothetically what are some features you'd like to see in the next classic series game, and what are some things that would disappoint you?

I'll start,

Something I'd like to see: more stage interaction with robot master weapons.  One of the few things that I really liked about MM7 was how different weapons unlocked secrets or new areas, like lighting up generators or freezing the molten rivers in Junk Man's stage, or burning down the forest in Slash Man's stage, and the like.  It'd be cool to have more stages with alternate paths like MM6, and I'd like to see more weapons being used to make stages easier to progress through, affecting the various stage gimmicks somehow (like how Time Stopper helps make Quick Man's stage easier, but expanded upon for new possibilities).

Something I don't want to see: another Devil boss.  MM9 and MM10 both had Devil bosses and they were both the worst, most annoying bosses in each respective games.  We've had two in a row, Capcom--we really don't need anymore.  Frankly, I don't think I've ever enjoyed a Devil boss in the entire series, so that's something I wouldn't mind seeing disappear forever.
Title: Re: Things you want/don't want to see in Mega Man 11
Post by: Gauntlet101010 on August 21, 2013, 03:48:11 AM
I'd like to see actual different endings based on how you beat the game.  A low point of Powered Up was that everyone just got the same ending.  It was nice that you could beat the game with several different characters, but I didn't feel the need to beat the game several times just to see the same ending over and over.

And yeah, the weapons affecting maps and secret stuff was a highlight of 7. 

I like X8's on-the-fly character switching too.  Why not bring that into the classic series?

Maybe an emphasis on stages that are really fun to play?  MM8's snowboarding level would be a good example if they didn't make the difficulty so high.

Megaman Minus Infinity had a good thing going with temporary powerups.  It'd be neat if MM could temporarily steal minor enemy's powers.  Too Kirby, maybe?  Well, temp powers would eb ... something, anyway. 

What I don't want to see?  The Wily Capsule.  GET A NEW IDEA, CAPCOM!  I agree with the Devils too.  MMs 8 - 10 all had devils.  So did R&F and the Power Battles/Fighters.  Enough already.  Make another boss iconic.  How about MM2's dragon?  A revamped Mad Grinder?  A powered up Shadowman perhaps? Think outside of the box, guys.
Title: Re: Things you want/don't want to see in Mega Man 11
Post by: Mirby on August 21, 2013, 04:18:51 AM
but there's already a Mega Man 11 (http://mm11.xavierdang.com)

or at least a fan soundtrack.

i want the game to use that soundtrack and those bosses. :D
Title: Re: Things you want/don't want to see in Mega Man 11
Post by: Protoman Blues on August 21, 2013, 05:16:41 AM
What I want to see:

-Better graphics
Keep in mind, I love, repeat, REALLY [tornado fang]ing LOVE 8-Bit MegaMan. It is my favorite style of MegaMan game to play, without question. Plus I love 8-Bit music. Having said all that, Capcom's new task with the MegaMan franchise is to show that they are [tornado fang]ing trying. There's no reason that the graphics of MegaMan 11 cannot look as awesome as the DuckTales Remastered game. No. Reason. And it has to be done differently because, while graphics are not the be all/end all of MM gaming, again it has to be shown that they're trying and the easiest way to do that is to make it look pretty. It does not need super high end graphics, but just show that you're doing something different while still keeping the formula and level design the same.

-Unlockable stuff
Rockman Blues had the great idea of unlockable Overpowered Playable Blues. Besides that though, they also allowed Rock to use the Mega Buster & Slide once you beat the game. If you want to go the same route with having MM not start off with that ala MM9 & MM10, that's fine. But allow fans to unlock those key, classic features like you did in Rockman Blues. Same with special stages, Forte, and perhaps even Adorable Playable Dressable Roll again. However, Blues must be playable from the beginning.

What I don't want to see:

-Wily Capsule
There's no way to make it interesting anymore. Something new, please!

What I REALLY want to see:

-More Super Adapters
In addition to bringing the Super Rush Adapter back, throw in some more. Super Tango Adapter.
Title: Re: Things you want/don't want to see in Mega Man 11
Post by: Sub Tank on August 21, 2013, 06:38:53 AM
Another offensive robot master.  Oil Man wasn't racist enough.
Title: Re: Things you want/don't want to see in Mega Man 11
Post by: Sakura Leic on August 21, 2013, 06:44:45 AM
What about Tomahawk Man?
Title: Re: Things you want/don't want to see in Mega Man 11
Post by: Mirby on August 21, 2013, 06:49:02 AM
KKK Man

Special Weapon: Burning Cross
Title: Re: Things you want/don't want to see in Mega Man 11
Post by: Sub Tank on August 21, 2013, 06:51:15 AM
get equipped with white power
Title: Re: Things you want/don't want to see in Mega Man 11
Post by: Protoman Blues on August 21, 2013, 06:54:53 AM
SwastikaMan!
Title: Re: Things you want/don't want to see in Mega Man 11
Post by: Mirby on August 21, 2013, 06:55:43 AM
JihadMan
Title: Re: Things you want/don't want to see in Mega Man 11
Post by: AquaTeamV3 on August 22, 2013, 09:52:22 PM
I'd love to see a game that follows more in the footseps of Megaman 8.  By that I mean:

- That sense of charm and polish. Little details everywhere, Robot Masters having their own personalities, creative stages.
- Special weapons having a larger role in mobility and stage manipulation.  Still keep them powerful too, like in 8.  They should all have a different purpose, but at the same time none of them suck.  Even Water Balloons could dish out some hurt, which was nice.
- Rush feeling more like he's part of the team and less like a support item.  I wouldn't mind another Rush Jet segment.
- I liked how MM8's boss weakness system felt 'smarter'.  If you hit a boss during a certain frame of animation, they'd get temporarily stunned and you could nail them with a charge shot.

Some other features that MM11 could have:

- Playable Blues, preferably how he was done in MM10.  Make him more powerful than Megaman, but keep the shield and him taking extra damage.  I like the high-risk, high-reward style that he brings to the table.
- Megaman keeps his charge shot and slide.
- Let's ditch the teleporting hatches in the final stage and do the boss re-fights MM1/MMX1 style.
- Ditto to everyone saying that Wily Capsules need to go.

Maybe an emphasis on stages that are really fun to play?  MM8's snowboarding level would be a good example if they didn't make the difficulty so high.

I don't see why people say that MM8's snowboarding sections are hard.  They're completely fair in that you get a clear warning as to when you need to jump and slide.  No cheap difficulty or anything, just pure reactions on your part.
Title: Re: Things you want/don't want to see in Mega Man 11
Post by: Protoman Blues on August 22, 2013, 10:31:02 PM
- Playable Blues, preferably how he was done in MM10.  Make him more powerful than Megaman, but keep the shield and him taking damage.  I like the high-risk, high-reward style that he brings to the table.

I like the way you think!!!
Title: Re: Things you want/don't want to see in Mega Man 11
Post by: Sakura Leic on August 22, 2013, 10:42:51 PM
I kind of want a playable MMPU styled Roll.
Title: Re: Things you want/don't want to see in Mega Man 11
Post by: Flame on August 23, 2013, 02:05:07 AM
No 8 bit

PB pretty much said what needs to be said on that matter quite nicely.


No more MM2 wanking. Its nice that everyone likes 2. That doesn't mean you have to keep trying to match it with the no slide/charge and blatant asset reuse from 9. (basically, see PB's no 8 bit point, they have to show they are trying. Not pandering needlessly to a specific game in the franchise.)
Title: Re: Things you want/don't want to see in Mega Man 11
Post by: Police Girl on August 23, 2013, 03:00:26 AM
Hmm... Okay, I'll throw my hat in.

What I want to see:

No 8-Bit. Nuff Said.
Collectibles in the stages, whether it be bolts or power-ups. Hell put E-Tanks back into the stages too (I think MM10 already did this but I recall 9 not having ANY in stages.)
Something more in line with MM8 in terms of graphics.

What I don't want to see:

Wily Capsules. Yeah I'm in the group that wants to see a final boss more like Gamma or something instead.
A shop like MM8's, I thought the concept of only having a limited amount of bolts/limited amount of item slots was novel and all, but I'd like to be able to buy everything if possible.
A shop like MM9's, Lets skip the worthless items like Costume and Hairstyle Booklet. Or make them unlockables, I don't care. That being said if Hairstyle Booklet did come back I'd like to see it be an item that you can switch on and off instead of somehow losing the ability to not wear your helmet when you die.
Personally, I don't want Achivements to come back, at least not ones like Mr. Perfect or Bust a Move. But this is something that is apparently unavoidable, that being said it'll probably be on the Wii U if it does come out so that won't have stupid achievements.


What I would love to see:

Playable Protoman and Bass, and maybe Roll. No need for millions of costumes like MMPU (Speaking of which that totally needs a PSN release.) but having the ability to play as roll would be nice.
Title: Re: Things you want/don't want to see in Mega Man 11
Post by: Mr. Haxwell on August 23, 2013, 11:41:01 AM
What I want out:

Wily Capsule. Recycling that idea is no longer an option.

8-bit graphics. It's time to get rid of the old, and in with the new.

Limited bolts, like in MM8. It's not nice to be unable to create every item in the game.

An easy mode. Seriously, the game needs to be a challenge, not a cake-walk.

Password system. This feature is boring. get rid of it.


What I want in:

Tango and Reggae. These two need more love, for once.

Playable Protoman/Blues, Bass/Forte, and if possible Roll, with her PU gameplay.

More female robot masters/characters. And if possible bring back Kalinka and Plum.

Not sure if this is necessary, but bring back the ability to swim, like in MM8. I'm disappointed that this idea was scrapped after the events of MM8.

Bring back Megaman's charge shot and slide.

Protoman's ability to deflect shots, should not be limited to his jump. Make it that he can block while on the ground.
Title: Re: Things you want/don't want to see in Mega Man 11
Post by: MacDaddyMike on August 23, 2013, 01:47:30 PM
What I want out:
An easy mode. Seriously, the game needs to be a challenge, not a cake-walk.

Easy Mode was a hit and is about the only thing actually attracting new players to a series that is already known for being fairly difficult to grasp.  If you don't need it, don't use it, but it would be a huge mistake to remove it and alienate new players that would otherwise not give the game a chance.

At least ten of my friends would have never even touched MM10 if it weren't for Easy Mode.
Title: Re: Things you want/don't want to see in Mega Man 11
Post by: Police Girl on August 23, 2013, 02:13:10 PM
Password system. This feature is boring. get rid of it.

Funny considering how everything MM8 on has had save games and none of these "boring" passwords.
Title: Re: Things you want/don't want to see in Mega Man 11
Post by: Gauntlet101010 on August 23, 2013, 05:19:46 PM
I actually don't think they need to get rid of the 8-bit style they have going on.  But I do think they need to push it a bit further.  The initial idea of a slavish NES recreation for 9 was great for nostalgia, but how about pushing what the wii can do while still using 8-bit graphics?  Might be an interesting approach.
Title: Re: Things you want/don't want to see in Mega Man 11
Post by: AquaTeamV3 on August 23, 2013, 08:11:39 PM
I actually don't think they need to get rid of the 8-bit style they have going on.  But I do think they need to push it a bit further.  The initial idea of a slavish NES recreation for 9 was great for nostalgia, but how about pushing what the wii can do while still using 8-bit graphics?  Might be an interesting approach.

I'm definitely in the 'Quit with the 8-bit" camp.  I just think that it's so centralizing to lock Megaman as an 8-bit NES character for the rest of his life, despite the strides that MM7 and MM8 made to develop the classic series' visuals and gameplay.  We haven't had a single console Megaman game this generation that wasn't 8-bit, and it's really dumb.  MM9 was a cute gimmick, but the series needs to start putting out effort again as far as visuals go.
Title: Re: Things you want/don't want to see in Mega Man 11
Post by: Gauntlet101010 on August 23, 2013, 08:48:03 PM
I'm not sure 7 and 8 worked out for Capcom.  8 especially was very cartoony and seemed to lock the series into a 'made for kids" box.    I liked the overall style of Megaman Universe though, and am disappointed to see that it never went anywhere. 

But it'd be nice if they TRIED something new.  You know, without necessitating the creation of another all-new MM just for the sake of an art and gameplay change.  We don't need 5 different Marios, so why did we have to get so many different Megamen?  Diluting the brand did not help the franchise (even though all the series have their good points).  Well, I digress ...
Title: Re: Things you want/don't want to see in Mega Man 11
Post by: Flame on August 23, 2013, 10:06:18 PM
I'm not sure 7 and 8 worked out for Capcom.  8 especially was very cartoony and seemed to lock the series into a 'made for kids" box. 
You're implying it wasn't "made for kids"...

Even the Zero series was seen as for kids in Japan, which is why they took out Copy X. to not crush "kids" dreams by making their Hero, Megaman X, a villain.

One of Inafune's own thoughts on MM8 was that by making it on the PS1, they locked many kids out of playing it because they could not simply ask their parents for a new console, which is why they went back to the SNES with MM&Bass, while trying to retain as much of the MM8 visual style as possible.

Only with 9 and 10 were they really thinking about the "fans" which are now all grown up. But Classic in particular has always been a more kid oriented series.
Title: Re: Things you want/don't want to see in Mega Man 11
Post by: Rin on August 23, 2013, 10:17:50 PM
I don't want a Mega Man 11.
Title: Re: Things you want/don't want to see in Mega Man 11
Post by: Flame on August 23, 2013, 10:26:53 PM
I'd honestly prefer X9 myself.

NOT SNES styled, mind you.
Title: Re: Things you want/don't want to see in Mega Man 11
Post by: Zan on August 23, 2013, 10:41:30 PM
NOT SNES styled, mind you.

Gameboy styled, yo!
Title: Re: Things you want/don't want to see in Mega Man 11
Post by: Gauntlet101010 on August 23, 2013, 10:41:59 PM
You're implying it wasn't "made for kids"...
Not implying that at all.  But I am saying that it crossed a bit of a threshold where it became LOCKED for a kid's market - as in "this is a kid's game, not a teen's game".  Started with 7 and became very pronounced with 8.  And I don't really think it helped the series overall.  

Just my opinion of course.
Title: Re: Things you want/don't want to see in Mega Man 11
Post by: Da Dood on August 23, 2013, 11:34:34 PM
What I really want: a reinvention à la Metroid Prime (or that Maverick Hunter FPS prototype). Not necessarily in first person, but still 3D. Same classic concept, same characters, same charm, fresh gameplay. They could take their sweet time making this because I don't want another X7. Dream developer for this: Platinum Games (Kamiya as director)

What I'm cool with: something like MM9 and 10. I don't mean 8-bit, just that level of care and creativity. 12-16 stages with interesting platforming, a solid arsenal and maybe a new power-up or two. I don't need a Mega Man Metroidvania, a sandbox or anything too complex.

What I would desperately accept right now: something like MMX6. A mess of a game that somehow works. Weird, challenging and open, using an engine that I'm familiar with. The only reason I even bring this up is because we all know Capcom.

What I do NOT want: MM6 slide physics, MM7 huge sprites, MM8 slow pacing, X5 text skipping.
Title: Re: Things you want/don't want to see in Mega Man 11
Post by: MacDaddyMike on August 24, 2013, 02:29:50 AM
What I would desperately accept right now: something like MMX6.
If this happened. it would be enough to make me give up on the series forever.
Title: Re: Things you want/don't want to see in Mega Man 11
Post by: Flame on August 24, 2013, 04:10:09 AM
That's a sad reason for leaving the series...
Title: Re: Things you want/don't want to see in Mega Man 11
Post by: The Great Gonzo on August 24, 2013, 06:44:15 AM
Things I'd like: an alternate comparison between robots and Reploids. Drop the "robots are only dubiously-sentient even though for the most part it only comes up when it's convenient to the plot and we gave Megaman and Roll a horrible OOC moment in 9 in a failed attempt to drive that home" and find a reason that doesn't bring your writing skills into question.

Like maybe Reploids have more advanced architecture, and all the Maverick/sentience/whatever stuff is more prominent in the X series because of a cultural shift that took place in the interim and wait we were only talking about MM11 weren't we

(But seriously, it'd be nice if MM11 did away with one of my bigger story-related pet peeves.)

Gameplay-wise, bring back the slide and charge shot. Find a way to mix up the "eight bosses" formula that isn't cumbersome and tedious.

Things I don't want to see: more 8-bit, at least not at this time. If you must emulate the look of an older system, try something like the Amiga; there were no official MM games for that, and in the right hands it could stand out. Otherwise I'd recommend the PS1; either way, you could potentially take advantage of your older-gen graphics by using the space left over from NOT coating everything in golden polygons and pack in a metric ton of content.

(please forgive me if it turns out using old-gen graphics on a current-gen system won't actually free up that much space)

I also don't want to see a complete lack of advertising. We shouldn't have to rely on word-of-mouth to keep your games from tanking, Capcom.
Title: Re: Things you want/don't want to see in Mega Man 11
Post by: Protoman Blues on August 24, 2013, 06:52:23 AM
I actually don't think they need to get rid of the 8-bit style they have going on.  But I do think they need to push it a bit further.  The initial idea of a slavish NES recreation for 9 was great for nostalgia, but how about pushing what the wii can do while still using 8-bit graphics?  Might be an interesting approach.

The only real reason they need to not make it 8-bit is to show that they're trying to actually make a new game and not another nostalgia bomb. The 8-bit style is fine. Hell, it's my favorite. But there is no reason why MM11 cannot look as good as DuckTales Remastered does.
Title: Re: Things you want/don't want to see in Mega Man 11
Post by: Fxeni on August 24, 2013, 06:56:42 AM
Honestly, Wayforward should just make it (even though I wasn't exactly a fan of their new levels in Ducktales Remastered, but that's another story).
Title: Re: Things you want/don't want to see in Mega Man 11
Post by: Police Girl on August 24, 2013, 07:00:41 AM
You know, I wouldn't mind if they did MM11 in MMPU style for all I care.

Not that its a good idea since MMPU bombed, but its not 8-bit and basic enough that it would work, and it'd give the game some personality.
Title: Re: Things you want/don't want to see in Mega Man 11
Post by: Irregular Ass-R-Us on August 24, 2013, 11:55:24 AM
Agreed
Title: Re: Things you want/don't want to see in Mega Man 11
Post by: Gauntlet101010 on August 24, 2013, 03:59:01 PM
If we're just talking about art styles at this point, I wouldn't mind it at all if Ariga just took over design on everything related to the game.  He has a great mix of classic charm that still appeals to people older than 10 years old.  

Don't get me wrong.  I don't hate MM8 or PU's art.  But if we're talking about what we'd like to see, well, there you have it.
Title: Re: Things you want/don't want to see in Mega Man 11
Post by: Pyro on August 24, 2013, 05:28:39 PM
They need to make Dan Hibiki the hero of the game. *shot*
Title: Re: Things you want/don't want to see in Mega Man 11
Post by: DiveMissle on August 26, 2013, 05:37:39 AM
What I want: Have the hairstyle booklet be an item found in a stage and bring back doc robots 0v0


What I don't want: Mega Man 2 style gameplay and an incredibly serious story.
Title: Re: Things you want/don't want to see in Mega Man 11
Post by: Sakura Leic on August 27, 2013, 08:16:20 PM
I forget but in any of the games did the bosses ever change their strategy and attacks at a certain amount of health or did they just do the same thing no matter what?
Title: Re: Things you want/don't want to see in Mega Man 11
Post by: AquaTeamV3 on August 31, 2013, 07:38:41 PM
I forget but in any of the games did the bosses ever change their strategy and attacks at a certain amount of health or did they just do the same thing no matter what?

In the Classic series I can't think of any instance offhand that isn't Powered Up.

EDIT: Ah wait MM8 had examples of this too.  Stuff like Search Man's missile storm, Grenade man outright blowing up the floor, and Sword Man's fire column come to mind.
Title: Re: Things you want/don't want to see in Mega Man 11
Post by: MacDaddyMike on August 31, 2013, 09:08:49 PM
I forget but in any of the games did the bosses ever change their strategy and attacks at a certain amount of health or did they just do the same thing no matter what?

Gemini Man in MM3.
Bright Man in MM4 only uses his flash stopper at certain levels of health.
Dynamo Man in MM&B charges up when he's low on health.
Mavericks in the X series go into some sort of overdrive mode after losing half their health which usually has a new uber attack and sometimes invincibility for a short duration, specifically in X3, X6, X7 and X8.

That's all I can think of off the top of my head.  There's also a ton of bosses that change their strategy based on proximity, your jumping/shooting frequency or getting damaged by certain weapons (like in MM7).
Title: Re: Things you want/don't want to see in Mega Man 11
Post by: Fxeni on September 01, 2013, 02:24:53 AM
X2 had that sort of thing too.