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Megaman: 25th Anniversary; Ragtag team of devs do what Capcom won't
Topic Started: Dec 5 2012, 02:29 AM (404 Views)
-Ekoi-
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Master
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Regarding MMvsSF

-No save or password feature.
-Game has major optimization issues, even for something built in GameMaker.
-Large areas of boring flatness.
-Inaccurate replication of several things, such as always being knocked backwards regardless of damage source and no sliding through doors.(HERESY)
-Keymapping that often doesn't properly change settings when you tell it to.(defaults are WASD and JK)
-Gamepad detection reported to be all over the godsdamned place, get your Joy2Key ready.
-Controls often do not respond properly, either not at all or having a sticky-like effect if you are tapping for example.
-Plenty of bad sprites and palettes. Some of them rather laughable.
Spoiler: click to toggle
Edited by Ekoi, Dec 17 2012, 01:34 PM.
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-Aroxys-
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GALACTUS
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And Crapcom is basically demanding ransom over this. :/
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Quote:
 
[7:28:01 PM] Ahmad Shakir: Everyone just looks like they got more streamers and cool hair
[7:28:16 PM] That Darn Drill Tank: Mega Ampharos looks FABULOUS
That Darn Drill Tank shot
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-Blacklightning-
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BL;DR
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If I didn't know better that sounds just like a game Capcom could've programmed. It's no wonder they endorsed it.

Anyway, just quoting this for a bit:

Psycho Werekitsune
Dec 9 2012, 07:21 PM
And apparently, Crapcom's mouthpiece wants to talk Megaman on the 17th. 10 bucks says it's nothing more than:

"I swear we're thinking of you guys and we've got some good shit in store for you, like more cellphone game and maybe a Megamanville app for Facebook. Isn't that what you all wanted? Guys? Guys?"

*mauled by fanbase*

To point out that the "big news" turned out to be a bunch of classic MM games (1-6, I believe) showing up on the 3DS eShop. Well la-dee-fucking-da.
Edited by Blacklightning, Dec 17 2012, 04:07 PM.
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-Ekoi-
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And not even releasing all six on the eshop at once. They're going to be released sequentially from now until about summer 2013.

Please let this shitty world end.
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-Nageki-
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Rockman Online was canceled, Psycho, but not really by Capcom (for once), the developer went under. As for SFxMM I'm also sick of 8-bit Mega Man. If I could get off my lazy ass I'd make the Mega Man X game I've had in mind for a while, but that would require 3D shit I don't have.
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-Kay G. Radley-
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is really Sol Badguy
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What we really need more than anything, is for the fans to make their own Megaman Legends 3. Since Capcom is obviously not giving Megaman half a shit between shitty fangames and Martian wishes, there's almost no reason not to.
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Psycho Werekitsune
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Part man...part beast...full psycho!
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Wow, I had no idea things were so bad that Capcom would cancel an MMO, something that's guaranteed to rake in money, no matter how poorly made it is. Also, nice surprise Crapcom, thanks for more unneeded retro shit, you're almost as bad at Sega when it comes to milking these things and cashing in on people's nostalgia. I have fucking Megaman Anniversary Collection (as in it's 15th fucking anniversary) as well as X Collection on Gamecube and that's ALL the retro Megaman I'll ever need, period.

Either make something new, or GTFO. Drop the damn license if you have absolutely no interest in treating it with respect, I'm sure someone else *coughWayForwardcough* would probably do a better job with it than you ever have.
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-Nageki-
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Capcom wasn't actually developing the MMO. It was Korean company called NeoWiz.
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Psycho Werekitsune
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Yeah, but Capcom would obviously have the last word, right?
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-Jacquerel-
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I think most MMOs generally tend to not only not gain you money but actually cost you a whole lot of it.
They take longer to develop than most games, require expensive servers, upkeep and hired staff during their duration and usually don't even get enough subscriptions to pay off the production budget, let alone the things they need to provide after launch.

That's probably why it was cancelled.
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Psycho Werekitsune
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That doesn't explain why there are so many MMOs floating around, all of which are relatively successful, have prominent userbases and are, for the majority, free to play.
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-Ekoi-
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The freemium model, ads on websites and in some cases in-game, how much artistic effort goes into the graphics, the complexity of the engine, how easy it is to attract new and younger players...

Success for free-to-play games is not as simple as you'd think.
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Psycho Werekitsune
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I get that, but you're forgetting that this is a brand name we're talking about, one that's guaranteed to sell in multiple regions. I'd find it hard to believe that a Megaman game, especially one as big as an MMO would not sell well enough and maintain popularity for several years.
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-Jacquerel-
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I don't find it hard to believe at all. The MMO market is hugely oversaturated.
For all the success stories you care to list there are thousands more that nobody ever played and cost someone a fortune.
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