1
Gaming / Re: Mega Man: Dual Override announced at The Game Awards 2025
« Last post by Cyartog959 on Today at 01:06:05 am »OK...
I got very little idea about that installment and its story in Mega Man's classic series, but, I'm presuming it resumes what Mega Man 11 did, in terms of gameplay and style, but I don't know of what replacement serves to do away with the Double Gear System or otherwise.
Felt relieved that Capcom went on with a new installment after almost too long. Shouldn't have taken almost that long to make a new installment in any of their Mega Man series, anyway. I felt their constant indecision and stagnation in game development is harming their Mega Man brand. I mean, they did focus on other games, but still.
I felt the installment, while being no doubt the 13th in the long line(yes, I didn't forget "Mega Man & Bass"), isn't numbered as with every game, but with its subtitle, like how they were named in Japan for distinction.
I mean, I've been fine with numerical sequels, but I wonder how it stands out from the previous, even though its the 13th game. It is said to be equivalent to a possible "Mega Man 12", which is what a lot of us usually expect there, so I'm thinking it may be set before that but following on Mega Man 11's events.
If its stages are longer than 11's, which I think they may be, better prepare your endurances, people.
And, once again, Dr. Wily's set to be the main villain, still sporting his outfit from 11. His other outfit from 8 and Mega Man & Bass really made him look more villainous. Still liked it. Wonder what's he's up to again, this time?
I also felt more select past enemies are already set to return, with another model name slapped on it for distinction, that I also expected, such as the always returning Metalls, Wall Blasters, and the Tellys, but there's also bound to be more new enemies, too.
The 2.5D blueprint from 11 also comes back, too, under what I think is maybe a different game engine, likely RE Engine(Reach for the Moon Engine, to be precise), rather than MT Framework Mega Man 11 used.
I don't mind 2.5D as a blueprint in any game, but, honestly, it still never hurts for Capcom to try to return to doing 2D pixel art games and go Hi-Bit, rather than, well, adhere too close to the former restraints of past consoles. I can understand how Koji Oda, who was with Capcom at the time, felt staying too close to those limitations, after Mega Man 9 and 10 returned to those roots from past NES games, which were already fun, would be troublesome, but they need to be more open to returning to that medium, as other game dev teams that have been pursuing their needs for reliving that aesthetic. And, we do have chiptune trackers, like FamiTracker and Furnace, which breathes lots of life in chiptuning beyond restrictions of sound chip utilization, to close up that void.
That's what I still feel in my mind and heart, anyway.
What I'm also amazed is that after a very long time, another new boss design contest has been announced, but this time, Capcom's provided participants with a base model(almost like how Mega Man 8 did with base models that time) with a long suction hose as its right arm, said to be a giant suction arm, so I'm willing to guess plenty of participants are going to throw in crazy ideas about their arm-mounted weapons.
Jon, thanks for letting us know, but I ask you this, what entry would you design for that contest if you want to partake in it? Hope you're up to stemming plenty of inspiration and fuel your artistry skills for this contest! And, have a good time with it!
I got very little idea about that installment and its story in Mega Man's classic series, but, I'm presuming it resumes what Mega Man 11 did, in terms of gameplay and style, but I don't know of what replacement serves to do away with the Double Gear System or otherwise.
Felt relieved that Capcom went on with a new installment after almost too long. Shouldn't have taken almost that long to make a new installment in any of their Mega Man series, anyway. I felt their constant indecision and stagnation in game development is harming their Mega Man brand. I mean, they did focus on other games, but still.
I felt the installment, while being no doubt the 13th in the long line(yes, I didn't forget "Mega Man & Bass"), isn't numbered as with every game, but with its subtitle, like how they were named in Japan for distinction.
I mean, I've been fine with numerical sequels, but I wonder how it stands out from the previous, even though its the 13th game. It is said to be equivalent to a possible "Mega Man 12", which is what a lot of us usually expect there, so I'm thinking it may be set before that but following on Mega Man 11's events.
If its stages are longer than 11's, which I think they may be, better prepare your endurances, people.
And, once again, Dr. Wily's set to be the main villain, still sporting his outfit from 11. His other outfit from 8 and Mega Man & Bass really made him look more villainous. Still liked it. Wonder what's he's up to again, this time?
I also felt more select past enemies are already set to return, with another model name slapped on it for distinction, that I also expected, such as the always returning Metalls, Wall Blasters, and the Tellys, but there's also bound to be more new enemies, too.
The 2.5D blueprint from 11 also comes back, too, under what I think is maybe a different game engine, likely RE Engine(Reach for the Moon Engine, to be precise), rather than MT Framework Mega Man 11 used.
I don't mind 2.5D as a blueprint in any game, but, honestly, it still never hurts for Capcom to try to return to doing 2D pixel art games and go Hi-Bit, rather than, well, adhere too close to the former restraints of past consoles. I can understand how Koji Oda, who was with Capcom at the time, felt staying too close to those limitations, after Mega Man 9 and 10 returned to those roots from past NES games, which were already fun, would be troublesome, but they need to be more open to returning to that medium, as other game dev teams that have been pursuing their needs for reliving that aesthetic. And, we do have chiptune trackers, like FamiTracker and Furnace, which breathes lots of life in chiptuning beyond restrictions of sound chip utilization, to close up that void.
That's what I still feel in my mind and heart, anyway.
What I'm also amazed is that after a very long time, another new boss design contest has been announced, but this time, Capcom's provided participants with a base model(almost like how Mega Man 8 did with base models that time) with a long suction hose as its right arm, said to be a giant suction arm, so I'm willing to guess plenty of participants are going to throw in crazy ideas about their arm-mounted weapons.
Jon, thanks for letting us know, but I ask you this, what entry would you design for that contest if you want to partake in it? Hope you're up to stemming plenty of inspiration and fuel your artistry skills for this contest! And, have a good time with it!
Recent Posts

I'm sure it'll be a nice game anyone can enjoy!