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Mo' Mega Man
So I was reading the previous thread and saw this --
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Nobody is saying that sprites can only be 8-bit, as demonstrated by the like, eighteen trillion sprite-based Mega Man games on the GBA and DS and whereever that aren't 8-bit. This game decided to try something different and be 8-bit. I don't see where the issue is here. First person to mention any FF that comes between, say, nine and fourteen, gets a ban. Unless it's Krylo or something in which case I'll just deface his account settings and he'll do the same to mine and we'll go back and forth like that until we get bored of it. |
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And I might just be speaking for myself here but do we REALLY want the magic that was Mega Man II topped? I mean the game is legen- (I hope you're not lactose intolerant because the last part is...) dary and part of what made it that was making something so awesome with the limitations of the time. Making a 8-bit game now means nothing and even if they put their all into it and use stuff that they couldn't do back in the day due to cart size and NES RAM limitations (Since now they pretty much have unlimited space to work with), it STILL would not take that much effort into making. Not to mention in the article they blatantly state they ARE trying to cash in on the retro trends with all the old school sprite t-shirts and its really no risk whatsoever for them at all. I also think I am the only one here who thinks they should be working on a new ZX game for DS instead. FF XII FF XII FF XII FF XII FF XII FF XII FF XII FF XII FF XII FF XII FF XII! |
the main problem is just that... they are openly milking it. Nudging our 8-bit glands to tickle the Fanboy in everyone that wants to play games that are from 10 years ago.
They are openly limiting themselves by doing a game that must be a 8-bit game (not a current game with 8-bit makeover) and expecting this to work. Once it fails, we loose a good opening that Capcom had. Because hardcore gamers dont want to play 8-bit games. They want to play new games that are as good as 8-bit games. Games that are challenging, Novelty, Hard, That explore well it's resources... that. What Capcom is doing is creating a game that they should've done a long time ago, and plastering as 8-bit retro just to try and cash in a little more. |
If Megaman can aim up then they're doing it wrong.
But seriously, I fully expect Capcom to take this 8-bit thing and throw modern-day concepts into it. As if, for example, someone just took a modern Megaman game and turned it 8-bit. ...I dunno, maybe it'll have downloadable content or something. I thought I was going somewhere with this. |
like a said man, they did it with most of the new Mario games... paper mario, New Super mario Bros... they add in new concepts into old concepts and the end product is good and fun. i HOPE Capcom notice this.
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The problem is that Capcom already tried to do something new with great graphics with this franchise. It even had a stage editor and online play. Grantedly, it wasn't Mega Man 9, but it still applied the next-gen formula to it. And what happened? It bombed. It bombed horribly. Capcom had their reasons to bring Mega Man back to its roots. And if to make a profit they have to resort to 8-bit, it then is a great business decision. |
T_T
Ok, no fair... i had blocked that one out of my memories.... But, how it bombed? Sorry, i coudlnt find any info on it, the worst i saw was an 8 out of 10 average rating, which is actually even more surprising if it was a flop!... (although "The Movies" was also a Flop with a 8 review average). I thought that game was going to do pretty good... hell, if i had remember it i woudl probably be blabering about how Capcom should repeat it's style with Megaman 9 |
I'd say part of why that game flopped was because it was on PSP.
However, as far as I see it the only 8-bit era imiting factor on this game is the graphics. Its not like they have to fit it into a NES cart so they basically can do anything they want with it. |
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I could kind of see everyone having a point if it wasn't DLC and therefore cost about a third to a quarter of the price of a handheld game.
They're playing off of nostalgia and delivering a new game and trying something new. They could make it 32 or 16 bit, but why? It'd take up extra space and they don't get the nostalgia factor at all. The Wii has horrible storage space, maybe this is just the most frugal approach. |
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