TGS: Hands-on interview with Mega Man Universe

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So I finally got some time in with Mega Man Universe, and so far, my feelings are mixed. I was initially put of by the game’s visuals, but seeing them up close changed that. Other than a few unispired animations, the game is more or less on par the PSP title Mega Man Powered Up, except in HD, and without the super-chibi art direction. New characters like Bad Box Art Mega Man and Metto Man (both seen in this 12 minutes of footage) are surprisingly charming when seen up close. Bad Box Art Mega Man’s huge lavender lips are hilarious.

Sadly, the only issues I had with the game came from the controls. There is some question of the game’s collision detection, which Tim will be telling you about seen. The jump button also seemed to suffer from some lag, which is something that Capcom can easily fine tune before release. It took a little getting used to, but once my instincts adjusted to the slight delay before every jump, I managed to clear the game’s demo on Easy. On Hard, not so much.

Anyway, enough out of me. Check out the interview and tell me what you think.


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Jonathan Holmes
Destructoid Contributor - Jonathan Holmes has been a media star since the Road Rules days, and spends his time covering oddities and indies for Destructoid, with over a decade of industry experience "Where do dreams end and reality begin? Videogames, I suppose."- Gainax, FLCL Vol. 1 "The beach, the trees, even the clouds in the sky... everything is build from little tiny pieces of stuff. Just like in a Gameboy game... a nice tight little world... and all its inhabitants... made out of little building blocks... Why can't these little pixels be the building blocks for love..? For loss... for understanding"- James Kochalka, Reinventing Everything part 1 "I wonder if James Kolchalka has played Mother 3 yet?" Jonathan Holmes