The Other Worlds Shrine

Your place for discussion about RPGs, gaming, music, movies, anime, computers, sports, and any other stuff we care to talk about... 

  • Keiji Inafune is making a new Megaman

  • Because playing them is not enough, we have to bitch about them daily, too. We had a Gameplay forum, but it got replaced by GameFAQs.
Because playing them is not enough, we have to bitch about them daily, too. We had a Gameplay forum, but it got replaced by GameFAQs.
 #161603  by SineSwiper
 Sat Aug 31, 2013 11:57 pm
Dude, I was just fucking talking about "spiritual successor" crap that Mistwalker spits out and the very next thread is this shit. For god's sake, make something original! Quit reviving and remixing the same MM game, even if it isn't from Capcom!

At least the graphics look cool.
 #161606  by M'k'n'zy
 Sun Sep 01, 2013 12:54 am
I am really psyched about this, but for me I would want a console version, so I will be waiting for a while to see if it looks like it will reach that stretch goal.
 #161610  by Julius Seeker
 Sun Sep 01, 2013 6:31 am
Wasn't Inafaune that crazy guy who kept moaning and crying about Capcom not being original enough?

So he breaks off to do something new and this is what he comes up with?

I think this is more about him eating his own words. If he was still with Capcom, he could have used his "brilliant" and so creatively original mind to make his 173rd Megaman game, an actual Megaman game. I suppose there will be one positive here, this will be the product of an insane hypocrite begging for funding and attention from the Internet.

• Gets out the popcorn, and tunes into the Inasane Inafune Mega Hour •
 #161614  by Zeus
 Sun Sep 01, 2013 1:06 pm
A Kickstarter I'm actually thinking of pledging to. Thanks, Eric!
 #161616  by Don
 Sun Sep 01, 2013 4:53 pm
I saw the targetted budget was around $1 million. I really don't see a game like this selling more than 100K copies at $10 each. Why do they need budgets like this to make a relatively cheap looking game? Or do they really think it's going to sell for significantly more than 100K or at a price signficantly more than $10? I recall the original Megaman never sold more than 500K and probably not even 300K, and that was back when they were cutting edge stuff on the dominant system. Yeah I know everyone always say game costs are out of control blah blah blah, so how on earth do people develop games in the past? Then again apparently it took a team of 50 guys to redevelop a Megaman game on Megaman 9, even though 3 guys probably could've done it back in the NES era.
 #161633  by Julius Seeker
 Tue Sep 03, 2013 6:42 am
The difference between development teams nowadays and development teams of the 80's is specialization. So you have a large team of specialists working on multiple projects, rather than a dedicated small team working on just one project. In addition, the major videogame companies are generally a lot larger now overall than they were in the 80's; there is a much larger production structure; more sign-offs and that sort of thing. Even little iOS games can have around 100 people working on them in some capacity.

I think another major difference would be that the teams are generally older too. In the past people would work without weekends, working all day - all night - and into the next day without any significant extra pay was fairly common. Nowadays the industry is a lot older, people aren't in their early 20's anymore, there are plenty in the 30 to 50 category, and many of those have families and standards for themselves that younger single people don't have.
 #161636  by SineSwiper
 Tue Sep 03, 2013 8:05 am
Julius Seeker wrote:The difference between development teams nowadays and development teams of the 80's is specialization. So you have a large team of specialists working on multiple projects, rather than a dedicated small team working on just one project.
Wat? Multiple projects? Devs got no time for that. Name one project that works that way.
 #161650  by Don
 Tue Sep 03, 2013 9:33 pm
Hiring a bunch of big names to do trivial tasks is no reason why the game needs a lot of budget. If you got Miyamoto to redo the original Super Mario Brothers he's not worth whatever it's going to cost to get him. Likewise just because Inafune is the Megaman guy doesn't mean it's worth the money to redo a concept that is been done to death.

Just because you got to resurrect Elvis to have him do voice acting doesn't mean the money is well spent when you could get an imposter for much cheaper. I know game developers like to tell you that having huge team is some kind of inevitable result of cosmic inflation or something, but if anything it should take less and less people to do the same thing that was possible compared to past. The only thing that is really numbers dependent would be the graphics but there must be tools to help those things out. I've seen stuff designed by one guy that looks at least passable with various editor tools.
 #161784  by M'k'n'zy
 Fri Sep 13, 2013 12:40 pm
I'm just waiting a little longer before I back this. I know it's going to make the 2.2 million that it needs for the Wii U version, just waiting for it to get there.
 #161788  by SineSwiper
 Fri Sep 13, 2013 11:18 pm
You guys are sheep. Baaaaa! Baaaaa!
 #161791  by Don
 Sat Sep 14, 2013 3:48 am
I didn't plan doing that Kickstarter thing, though if the games out for under $15 I'll think about getting it. My guess is that they'll want at least $40 for it though because Megaman fans tend to be suckers.
 #161797  by Don
 Sat Sep 14, 2013 3:55 pm
Eric wrote:If you donate $20 to the kickstarter you get a digital copy Don.
Which means the game will probably retail for considerably more than that since you're taking a considerable risk there.
 #161798  by Eric
 Sat Sep 14, 2013 11:56 pm
Don wrote:
Eric wrote:If you donate $20 to the kickstarter you get a digital copy Don.
Which means the game will probably retail for considerably more than that since you're taking a considerable risk there.
I wouldn't say considerable more, the different between retail/kickstarter isn't typically outlandish. Although to be honest there's not a ton of kickstarter games that have come out to compare.

FTL is $9.99 for instance and it's kickstarter gave you the game for $10 http://www.kickstarter.com/projects/644 ... than-light

Shadowrun Returns is $20, and it's kickstarter gave you the game for $15 http://www.kickstarter.com/projects/161 ... un-returns

Wasteland 2 is going to be $25, but it's kickstarter gave you the game for $15 http://www.kickstarter.com/projects/inxile/wasteland-2

An outliner is Skullgirls, which is $15, indiegogo kickstarter price was $36, although skullgirls was coming to steam regardless of outcome and the price was already determined before they launched the game. http://www.indiegogo.com/projects/keep- ... ls-growing

Anyway I don't know what he'll charge for the game @ retail, and you're right that Megaman fans are suckers, but a game that looks like this(OH LOOK, EFFORT MEGAMAN 9 & 10!) I don't mind putting down $20.
 #161803  by SineSwiper
 Sun Sep 15, 2013 8:15 pm
Sigh, even with a game like this, it's retarded to pre-order any game. Wait a month, look at the reviews, and don't take the risk of playing a bad game.

Of course, Kickstarters are already risk-taking to begin with.
 #161808  by Eric
 Mon Sep 16, 2013 1:59 am
SineSwiper wrote:Of course, Kickstarters are already risk-taking to begin with.
Yeah I was gonna say, the point of kickstarter is to A) make the game come out by pledging to the initial goal. B) Improve the game further with additional funding for features.
 #161812  by Don
 Mon Sep 16, 2013 3:22 am
I don't see what's stopping the guys from just taking your money and run, or just come up with junk and said 'but we thought this game is totally awesome'. Sucking is not illegal. Even if you assume there's no hidden motives, who's to say they didn't overpaid a bunch of guys for 18 months to come up with what could be done for 1/10 the cost and half the time?

If this game succeeds all it does is reinforce the fact that you got to spend crazy amount of money making stuff that should be doable with 5 normal guys.
 #161818  by SineSwiper
 Mon Sep 16, 2013 9:12 am
Don wrote:I don't see what's stopping the guys from just taking your money and run, or just come up with junk and said 'but we thought this game is totally awesome'. Sucking is not illegal. Even if you assume there's no hidden motives, who's to say they didn't overpaid a bunch of guys for 18 months to come up with what could be done for 1/10 the cost and half the time?
You can only get away with that once, and only after building up a good reputation that you knock with a wrecking ball.

The damage of doing that and then not being able to collect any more money again isn't worth it.
 #161829  by Don
 Mon Sep 16, 2013 11:01 pm
SineSwiper wrote:
Don wrote:I don't see what's stopping the guys from just taking your money and run, or just come up with junk and said 'but we thought this game is totally awesome'. Sucking is not illegal. Even if you assume there's no hidden motives, who's to say they didn't overpaid a bunch of guys for 18 months to come up with what could be done for 1/10 the cost and half the time?
You can only get away with that once, and only after building up a good reputation that you knock with a wrecking ball.

The damage of doing that and then not being able to collect any more money again isn't worth it.
You probably only need to do something like that once. And again I'm not talking about something blatant, it'd be like if I'm making a kickstarter game called Super Dario Brothers which would be say a Nintendo handheld console level graphics platformers, and I hired Miyamoto for $100K a month and also a few random big names, like say Sid Meier and Richard Garriott and whatnot (we'll assume these guys are available for these prices) for the same amount, and then paid myself $200k a month for leading the project. The game sells some low number of copies and comes nowhere to meeting expectations but it's not because we purposely tried to suck. For all you know the game might even be pretty good but it's obviously not going to make enough money to justify vastly overpaying a bunch of big names whose expertise is most certainly not needed. When faced with the inevitable failure I can always say like 'yeah $5 million wasn't enough, you need $15 million these days. Miyamoto wasn't a team player and threatened to quit if he wasn't getting a raise!" I don't know if the fans will buy that, but frankly I wouldn't care at that point if I somehow raised that kind of money. Yes of course this is extremely exaggerated but I don't really see why you need this kind of budget to make a game like Mega Man.
 #161832  by SineSwiper
 Mon Sep 16, 2013 11:29 pm
Ummm, and even with your super exaggerated example of making $200k/mo for 18 months, that pales in comparison to the damage for having that out there and not being able to ever make that kind of money again.

Nobody wants to hire the guy that was attached to A:CM, and if they do, it would be because he kept a low profile about it or deftly played it off. Hell, that put a major dent in Gearbox themselves for anything non-Borderlands related.
 #161834  by Zeus
 Tue Sep 17, 2013 7:29 pm
On a more positive note, it hit the latest stretch goal. I'll be able to play it on my Wii U now. Awesome
 #161842  by Don
 Wed Sep 18, 2013 3:36 am
There are plenty of people whose resume is "I failed this MMORPG as a lead designer' that gets another lead designer job because unless you got someone from WoW, there are very few MMORPG that actually succeeded so having some experience at failing a major title is still better than guys who don't have experience. It's easy to blame problems as beyond your control anyway. Besides when you're talking about something as simple as a Megaman game, it's not hard to come up with something halfway decent that comes nowhere justifying the budget involved here. You can easily overpay your all star team of guys and come up with an above average game that sells say 100K copies at $20 each, which would be a pretty bad loss (took $3 million of budget to generate $2 million of revenue) and just say 'well if we had more budget' or 'people these days don't appreciate old school' or any number of reasons. I mean it's just a scaled down version of the same issue where AAA titles always say they need to sell like 25 million to make their money back. Well obviously the money they spent into the game turns out to be not enough to sell 25 million most of the time so it implies they obviously overpaid a lot of guys without meeting this goal. If you look at the credits of a modern game, they probably go into thousands of people now and do you really need all those guys?

It's kind of like how the airline industry, as a whole, never turned a profit in their history. That doesn't mean people who are in the airline industry are poor since if you overpaid your employees and then end up with a loss, someone (your employees) still got a ton of money.
 #161848  by Zeus
 Wed Sep 18, 2013 10:04 am
SineSwiper wrote:Nobody wants to hire the guy that was attached to A:CM
You sure? Last I checked, the industry cares about sales and, if I'm not mistaken, it sold OK even though it was panned HUGE. Not enormous numbers, no, but it ain't no flop of Beyond Good and Evil proportions, either.
 #161860  by Don
 Thu Sep 19, 2013 12:54 am
Zeus wrote:
SineSwiper wrote:Nobody wants to hire the guy that was attached to A:CM
You sure? Last I checked, the industry cares about sales and, if I'm not mistaken, it sold OK even though it was panned HUGE. Not enormous numbers, no, but it ain't no flop of Beyond Good and Evil proportions, either.
There are just very few people with experience with any major title. You can be like say Jay Wilson, the guy who destroyed the Diablo franchise, but he can still say 'well Diablo 3 sold 12 million so clearly it was all me' and there's going to be some sucker that thinks it must be this guy as opposed to Diablo's reputation. I mean games flop all the time due to unforseen reasons, and if you only hire guys who have a track record of huge success you'd be waiting for a very long time. You usually aren't going to get the guy who made WoW or GTA or whatever, so if your choice is a guy who was involved in something that totally flopped versus a guy with no experience, you'd still go with the first guy.
 #161983  by Eric
 Tue Oct 01, 2013 7:43 pm
Looks like it'll come in as 4th highest Game Kickstarter of all time behind Ouya(LOL), Torrent and Project Eternity unless it raises 200,000 in the next 35 minutes.
 #161997  by Zeus
 Thu Oct 03, 2013 12:32 pm
Eric wrote:They got $186,380 from paypal so they hit all their stretch goals.
Now all they have to do is announced boxed versions and I'll be happy as shit :-)
 #162002  by Eric
 Thu Oct 03, 2013 7:01 pm
Zeus wrote:
Eric wrote:They got $186,380 from paypal so they hit all their stretch goals.
Now all they have to do is announced boxed versions and I'll be happy as shit :-)
Don't hold your breathe.
NEW: Is there any way to get some kind of physical copy of the game itself?

Not currently, no. As explained in the reward explanation, the retro box is just that -- a box -- with only the instruction manual in it, intended to be a showpiece and not serve all the same purposes as a full retail game you'd buy from the store. That said, we have had enough feedback about this that we have started looking into the possibility of adding a new pledge tier above the current $60 level that would include some kind of physical media with the game, ideally (but not necessarily) a USB memory device. We still need to analyze costs and gauge interest in the community to be sure this would be something worth offering, so please, let us know what you think! Thanks!
 #162011  by Zeus
 Fri Oct 04, 2013 12:03 am
Woohoo! They left the door open! I'm telling ya, there's a decent chance it comes to physical disc
 #162038  by SineSwiper
 Sat Oct 05, 2013 6:12 pm
Zeus wrote:Woohoo! They left the door open! I'm telling ya, there's a decent chance it comes to physical disc
Protip: Buy the game and then put it on a USB stick.
 #162879  by Eric
 Fri Feb 07, 2014 2:05 pm


I am fucking giddy, I love some Megaman X, and this game looks more X then traditional Megaman(Charging/Wall Clinging/Dashing). :)
 #163141  by Don
 Sat Mar 22, 2014 8:01 pm
I guess the guy in the video never played Rock & Forte where you can shoot in 8 directions with the Forte Buster.

Don't really see anything particularly interesting about this game over a Megaman Zero game.
 #163143  by Zeus
 Sun Mar 23, 2014 1:41 am
Yeah, he's clearly never played Mega Man & Bass....

And I think the Kickstarter proved one thing: people want more of the Mega Man gameplay. It doesn't have to be different in any real significant way, just has to be very well done and fun. That's all the fans are asking for
 #163146  by Don
 Sun Mar 23, 2014 2:11 am
Actually Metal Blade can go all 8 directions and that's MM2, though I can't recall too many other weapons that you can control which direction it's going.

I don't mind some non-innovative gameplay but I do mind when they charge you $50 for it, like Megaman X6-X8. I don't mind if you pay a premium for the stuff being Megaman, but it has to be at least at a level like MMX3 or MMX5 where they at least tried to have something interesting despite failing to do so.
 #163149  by Zeus
 Sun Mar 23, 2014 7:57 am
What about MMX4? May be the most popular of the franchise. Didn't really do anything new other than add in anime cutscenes, but it was a very well-done version of the game. It was worth every penny
 #163150  by Don
 Sun Mar 23, 2014 2:15 pm
Zeus wrote:What about MMX4? May be the most popular of the franchise. Didn't really do anything new other than add in anime cutscenes, but it was a very well-done version of the game. It was worth every penny
X4 was probably the best Megaman game in the X or later era (the Z games are good but is limited by graphics) so I'm not being too greedy here. I'm saying I'd at least expect something like X3 or X5 where they didn't do anything interesting but also didn't screw anything up. For example X5 is actually pretty cheesy but at least they tried to have a cool X versus Zero fight and try to actually put some closure to the story (which totally didn't work because they need to sell more games later).

I'm guessing they're thinking this game would be like Megaman X, but Megaman X was actually quite good even if it didn't have the Megaman name, not to mention it added a lot to what was the Megaman formula at that time.
 #163617  by Don
 Mon Jun 30, 2014 9:59 pm
The whole dash over stuff you shoot seems like a mechanism that's only there for the sake of having a mechanism.
 #163628  by Don
 Sun Jul 06, 2014 3:57 am
I got the feeling this game is just looking for suckers on the Megaman nostaglia. I really don't see why it'd cost so much money to develop a game like this today, unless they've to reinvent a game engine and even then a 2D scrolling world doesn't seem like the most complicated thing to do. I mean doesn't anyone on the team remember how say Megaman X8 worked? That'd look pretty similar to what this game's graphics level.