Monday, June 6, 2016

Classics re-incarnated: Megaman.

(Photo credit: Primantis via Deviant Art)

     Often, while scrolling through Facebook, someone will post the question "If you could take a game and remake it with current generation graphics, what would it be?" Seeing as how Super Mario, Legend of Zelda, and Metroid get remade every now and then, and they end up on one company's consoles, my first choice was clear. Megaman.
     As a kid in junior high, I first got into this series, starting with Megaman 2. After that, it was always exciting to see what different robots that would come out on each successive one. But, with 8bit (and eventually 16bit) graphics, there wasn't a lot Capcom could do. In addition, many of the games had glitches (flickering sprites, etc.).
     Each game featured 8 (6 in the original) robots who took over an area of a futuristic city; the robot hero defeats each one, gaining their weapon as a reward for completing each stage. The key to victory was finding which weapon was most effective against each robot stage boss.
     The drawback was the variations on a similar theme. Similar robots took over similar areas, like the mining areas (Jewel Man, Crystal Man, etc.) or the mountains and icy places (Ice Man, Blizzard Man, etc.).

     I have a few ideas for the current generation of consoles. The obvious is there: Instead of the old-school, 2D, side-scrolling fun, take it to the high-definition, 3D world. Start with an overhead view from the back, like GTA. That would show an immediate difference between this and older incarnations.
     Next, stray from just pointing and selecting different stages for each robot-boss, have the protagonist roam through an open-world map to go on side-quests for energy tanks, weapon ammo, upgrades for Megaman's armor, as well as upgrades for the robo-dog, Rush (can't forget him!). The upgrades would be level-dependent, maybe every so often having Dr. Light contact him to tell him what's available at the lab.
     Different areas of the map would lead to stages, like the forest, marina, digsite, construction area, space, etc. Within each themed stage would be sectioned off areas that would lead to the bosses, which could be taken in any order, like going through a multi-tunneled cave that leads to various chambers.
     Instead of having a few bosses with the same weapon (Flash Man and Bright Man both having time-stoppers, for example), have the bosses of a themed area drop the same weapon, but each one has a different optional upgrade to it, which could be added or removed via the menu. But, for each upgrade you use with that weapon consumes more ammo per shot. However, each time you grab one of the themed weapons, it adds to the carrying capacity of that themed weapon's ammo. This way, players can partially complete one stage and use the new weapon to partially complete the next.
     Maybe take a cue from the Megaman X series, and not just adding Zero to the mix. Stray from the original naming formula, which was basically calling each robot ______ Man. They'd look the same, but would be called something more colorful and imaginative. And another thing that the X series did was have certain actions affect the scenery. In fact, maybe certain actions on some stages might even cause other stages and the main map change; not dramatically, but maybe add things.

     I hate to sound vain, but I think this is a good idea. Anyone know how to contact Capcom?

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