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TGS: My mega frustration explained  photo

In my previous post, I briefly touched on my frustration with Capcom's upcoming Mega Man Universe, however it would seem many of you -- myself included -- wanted a bit more. To be honest, I originally felt that what little footage you may have seen would really speak for itself, but I get that it would probably help if I really explained my own experience and reasoning. 

Join me after the break.

As I mentioned before, Capcom has a penchant for taking their classic games and attempting to reinvent them with varying degrees of success. With Mega Man Universe, they've rebuilt their classic platformer from the ground up -- and that means having to recreate the original gameplay with a new and "improved" engine.

Upon sitting down to play the demo, I immedaitely noticed that the jump response seemed a bit lagged -- which any Mega Man fan could tell you is integral and can lead to any number of untimely deaths. I originally chalked this up to the controller, but later found that others had experienced the issue on other set ups through out the show.

In addition to being unresponsive, the jump itself lacked the precision control that the original games were known for. Instead of having the ability to modify the height of your jumps through the length of a button press, you're relegated to either a full jump or a very short hop. This made judging the distance which one would need to jump a bit more annoying. Adding to the annoyance would be the fact that the platforms would have undefined edges -- what would have allowed you to land on the edge of the platform in the original 8-bit games would instead cause you to slide off the edge and fall to your doom.

The gameplay issues are one thing,  but I also found the visuals a bit offensive. I know it might seem a bit silly to some of you, but I honestly feel that Capcom didn't show enough care when designing them -- which honestly blows my mind. Keiji Inafune even spent an hour the other evening telling a crowd that he wants every game to have that classic Capom feel, like it came out of Japan.  They often gets on Capcom USA's case for not living up to their expectations, but this title is being developed in Japan.

Frankly, their previous remakes for the PSP looked a million times better. Why they couldn't just use the same engine or build upon it is beyond me, but again, it's like they're reinventing that wheel in some kind of lame attempt to pull on our nostalgic heartstrings. And, if my previous experience with their classic remakes holds true, what they've shown us in development will likely remain largely unchanged in terms of gameplay. In short, I'm not expecting any changes for the better. Let's hope I'm wrong.








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19 comments | showing # 1 to 19
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Chongo Power's Avatar - Comment posted on 09/17/2010 19:32
Chongo Power
"Capcom has a penchant for taking their classic games and attempting to reinvent them with varying degrees of success"
rel123's Avatar - Comment posted on 09/17/2010 19:42
rel123
Thanks man, I won't know if I agree with you until I play it myself but I am glad you came back to it and explained your position.
lo6ick's Avatar - Comment posted on 09/17/2010 19:47
lo6ick
at least it's widescreen? capcom holds on to "classic" calues for way too long
dantemustdie's Avatar - Comment posted on 09/17/2010 19:49
dantemustdie
@ Bigmoose85

MM8's graphics are almost as bad as MM7's. I'm glad 8 out of 10 main games in the series have been 8-bit.
KingSigy's Avatar - Comment posted on 09/17/2010 19:52
KingSigy
I wasn't pleased at all with the trailer, but it's really sad knowing that the controls aren't even precise.
The Cast's Avatar - Comment posted on 09/17/2010 19:55
The Cast
SO it's really a polish issue...how the hell you not polish simple 2-D platforming? =/
EdgyDude's Avatar - Comment posted on 09/17/2010 19:59
EdgyDude
Wow, i thought it was simply unoriginal (same old, just add pretty HD graphics) but i never would have thought they'd crap the gameplay, i mean i still resent they took out the slide and mega buster from 9 and 10, but messing the jumping mechanics? WTF Capcom?
Royal Swan's Avatar - Comment posted on 09/17/2010 20:03
Royal Swan
I can't comment on controls not having played it but it is a demo for a game that's a long ways off. Capcom has successfully made controls feel like their original counterpart in the past. I don't see why they won't work that out here. It just seems weird that Capcom wouldn't iron this no brainier out by release time.

As far as the aesthetics I personally think they look pretty solid. I don't have a problem with the various megamen. The stages, enemies, etc. everything I've seen so far looks the same as it did in MM2. The wood panel walls look just like they did in Wood Man's stage those yellow line bricks look fresh out of Crash Man's stage. I'm just not sure how simple 2D 8bit sprites are supposed to translate into anything but simple 3D sprites.

Lets not forget that this is a made for download title with an emphasis on player created content. It needs to be graphicly simple to keep the dl size down and easy for players to build levels with minimal headache.

In six months if the game looks and plays identical to what we have now then maybe it would be a good time to start writing up articles of concern about the direction it's taking.
markcocjin's Avatar - Comment posted on 09/17/2010 20:12
markcocjin
"To be honest, I originally felt that what little footage you may have seen should really speak for itself,"

I fixed it for you blogger dude.
EdgyDude's Avatar - Comment posted on 09/17/2010 20:21
EdgyDude
Why does people hate MM7 so damn much? ground breaking it ain't but you people's comments make it sound like Too Human when it's actually pretty fun.
llort het's Avatar - Comment posted on 09/17/2010 20:21
llort het
Also is there any significant differences between all of the megamans besides the starting powerups?
GREENGUY's Avatar - Comment posted on 09/17/2010 20:56
GREENGUY
The 8-bit power ups where a bit lazy, I have to say.

I'm really hoping they fix these things and use the original controls.
I'm totally hyped for this and stuff
Tubatic's Avatar - Comment posted on 09/17/2010 22:53
Tubatic
Alright, perfect, that precisely what I wanted to know. Thanks!

In response to that: FFFUUUUUU-

That sounds very not good. Jump control's got to be solid. The latest Canabalt did the same exact thing, where jump height was either fu or hop, where it used to have varied control. It's a small difference; and for Canabalt, it's nearly negligible. But for Mega Man, it's breaking a finely crafted system.

I'd say there's still hope there. There's just got to be a few fans on that dev team that understand the nuance involved in good 2d Mega Man platforming. This is a first playable build, and I hope HARD that control tuning is at the top of the bug queue.

The look and everything, I'm still fine with that. Looks good, and I couldlive with the 2D 3D mashup. So long as they reign in the control issues, this could still be decent.
Zakerr's Avatar - Comment posted on 09/17/2010 23:48
Zakerr
@bigmoose85
YOU BITE YOUR TONGUE!!!
MM7 & 8 weren't bad, but.... who am i kidding the sucked as MM games. If you want "updated" or "nicer" graphics go play Megaman X or any of the other Megaman (insert letter) games. Straight up Megaman NEEDS to be 8-bit.
Caffeine Knight's Avatar - Comment posted on 09/18/2010 00:59
Caffeine Knight
I'm still holding on to my hope.
tirkaro's Avatar - Comment posted on 09/18/2010 06:29
tirkaro
I still have no idea why people still gripe over the visual style. (I find it quite nice.)

That said, I hope they polish the gameplay issues overtime.
Chris Carter's Avatar - Comment posted on 09/18/2010 07:50
Chris Carter
I'm planning on Capcom fixing most of this.

That, or I'll be very angry when I buy it regardless of reviews :D
Dreamscape's Avatar - Comment posted on 09/18/2010 11:30
Dreamscape
Personally I feel that Keiji Inafune isn't all he's cracked up to these days.

The first Dead Rising wasn't very good from a design standpoint, looks like he is having trouble staying relevant.
GEKKO-Fox's Avatar - Comment posted on 09/19/2010 00:28
GEKKO-Fox
Huh. I thought SEGA was the only one having problems going retro. And this after Mega Man 9 & 10. Go figure.

Like Sonic 4, though, this game still looks like fun. Hell, it's Mega Man. I can't see how it wouldn't aside from the jumping mechanism you mentioned.
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