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Rockman Roundtable – MM11 Trailer Impressions

With the excitement of Capcom’s reveal of Mega Man 11, Buster Cannon and HF share their thoughts on the trailer, and how much this comeback means to the franchise. HF is the creator of the fan manga Rockman Dash Legends. If you haven’t seen it yet, it’s certainly worth your time to catch up on it!

HF:

For me personally, I like how the visuals of 11 are quite literally a first for the series. 

At least when talking about the Classic series going forward, since similar 2.5D visuals have been a thing for earlier games like EXE Transmission, Rockman Rockman (Powered Up) and X8.

BC:  

Yeah, the visuals for MM11 are actually what I wanted from MM9;  Something that looks updated while keeping the spirit of the original games.

MM8 was charming, but overdid it in certain aspects regarding the animation

MM moved like a squeaky toy lol

HF:

Yeah, I get what you mean.
With the transition from 1-6 to 7, the visuals still retained the clear tones and shades of its predecessors.

For me, 8 had an overall soft feel, as in it didn’t stand out distinctively when giving it a quick glance.

Thankfully the game objects were still distinct from the backgrounds, so it wasn’t a visual mess either.

But just a new coat of paint was obviously not the only thing Capcom is doing.
We also saw how changing to Special Weapons alters Rock’s appearance slightly to match the weapon motif.

I thought it was pretty cool and reminds me of the clear visual approach used for Style Changes and Soul Unisons from the EXE games.
What’s your take on it?

BC:

I think it’s a step in the right direction. The weapons get more of a visual identity from this.

Think of it this way, if you were to line up the different color palettes from all of the classic games together, you’d probably have trouble grouping the proper weapon with its corresponding color.

With styles/soul unisons/crosses/noise changes, you immediately know which is which

HF:

Yeah, I definitely feel the same way.
I wouldn’t mind seeing the same color palette being reused either since there would be other visual elements to complement it.

Assuming the amount of detail is consistent for 11, I wouldn’t be surprised it the visual detail would be bumped up when more games get released using the same approach.

And I definitely would be expecting action figures and model kits of popular designs to be released, probably by Kotobukiya like before.

BC:

The unique weapon designs definitely work well from a marketing perspective as well lol

I can see the entire weapon set being released as figures assuming the designs are well received

HF:

Speaking of designs as-is, I hope a good pace is kept for how much detail is meant for each iteration. Especially considering there’s only so much detail that can be added to the base design before it gets cluttered or becomes too ridiculous to build upon for the next game.

Otherwise I really like how the addition of minor visual additions breaks away from just color coding.

BC:

Right now the special weapon designs seem very light (heh). A couple of aspects change like the helmet or arm highlights, but the base model for MM stays mostly the same. It’s enough to distinguish itself without going full Megaman X armor.

HF:

Pretty much. I don’t think it would do much good to alter how much the base appearance looks either.

When it comes to main games, the most Rock has visually changed from a direct upgrade/transformation would be the Rush Adaptor combinations from 6 and 7.
Even though he bulks up, his basic outline is still clear.

For one, I don’t think it would do much good if he turned into Great Mazinger as part of a long-lasting form like his super moves in the VS Capcom series. :v

BC:

Yeah, that transformation was definitely on the nutty side lol

The designs of the classic series have always been more on the simple side

HF:

Yeah. This probably gets brought up a lot, but its style reminds me of a mix between Tezuka’s Astro Boy and early Tatsunoko franchises like Speed Racer.

The body proportions look something between 1-6’s kid look and 7’s slightly older look.

For platformers I think it works great to super-deform the character a bit so stuff like facial features and body poses are clear while keeping the hitbox reasonably small.

BC:

Yeah, you don’t want MM7 syndrome where the sprite takes up a large portion of the screen

HF:

Outside of gameplay and for cutscenes though, I definitely prefer the more early-teens body proportions as physical actions can be more pronounced this way.

With 8 being a good example of this.

BC:

8’s cutscenes are easily my favorite ‘look’ for MM

HF:

Of course, exceptions exist like the Wish Upon A Star series.

One of the rare OVAs which had Rock being called Mega Man, in Japanese no less.

At least for one episode (the second one out of three?)

BC:

Wow, that’s odd

HF:

Speaking of animated cutscenes, think 11 would be getting anything like with 8 and X4?

BC:

Personally, I’d love to see that, but I’m guessing that they’ll just use rendered models like in the later X games

HF:

Not to derail too far, but assuming there will be voices I wonder who would voice Dr. Wily since his original voice actor (Takeshi Aono) passed away…

That aside, I am looking forward to seeing how the English dubbing has advanced, considering it has been about 20 years since 8 came out.

BC:

The days of “DOCTAH WAHWEE” are thankfully over lol

HF:

So overall, I think we’ll be keeping watch on any new developments and reveals up until release day.

 

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