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Megaman x Street Fighter

PostPosted:Sat Dec 08, 2012 10:54 pm
by Eric
Capcom picks up a fan game and passes it off as their own work, that's cool lol.

Anyway the game does look cool, and was made by a fan and will be out Dec 17th.


Re: Megaman x Street Fighter

PostPosted:Sat Dec 08, 2012 11:33 pm
by Zeus
Oh no, not another MM platformer :P

Re: Megaman x Street Fighter

PostPosted:Sat Dec 08, 2012 11:56 pm
by Don
This game reminds me of MegaMari and is probably going to be soul crushingly difficult despite the ridiculous premise.

I've been saying for a while Capcom should just offer the Megaman assets and split 50/50 or whatever to the guys with way too much time to be building new Megaman games instead. It's not like they're getting anything out of Megaman now.

Re: Megaman x Street Fighter

PostPosted:Sun Dec 09, 2012 9:02 pm
by Zeus
Seems like not only did they help fund this project with marketing and the use of some guys to help out, they're gonna be announcing more MM-related stuff on Dec 17th as well

http://ca.ign.com/articles/2012/12/08/c ... f-mega-man

Re: Megaman x Street Fighter

PostPosted:Sun Dec 09, 2012 9:14 pm
by Don
Um, just because Capcom apparently needed a 20 man team to do MM9/10 doesn't mean the rest of the world is as wasteful. Why would you even need to market a Megaman game especially one that looks like it could be made on the 8-bit system? The only guys who would be buying it are the hardcore Megaman fans and you'd just need some guy to post on the forums these guys frequent in. It's not like some brand new guy is going to say "OMG this 8-bit looking game looks awesome, I better check it out!" There are far more sophiscated game made with whatever-Makers, let alone people who actually try to make a good game, so I think it's insulting to say that Capcom contributed to help make a game that'd be mistaken for NES technology.

At this point the most important support Capcom can provide is the graphical assets and that they wouldn't be slapping people with copyright issues or some "Megaman vision", like what happened to Megaman Zero 1 when you were supposed to fight Megaman X as the last boss but it was changed the last moment because Capcom intervened so you get a mostly nonsensical story, and I'd say Copy X is gimped because he's not the real X, so the fight wasn't nearly as cool as the fight against Omega, who is the original Zero.

Re: Megaman x Street Fighter

PostPosted:Mon Dec 10, 2012 7:24 pm
by Zeus
See that article on IGN? It's the direct result of marketing

Re: Megaman x Street Fighter

PostPosted:Mon Dec 10, 2012 9:27 pm
by Don
I'm not seeing how just having someone post on whatever Megaman forums out there saying 'there's a new Megaman game out for real' wouldn't have accomplished the same thing. If Capcom wants to waste their money for no reason that's up to them. You're talking about a very fringe population right now that'd even care about a 8-bit looking game and these guys are probably all really hardcore so it's not that hard to reach them.

Re: Megaman x Street Fighter

PostPosted:Tue Dec 11, 2012 5:57 pm
by Zeus
Don wrote:I'm not seeing how just having someone post on whatever Megaman forums out there saying 'there's a new Megaman game out for real' wouldn't have accomplished the same thing. If Capcom wants to waste their money for no reason that's up to them. You're talking about a very fringe population right now that'd even care about a 8-bit looking game and these guys are probably all really hardcore so it's not that hard to reach them.
Who cares how effective it is? They gave them support, that's what matters. Considering it's a free game I'd say it's a bit surprising.

It wasn't that long ago MM9 surprised them with how well it did. Both that and MM10 got ported to 3 different systems so they must at least think there's some audience for the games.

Re: Megaman x Street Fighter

PostPosted:Tue Dec 11, 2012 6:25 pm
by Don
Given Megaman's historical reputation and the fact that MM9/10 had a huge list on the credits I'm not sure these games are even more profitable than a random halfway decent Indie game. It goes without saying that there's still a decent number of people that will buy anything with a Megaman label on it, but there's also a rather limited market for games that look 20 years out of date. It's not like someone came up with their own version of Legends 3 or even another BN game that may potentially sell to more than the typical diehards.

At this point I'm not seeing any difference between Megaman and the random games that you've never heard of from Japan that has a rabid following, except Megaman really could be a lot more than just that.

Re: Megaman x Street Fighter

PostPosted:Mon Dec 17, 2012 2:45 pm
by Eric
It's out, pretty fun, but I actually found fighting all 8 of them on 2nd to last stage kinda rough lol.


http://www.capcom-unity.com/mega_man

Re: Megaman x Street Fighter

PostPosted:Tue Dec 18, 2012 12:09 am
by Don
I beat Blanka and Dhalsim before I got bored with the game.

The regular enemies in this game take way too much damage. It's usually better to just run past them like how you'd do in a speed run. You probably take less damage by running directly through everything than actually trying to kill stuff.

Did you get to Akuma? He's like a less cool version of Omega, and you basically fight him with the same strat (just run away and shoot from far away). Raging Demon = instant kill but is quite easily avoided.

Re: Megaman x Street Fighter

PostPosted:Tue Dec 18, 2012 12:30 am
by Eric
Akuma requires getting a perfect on Bison using no continues, which isn't really hard, I actually found beating the bosses with buster easier then using the sub weapons.

Re: Megaman x Street Fighter

PostPosted:Tue Dec 18, 2012 12:42 am
by Don
I didn't find the patterns to be particular hard but if you're not going to use sub weapons on the bosses you might as well be playing as Zero.

The problem I have with a buster-only approach is that you end up playing every fight like how you'd fight against Omega on youtube, namely spend the entire time putting as much distance between you and the boss as possible because most bosses don't have attacks that can easily hit you across the screen, and that gets pretty boring. When using sub wepaons you actually have to change your spacing because they usually have different range/attack patterns, and ironically that sometimes make it harder to win compared to just shooting from as far away as possible.

Re: Megaman x Street Fighter

PostPosted:Tue Dec 18, 2012 2:36 am
by Eric
Well like all of the bosses in this game use melee attacks lol, it's kinda weird I mean you can use the sub weapons and play the close up game, but I just found that in some cases it was easier to simply flee and shoot. Trying to fight Viper or Vega with Chun-Li's legs attack it just silly, I watched people streaming on twitch.tv dying all day because they insisted on using sub weapons.

Re: Megaman x Street Fighter

PostPosted:Tue Dec 18, 2012 3:16 am
by Don
Yeah, it's exactly like Omega in MMZ3 where if you try to fight him at melee range he'll usually tear you up unless you have extremely good reflexes (his desperation move is borderline instant kill and very hard to avoid at melee range) but if you just run away and shoot at him from afar it's actually pretty easy.