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The Legends 2 Remake Wishlist – Filling In The Gaps

Unlike the previous entry for the first Legends game, I’d like to go over game-play fixes in a series of articles. This allows me to go more in depth while I talk about the issues that I’d like to see changed in a remake of this game. So without further ado…

A Change in Scope

The first Legends game takes place on Kattelox Island, a locale that the player grows more familiar with as they progress through the game. The player isn’t just collecting treasure while protecting the local citizens from the advances of the Bonne Family, they’re also striking up friendships with local kids, helping a curator populate her museum with cool artifacts, acting as a willing participant on game shows, and helping the police force solve different cases. These sidequests really get the player engaged to the residents of the island, and it really helps add to the game’s sense of charm. By the time you’ve defeated Juno and said your goodbyes, you really do feel like you’ll miss the people that live on the island. It’s a very strong point of the game, boosting the replayability immensely.

“They were really nice people!”

Legends 2, does things a bit differently. Instead of all of the action taking place on one single island, you’re given multiple islands to trek through as you search for the keys to the Mother Lode. On one hand, this is great! MML1 established that the world is “covered by endless water”, and now we get to see what this looks like. This comes with a downside, however. Because less time is spent on each island, the player isn’t really given the opportunity to explore them as thoroughly. This leaves the majority of the game’s locales feeling either unfinished or unmemorable…or both. In a proper remake of Legends 2, I’d like a larger scope for the islands. This leaves each island with a stronger identity, and also gives the player more to do.

Seek and You Shall Find

One of the biggest issues I have with Legends 2’s island design is the abundance of wasted space. I’m looking at islands like Calbania, Saul Kada, and to a smaller extent, Yosyonke. You’ve got these spacious areas to run around in, but with no real reward for exploration. At the most, you’ll find a small sub-ruin that houses some items and a boss. Adding a bit of padding in terms of hidden items or a few extra places to explore would be a nice treat. A few more A/S-Rank only ruins would also give the license tests more of a purpose.

I’d also like to see more nods towards the history of each island. Yosyonke and Forbidden Island kinda do this with the legend of the goddesses, but the others don’t have much to work with. Clues that the player can find are all that is needed. MML1 foreshadowed Juno’s encounter in a very subtle way. Kattelox Island had library books, paintings, and conversations with islanders to look at. The clues let the player know that there was a rumored “legendary disaster”. At the same time, you aren’t given the “aha” moment until you reach the core of the Main Gate. I wouldn’t mind seeing more backstory on certain island staples, like Kimotoma’s statue, Nino’s defense force, Calbania’s relative desolation, and Pokte’s government structure.

Meet & Greet

No nitrites added!

Sidequests were a great opportunity to bond with different islanders while you took a break from the main quest. Legends 2 doesn’t really have much of this; the closest thing you get to that are collecting quiz items, giving Shu educational materials so that they can write to you (this one is pretty cool, actually), and handing a pig to a girl on Nino Island. Aside from that, you don’t really get to bond with the NPCs, and it contributes to each island feeling a bit shallow. Here are a few ideas for side quests that I can think of off the top of my head:

  • Help repair Kimotoma City after the Bonnes wreck it. This gives you more of the city to explore upon completion.
  • Additional license tests provided by the Digger’s Guild. These would test your proficiency in a variety of scenarios.
  • A Yosyonke citizen misplaced something on Forbidden Island before they passed out, and asks you to check for it.
  • Johnny wants your help in strengthening Nino’s defenses, asking you to find parts.
  • One of the Servbots on the Sulfur Bottom needs a favor
  • The bar on Yosyonke wants to attract business, asking you to pick up a hot recipe from Nino’s restaurant.

These are only a few ideas, but they give the player more to do, along with giving each island more of an identity. They also solve another issue that I hadn’t initially thought of. There are now more ways to become “Light MegaMan” that don’t involve donating money. Hooray!

Conclusion

Mega Man Legends 2 is a fun game at its core, and these tweaks would only strengthen the replay value. Tune in next time as we continue to dig deeper! As always, your comments are appreciated!

sig~Buster Cannon

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  • Popful

    I’m planning to get the experience and join CAPCOM Japan one day. Once there, I’ll do my best to gain trust and be allowed to work on the Legends series among other projects that deserve more love and attention than they get. It won’t be easy, but I promise to see it through, no matter how many years it may take for those old gears to start moving again.

    So I’ve been reworking the Legends series for a few years now, its stories and gameplay. I’m no pro, but I still want to try and make lots of people happy with what I do. It’s coming along quite nicely actually. The plan is to have 8 games total. No more, but no less. I’ll list them below:

    1. MegaMan Legends
    2. The Misadventures of Tron Bonne
    3. Art: The Story of One Digger
    4. MegaMan Legends 2
    5. Handsomventures of a Beautiful Man in Halcyon Days (a ridiculous working title that may turn into the actual title if I don’t think of anything better)
    6. Two Men’s Journey to Forbidden Island
    7. Sayonara: The Last of Teisel Bonne
    8. MegaMan Legends 3

    In this exact order. It’s important for a number of reasons, one of which is top secret. None of these games are filler material. What you learn on the way to MML3 will eventually come into play somehow. The series’ potential is enormous. Just one new release wouldn’t be enough to do it justice. This brings me to the additional titles. If I may, I’d like to share some details about them.

    I read your previous posts, and I couldn’t agree more that Art needs to have a bigger role to play. However, I don’t see him as a rival character. His story is more connected with Barrell Caskett, rather than MegaMan. It’s yet to be decided, but I’m leaning towards a game without any combat whatsoever. In fact, it’d be much more fitting that way, as it would complement the non-violent personality of the protagonist. It’s also the only game in the series where you can play as a child character.
    I want for each of the side games to be unique in some way, and with Art, it’s an opportunity to show the world of Legends through the eyes of someone who’s pure and innocent, someone with a big dream. Things that may be too small and insignificant for grown-ups to notice appear big and important to him, and so it is with his story, which begins with a simple can. . .
    Exploration and character interaction are at the core of the experience. I recognise that it may not be enough for many players, but I still want to make this game happen, even if it ends up being the least interesting of the eight.

    You can probably tell that #5 is a game about Glyde, and it’s made of mischief. The story picks up shortly after he’s defeated by the Bonnes in The Misadventures. I’ve changed a few things, so no, he doesn’t go to prison. After getting out of the ruins he flees to an unknown island in hopes of waiting out the storm, so to speak. There he finds an old empty castle in the middle of the forest–a perfect place to start building his kingdom of birds. He’ll keep a low profile for the time being, but once able to stand firmly on his feet, Glyde will be sure to hire a couple of lackeys, foolish enough to get involved with him, and have them do his bidding. You know their names. The events unfold in parallel with MML1 and will lead up to the unlikely alliance between Glyde and the Bonnes, which was never explained in the original games.
    In terms of gameplay, this one puts an emphasis on planning and executing a nice little strategy. It’s nothing too intimidating for a casual player to be unable to pick up and play. You make and then exploit your Birdbots to get what you want. From the comfort of your nest, hatch one vile scheme after another. Obtain (steal) the necessary materials, create beautiful machines, train your birds and send them on missions, and if you feel like it, arrive in person to let them simpletons witness the power of your Arrogance Cannon. Manage your resources carefully, and if by any chance you find yourself short on Zenny, hesitate not to convert those useless birds back into money. It’s all about you–the rest is but a means for you to rise to glory. . . before you fall again, but that’s another story.

    The next two games are very important. Both are story-heavy, and it’s best to not spoil anything. Here’s the basic information:

    In The Journey, you assume the role of Barrell. He’s yet to become the person you know from the main games. The story can be silly at times, but at its heart, it’s a tragedy. Chronologically, it’s the first game in the series, but the order I listed above is how I intend the games to be played.

    Sayonara is to the Bonnes what The Journey is to the Casketts–a detailed family portrait. This game’s key feature is that you can create your own Bonne Machines, name them, customise them and use them for bad things. As Teisel Bonne.

    I also wanted to talk about the remakes of the original games and all the things that should be done differently or removed altogether. I’ll do so at a later time, because I’m getting sleepy now. It’d be really nice to hear your opinion on those changes / additions then. Bye!

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