Still beats being outright cancelled. >Archie Mega Man comic on "hiatus" because of that stupid Archie reboot Kickstarter failure >Ian Flynn still had plans established for what would come next http://www.themmnetwork.com/blog/2016/1/23/tmmn-presents-the-archie-mega-man-post-mortem-ian-flynn-terview
Inafune exaggerated his role in the creation of mega Man. Akira Kitamura made Mega Man. Inafune just did the art for the cover, title screen and manual. I'm not saying he had no role in Mega Man (he did create Zero after all), but he became "the guy" associated with Mega Man, like he was the one personally behind it all.
He then road the coat tails of his association with MM to millions of dollars.
But there's a lot of evidence he's pretty incompetent as a game producer. The MN9 project seems really mismanaged. The people making it, including director Koji Imaeda have zero experience with 2D platformers.
They were too ambitious. They want to release on every single platform ever, which likely eats up huge amounts of money and time. The weakest console, 3DS acts as a huge bottleneck for the game.
Inafune's trying to launch a multi-media empire before he has the game. You release the game first, then build up slowly from there as you get the growing fanbase. MM's fanbase was not created over night.
The graphics are real shit too. Beck's design is pretty good in art. In game model he looks like some kind of rodent-man with chubby cheeks.
The entire project needed a serious KISS approach. There's doujin MM clones like Rozenkruzestillete that are simple, low budget, and fun. They're coming to Steam in Spring so be sure to pick those up.
>>13810032 >>13810049 It doesn't help that most don't fund their projects by themselves (like the Ghost Police guy) to Kickstart for extras instead. On the bright side, some projects seem to go smoothly for the most part and occasionally have either official backing or experienced people that know what they're doing.
Of course, regardless of the circumstances, people will complain when the projects inevitably take a lot of time to complete (case in point, Hyper Light Drifter).
>>13809952 No guys, I hear if you throw in another million he'll make it on the NES! And that's not a reproduction cartridge, he'll travel back in time and make a Famicom cartidge that will be localized as an NES cartridge. The extra money is to fund the plutonium to generate the 1.21 gigawatts of power his time machine needs.
Why do I have a feeling this thread was started by the same OP who had his thread deleted yesterday? The whole MN9 fiasco is fucking ridiculous, yeah, but do we really need yet another thread about it? >>>/v/
Oh man, I wonder if they'll take all this extra extra extra time and make the game better! Maybe it won't be the worst Mega Man game ever made upon release, even worse than Rockman & Forte Mirai kara no Chousensha! Maybe it won't make Mega Man DOS look like Mega Man 2!
Igarashi has actually proven to be a good lead director(read: not an artist/idea guy/producer) on tight Nintendo DS budgets, he can do just fine on Kickstarter. Of course it will be a mediocre metroidvania with no pitfalls nor difficulty, but it will still be a good game for people who loved SoTN.
How's Tides of Numenera's production going? I bought in on that and haven't even checked in to it since. I don't mind it being delayed if it's to make a decent game so I haven't been watching it studiously since it'd just make it harder to wait.
Yeah. I don't always agree with Iga's decisions (Sonia fo life dawg) but I get the idea he at least knows what the fuck he's doing. He has tangible experience in actually make sure the game gets produced
Yeah, same here. The only three Kickstarters I've donated to are Bloodstained, Muv-Luv, and Battletech.
I think MN9's problems stem mainly from Inafune biting off waaaay more than he could chew. He seemed to want to create this huge media empire before his new game was even established. Before MN9 was anywhere near ready for release he had not only Red Ash (and we all know how that went) but an MN9 cartoon, talking about live-action, all that crap. Even a layman can tell that's an extremely bad decision, you don't try to branch out into other media before making sure your first entry is well on its feet.
In a couple of other respects, however, from what I've heard from friends of mine, Comcept might have just gotten plain unlucky. In reference to the multiplayer, I think they're contractually obligated by Kickstarter to include it or they open themselves up to legal problems. If you say on your kickstarter than you'll include X feature if Y stretch goal is met, then you can't back out or you'll get in trouble. Releasing it without MP and then patching it in later is another option, but according to the team's later updates they have to go through a "mastering"/verification process, and if they want to release a build without multiplayer they have to go through the mastering all over again, which takes even more time and money.
Of course, that leads us to the question of why they got so far in development without finding out these supposedly huge bugs long before. Certainly doesn't give one confidence in the team.
Secondly, they started working on the project not long before Unreal Engine 3 began to be phased out. In that respect at least they were just shit out of luck.
Fortunately for Bloodstained, UE4 looks like it'll be around for a good long while. Even better, IGA isn't wasting time and money on a cartoon or anime or second kickstarter. That alone makes me more confident in Iga's team than Inafune's.
>>13811537 Nah, he actually left the company many months before the game was cancelled. Incompetent as he can be, the cancellation of Legends really was Capcom having a remarkably stupid lack of faith in their own product.
>>13809888 >>13812652 Also, we were talking about this in another thread and Anon mentioned some furry OC that was a green kangaroo that farted on people. I thought it was a joke, but then I looked up Kaiju Combat online and eventually came to an article on the furry guy himself.
I was wrong. I was dead wrong.
The scariest thing is that the furry guy apparently has a fursuit of his green kangaroo thing. So not only did he spend God knows how much money to get his OC into Kaiju Combat, he dresses up as it IRL. Jesus...
>>13812623 >I thought Inafune's sense as a businessman would at least compel him to make a good mega-man ripoff. I didn't realize that Inafune is not only not a creator, he is a very, very shitty business man.
He really is. He could have made a game for 100,000 easily.
>>13814546 Yeah, a lot of his decisions just seem to be really bad. Thinking on it, I'd almost call it tragic--there are some really simple decisions that might have saved the MN9 fiasco from a lot of trouble. Don't begin work on an anime or live-action adaptation before the game has been released and is successful, remember that the 3DS would be a technological bottleneck compared to the other systems (this is what people have told me repeatedly), and so on. Just a bit of forethought might have made things so much better.
>>13812767 yeah, it got delayed again. I made a thread a little while back about it with the Ed Wood-written rant about "WHAT IDIOT THOUGHT TO BUILD A ROCKET BASE IN FLORIDA" from The Revenge of Dr X in it. There's some To Be Determineds coming up in Feb and March, but nothing useful atm
>>13814602 >>13814636 Don't forget Shin'en. Weak hardware is their specialty. People want Fast Racing NEO for PC, but they're missing the point. That game is impressive achievement in Wii U, even more when you look how small the game download size is (around 500MB)
>>13814602 >>13814636 >>13814713 Maybe I'm wrong here, but I think it's because MN9 is programmed in Unity, and this engine has options to export "play-ready" versions of the game for a lot of consoles (I remember there was a PSP option?). However, since he's not using resources to fine tune every port, he has to lower some of the graphics usage for every platform. He COULD fine-tune every port (like, give every port to a team of two or three people), but that demands resources he probably doesn't have.
When you see a Kickstarter promise "versions for PC/PS3/X360/3DS/Vita", it's just the developer using the export tool in Unity.
>>13814778 It tried something different, the characters and world had a lot of charisma.
>>13814808 >It tried something different, the characters and world had a lot of charisma. also there wasn't twenty years of other 3d games surrounding it back then, so the gameplay was pretty not-shit, especially compared to its "REMEMBER THAT 2D GAME NOW IT'S 3D ISN'T IT GREAT" contemporaries
>>13814778 It was one of the early 3D games, and compared to its contemporaries it had solid graphics and a style of gameplay that actually worked in 3D. Compare X7 and you can see just how polished the gameplay in Legends is by comparison.
It had a rich and unique world. Almost no other games mix sci-fi and robots with the adventurer archaeologist genre. The only other one I can think of is Evolution, which was a pretty crappy game by comparison. The whole mystery behind the Reaverbots still has people's attention, that's why everyone was so hungry for Legends 3 in the first place.
The first game had every single dungeon connected to one another in one big tunnel system, which was really cool. The second doesn't have that, but its islands and dungeons are much more varied in design from one another.
The Bonnes are enduringly popular largely for their personalities and the way they play off one another, a rarity for Mega Man at that time since this was long before Battle Network or Starforce. They even got their own spinoff that was actually the first Legends game I'd ever played, and it was just as good as Legends 1 and 2.
Apparently, it has something to do with the certification process: They sent in a build to Nintendo, Sony, and Microsoft, and that build has multiplayer, so if they wanted to send in a build without MP, they'd have to do the paperwork for a whole new build. I asked around, though, and it seems from that explanation, it was the testers at Microsoft, Sony, Nintendo, or one of the other "platform holders" who found these supposedly game-breaking bugs with the multiplayer. Why didn't the game's internal team find them before? This strikes me as a pretty grievous failure of Comcept's testing teams, if nothing else.
>>13814930 The problem with bugs is that sometimes you've got a an utterly fucked buggy as hell product and your only option is to unfuck it enough that it can be considered adequately functional.
Like, you can't just start over, or even abort the whole thing. You're stuck having to find a way to unfuck what could very well be the unfuckable.
And while in an ideal world you'd never get to that point where the project is that horrifically fucked, sometimes it just goes that way and you have to balance between meeting the deadline and having a working product.
What I'm getting at is that they've fucked themselves into having to get a leaky boat out to sea one way or another, as far as I know.
Could be worse though, from what I've heard a lot of government contract software work swings the way of "this broken shitty software needs to be functional by such and such date, enjoy getting laid off when this contract goes tits up!"
>>13810032 Because kickstarter is a con as of itself, it's for people who instead of thinking in long term plans and investments need to get quick cash. People should stop falling for this shit already.
>>13815204 There are a few others as well. Shovel Knight is looking good, and Pillars of Eternity and Planetary Annihilation at least managed to get finished products out, though folks debate their quality (I have both in my Steam library but have yet to really play them, I hear they're not quite as good as Baldur's Gate and Total Annihilation, respectively). Divinity: Original Sin is quite good by all accounts, though, as are the Shadowrun games.
Still, for all those, I can name some impressive failures besides Mighty No. 9, some of which are quite tragic. "Woolfe: The Red Hood Diaries" comes to mind. The campaign went well and they put out a product...but not a finished one. Apparently they changed something during development which cost way more than they expected--I think it was the shift from a wholly 2D game to a 2.5D one, I'd have to check, but something like that. It ended up bankrupting them.
I guess it goes to show a couple of things: Kickstarter is a hell of a crapshoot. Sometimes it works really well, as Shadowrun, FTL, and Shovel Knight indicate. On the other hand, sometimes it blows up in your face--MN9 is the most high-profile example, but not the only one. If someone wants to gamble, I won't condemn 'em; as I mentioned above I've gambled on KS 3 times (and I've yet to be displeased, Bloodstained, Muv-Luv, and Battletech all seem to be going well). But I'd certainly inform someone of the risks before encouraging them to put down too much on a bet.
No Time to Explain Guns of Icarus Online The Banner Saga Shadowrun Returns, I can't remember if Dragonfall was crowdfunded or made from the profits on Returns Tesla Effect - A Tex Murphy Adventure Divekick Freedom Planet Shovel Knight Armikrog Yatagarasu Darkest Dungeon The Book of Unwritten Tales 2 Contradictions
Those are all the ones off a list that I played and I enjoyed or at least thought was well-made. A lot more than I thought I'd get.
>>13815186 Shenmue is one of those games that's clearly being made because the creator WANTS to make it.
Because the gaming public at large doesn't even know what the fuck Shenmue is.
>>13815234 >I can't remember if Dragonfall was crowdfunded or made from the profits on Returns
I think it was. They gave it away for free to backers who bought the original game during the Kickstarter, but other than that it was released 'normally' on Steam, i.e people would pay for the expansion if they bought the game on Steam rather than backed it on Kickstarter.
You guys should see the background too, it's looking pretty cool. I was a little worried when I saw the first screenshots, as they looked kind of bad--Miriam was a lifeless model and her background was a detail-less and dull room. These, on the other hand, are a quantum improvement. The stage itself looks like it came right from a Castlevania game and as development goes on it'll only look better.
Things could still go south, of course, but the latest update has given me some more confidence in IGA. I'd say the chance of Bloodstained running into MN9's problems is very slim, especially since IGA has proven to be better at maintaining a budget and the game is in UE4. And, of course, I think the chances of Muv-Luv and Battletech failing are essentially zero. Kouki and his team at least have some idea of what they're doing, and Harebrained Schemes has so much experience with kickstarter and has done so well (like I said, Shadowrun is very good) that nothing short of a colony drop over their offices would prevent Battletech from being released and at least being entertaining.
>>13816577 I feel bad for him more than anything else. I think he had good intentions when he started the KS, and I think he was genuinely driven by passion as well as a desire to please Mega Man fans.
But then he let it get to his head and proved he wasn't very effective as a businessman and producer. The mishandling of the Red Ash kickstarter, trying to get anime and movies going before the game was even near finished, the problems with bug testing...it all speaks of someone who was riding high on the glory of a wildly successful kickstarter and almost worshipful fan support simultaneously failed to realize that he was overreaching himself and overstretching his resources. There's a difference between a bounty of kickstarter funds *and* backer goodwill and an unlimited spigot of them, and confusing the former for the latter will result in the former being squandered with astonishing speed.
I wonder what he'll do now. His name is almost certainly tarnished within the industry--Capcom will be able to gloat they were right to let him go. Comcept never had the greatest reputation in the first place, and I imagine things will be much harder for them now. Even Inti Creates might be tarred by association; but if they do a great job with Bloodstained they should be able to prove that they can put out great work if they're under the right leader (not Inafune). But Inafune and Comcept? I can see them relying primarily if not entirely on backers like that "Fuze" company and pouring out mobile games before finally withering away in obscurity, never again to taste the glory that was the first few days of the MN9 campaign.
Unless the individual makes themselves known, people don't usually know who is behind certain things in videogames and just attribute it to the company as a whole.
Speaking purely of former Capcom members, we know who Kamiya, Shinji Mikami, and Inafune are they are out there in the public light. And for people still at Capcom there's Ono, who people seem to attribute to being big behind Street Fighter when the reality is he didn't work on the series before 4.
>>13816610 If he had good intentions he'd never start making so many extra requests while telling he wouldn't be able to mantain the ones that already got funded because "tight budget".
On top of that once people started being suspicious he started Red Ash before even completing the first game because he knew otherwise he'd lose money. Even then people managed to not trust him but for the sake of locking the few money he got from the second project he allied with some wacky chinese company.
We know next to nothing about them. And it took us years of digging to just find their names.
A lot of these Famicom games were made by devs who left the industry soon after, and who didn't use their names. Devs didn't speak to the media back then so there is next to know information on the details, or what happened to them.
Same with the MM games. Inafune is the only one giving interviews, so he is our only source of info.
>>13816577 >the DINA incident >game doesn't look like the gorgeous artwork and actually looks bland and cheap >The Red Ash incident >delay >delay >delay Between unfulfilled promises and opening the gates of hell at the worst possible times, people have every right to be angry : he simply didn't deliver and with that, he lost trust and credibility.
If you add to that the fact he left Capcom when MML3 was in a fragile embryotic state, it just gets uglier.
>>13817054 The waifus are just easy scapegoating. >this game would have been successful if someone else wasn't PANDERING STEAM was never going to be a big hit. Nothing about it said "this is going to make it big" unless it somehow went full meme tier of viral. But it's easier to say it's because others shafted it than to ever admit that.
>>13810032 Lack of oversight and accountability. Despite what all of the beggars on kickscammer will tell you, the traditional gatekeepers for publishing actually serve an important role in making sure that only projects with a realistic chance of success and completion get greenlit on top of also making sure that projects are not overbudget and behind schedule.
If you want a simple analogy, think of it as the interactions between a teacher and his students, where the publisher is the teacher and the developers are the students. Much like how no one would bother to do anything in school if there were no teachers and everything operated on an honor system, the role of the publishers is to make sure there are actually repercussions (ie you aren't allowed to work in the industry again) for developers who do not produce results.
>inb4 "the destroyed reputation of a failed project is the repercussion!"
It isn't. The fact that fuck-ups like Richard Garriot, Brad McQuaid, and Tim Schafer can still get morons to donate money to them after their myriad and massive failures is a testament both to why letting the consumers police themselves does not work as well as how stupid some people are.
>>13814602 >Weak platforms are where TECHNOLOGY and innovative design are born...
While making Alien Soldier Hideyuki Suganami intentionally developed it for the Genesis despite the Playstation and Saturn already being out because he wanted to push the console to its absolute limit.
>>13817105 It's pretty decent, although similar to some early FEs in that pretty much the only customization option for the player is different equipment load-outs - each character has a specific weapon and ability that can't be changed, only a backpack and secondary weapon that can be chosen.
Stylized pseudo-"cartoon" graphics with those thick lines and square chins also aren't used by any mainstream successful game, only indies. It's just not a mainstream art style anywhere.
Aside from the art style of the characters, the game had a very bland background design too.
You go from England to the USA, from that Lovecraft college to Washington, and there's barely any difference in aesthetics. The game only really starts having different areas near the ending, with Oz and those caves.
>>13817590 Something closer to Kid Icarus Uprising or Fire Emblem itself would still have fit the hardware and would have had a much better reception.
>>13817625 >implying Buckingham Palace looked anything like Miskatonic which looked anything like that one canyon place whose name escapes me which looked anything like the White House basement etc
I'll give you there was quite a bit of that brownish purple industrial age look (admittedly, the dominating literary influences on its setting are Steampunk and Lovecraft), but the locales were quite distinct even as a number of them had a common urban motif.
Also if anything the real killer was the lack of advertisement. The game is pretty poorly pushed as if it was relying on word of mouth and that sort of publicity doesn't work with a divisive love-hate opinion among those who know of it.
Also I haven't seen an indie that went for comic book shading, normally they masturbate themselves to pixel art. Really, all I can name that use the comic book motif are STEAM, XIII, and Comix Zone.
>>13812654 >I think MN9's problems stem mainly from Inafune biting off waaaay more than he could chew No, it's problem is that retards actually funded a conman who was planning to make a piece of shit game from the start.
>>13816672 >A lot of these Famicom games were made by devs who left the industry soon after, and who didn't use their names. Devs didn't speak to the media back then so there is next to know information on the details, or what happened to them.
Actually they were required to use pseudonyms because companies back then were paranoid about other companies noticing that person's talent and hiring them.
Speaking of Inafune, he provided some input for Gunvolt, right? Although Gunvolt itself is an Inticreates original IP, it had a reference to MN9 and Mega Man, as well as a crossover (I think?). Inti is also developing Bloodstained. I got Gunvolt just yesterday, and it felt weird. It's kind of like a game that you could rush through in a few sittings, but hides more underneath it for fans of the genre, or people who want to try new things.
>>13817964 If the Nikkei report on Konami is to be believed, this problem is still here, kind of.
>>13818419 Meanwhile, his company Comcept, Team Ninja and Spark Unlimited all teamed up for Yaiba: Ninja Gaiden Z (because he loves zombies), and that had a Beck skin as DLC. You sure can't tell they all worked on the same parts together, because only the 2.5-D mode isn't complete garbage.
>>13818419 Yeah, Inafune got credited as special producer or something like that. Gunvolt was pretty cool, if flawed (the biggest flaw being of course that there's way, waaaaay too much shit on the screen if you decide to keep in-level dialogue on). I'm glad it was successful enough to warrant a sequel cause my god that ending was a total downer, if it can get better in any way then it'll be cool.
>>13818426 I'm not sure that was the same guy, but still, those cases seriously stump me. Where do these guys find all that money? "Put your character in the game!" usually requires a pretty damn expensive donation to the crowdfunding. And these guys can afford it even when their goal is to put their goddamn fursonas in games. It scares me because that means these guys actually have a means of income and aren't just crazy teenagers.
>>13818468 >those cases seriously stump me. Where do these guys find all that money? I don't think they exist in any greater proportion than any other type of well-off dumbshit, but are you going to notice that somebody created a twenty-something guy with a beard in a bunch of games or a giant, orange, shitting wallaby? The latter stands out more.
>>13818437 Maybe it's because I don't really follow video gaming news, but I barely heard anything about Yaiba. Was it a complete disaster or what?
>>13818468 I only just finished the pre-elevator stage where you have the rematch with Merak (lazy laser guy), but I read about the ending. If a sequel is on the way, maybe I'll consider getting it -- if I ever master the combat system. It's one thing to clear the stage, it's another doing a no-damage/high Kudos run. I've only managed it with the first level so far. At the very least, I want to see how far I can go. I'm a lousy gamer though.
Also, Gunvolt has some nice designs. Really reminds me of Mega Man Zero, just a little more clean overall. Joule/Cyan a cute.
>>13818669 IIRC, people's email accounts in the company weren't marked by name, but by numbers. So it's not "[email protected]" but "[email protected]", for example. It was basically preventing anyone from getting contacted by anyone outside the company. There's also stuff about how people who tweet or post negative stuff about Konami get demoted to janitor or some other low positions. I might have recalled the specifics wrongly, but the report paints a rather ugly picture of working at Konami.
In addition to the emails being a random code, they also reset every several months.
There are security cams everywhere to see if employees are slacking off.
People deemed unworthy (even Producers) get sent to do odd jobs like screwing in computer parts, gym janitors and security guards.
Some dude posted on FB about being employed at another company. A few employees Liked it and they all got transferred away.
This one I don't see anyone in the English side talk about: Kouzuki (the current evil CEO) said in an 1999 interview that he was too ashamed to let his son know that he makes videogames because videogames have a bad image. I can't verify this one because I lack a Nikkei account to see the full article.
>>13822710 Kamiya is the only game dev to have the brass balls to tell some of his fans to fuck off and stop wasting his time. And this is because he really doesn't give a single fuck about how much he sells and lets his games speak for themselves. That's admirable, I think, but it certainly wouldn't work for everyone. Imagine EA or Ubisoft taking this approach
seriously if i was a game dev and some shit tried to pull that stunt i would had taken the money and told the asswipe to fuck off that i'm not changing my game to fit in his stupid chara and because he tried to hijack or otherwise get my game changed just to fit in his OC that chara will be dropped and the second place (and so on down the list until someone behaves or all OC dropped) chara will be the one getting put in as a violation of contract as if ran a "pay to get your chara put in the game thing" i would have that clause if you tried to hijack the game or otherwise have to have the game changed immensely just to fit it in your chara will be dropped your money taken anyways too bad that's the rules this game isn't some wankfest for your OC.
that shit was stupid as fuck and the devs shouldn't had bowed to that bullshit.
>>13815234 Shadowrun Returns and Hong Kong were both Kickstarted, but the team actually had some capital and were already deep into making the games. They Kickstarted because in both instances, their ambitions didn't match their budget and they needed extra dosh to polish it up. Which is really the point of Kickstarter, as a supplement to traditional funding.
A great example was the IndieGoGo for the new Skullgirls characters. People complained a ton about how they were only adding characters and how backers weren't getting enough for the amount paid...but they were actually being completely sensible with their new character costs, stretching the shit out of every dollar and refusing to promise backers extra nonsense that would bankrupt them in the future.
>>13825466 Most people who were around for the first one liked it. It's the third one people take issue with. The second one didn't go over so well, either (and that was really where Capcom's troubles started last gen, because they put a lot of expectations on that one and it bombed), but no one could have predicted how that panned out.
Personally, I think it's the game Lost Planet Colonies fans deserved.
>>13826845 Well, that is the problem with indie devs. On one hand, they're free of the evils of big companies! On the other they're also free of silly stuff like guaranteed professionalism. Plus when you're only a small team, if any of you does something stupid it's going to be felt in the whole project.
They could have made a nice KISS Mega Man clone for 100,000 dollars if they focused on gameplay. There's no need for this needing 4 million. Or 3D. Or have voice acting. Or be released on every console ever. just make clean portable code, and then if the game is successful port it from there.
>>13816577 I find it great how people were funding MN9 as if it were making some sort of statement towards Capcom and because of Inafune's mismanagement, all the vitriol towards Capcom has been redirected almost completely despite Capcom still not making any new Mega Man games
Honestly, I see why they don't make more Mega Man games. The market is oversaturated with Mega Man clones. It seems to be the Indie scene's favorite dead horse to beat and Capcom just don't feel it's worth it to compete anymore.
>>13827717 >Honestly, I see why they don't make more Mega Man games. The market is oversaturated with Mega Man clones. It seems to be the Indie scene's favorite dead horse to beat and Capcom just don't feel it's worth it to compete anymore.
Vast majority of them are forgettable shit. And most are obscure to care about.
>>13827717 Adding to that, why bother ask Capcom or Comcept to do Mega Man sequels when the fans can do it themselves anyway (case in point: MMX: Corrupted and MMBN Chrono X)? Well, okay, there's loads of disposable garbage (like Mega Man Unlimited), but that comes with any fanbase making fan games.
>>13827717 >The market is oversaturated with Mega Man clones. It seems to be the Indie scene's favorite dead horse to beat That's because Mega Man is exceedingly easy to copy. The gameplay is simple as hell yet allows some freedom to fuck around with a gimmick or two. You've got at best a dozen levels meaning it's short to make. The entire thing ends up being a testament to your skill in level design, because that's the only thing that differentiates one game from another. And unfortunately most people are just not that good at it.
the sad thing about all of this is if that game is released some day, it will be pirated into oblibion, at least on pc, so im pretty sure there will be no more megaman stuff afther that, ever i mean sure there is a lot of megaman clones that are fun, but directly related to megaman? never
>>13827717 Sidescrollers, sure. But idk why they stopped with the Battle Network series. If they wanted closure with Lan and Hub then okay, but why haven't they revisited the gameplay focusing on chips and deckbuilding even with a new random not-megaman protag. Iirc the reception with the whole series was good. And it'd be pretty stupid if they had used Starforce as a gauge/reason, since the gameplay's quite different.
Heck, even Megaman Battle Chip Challenge-like game would be a prime gold mine for the currently crazy mobile market it's a wonder why anyone at Capcom hadn't jumped on that. It pales on the GBA, but it still had a lot going in it compared to current mobile games.
>>13810032 Because kickstarter is a scammers paradise. It caters to people who are capable of drumming up hype and maintaining an illusion that the project is going well. Though because the devs are left entirely up to themselves, they don't have any strict deadlines, they've already been paid and they've promised that what they've told or shown you isnt indicative of what you're getting. From the very start it's a gamble for anyone who funds a gaming project there.
Kickstarter and other crowdfunding sources would be great for studios to do more ambitious projects that publishers won't fund because they don't think it'll sell and I don't believe anyone should work for free but unsurprisingly enough when given a situation in which you've already gotten your pay most workers just become lazy and rather piss away time until it's time to clock out.
>>13836996 He's the rival character, and as such his design is supposed to Beck what Proto Man and Bass were to Rock. At some point it became what was posted before. He also apparently has a hole in his chest, remind you of anything? Other people have suggested that his cape's digital square effect is reminiscent of how Getter-1 formed its limbs in Armageddon.
>There's homage and then there's plagiarism. The Mega Man series had plenty of homage. Mega Man is an admitted take on Astro Boy. Rush, Treble, and Sigma's dog Velguarder all most likely based somewhat on Casshern's Friender, and the MM2 enemy Friender is without a doubt a reference to it. The Metonger Z is kind of an obvious reference. Most of these things are either minor foes or more main characters who have their own spin on the character they were inspired by. Ray is a bit too direct for my tastes.
>>13833475 > but why haven't they revisited the gameplay focusing on chips and deckbuilding Star Force is pretty damn close to what Battle Network was.
But anyway, I'm guessing it's due to technology. People aren't as willing to accept the kind of lower resolution sprites that were acceptable in the GBA and DS days, not for a $20+ title from a big and well known publisher like Capcom. And I'm pretty sure that Capcom know it's a bad move to put Mega Man on mobile with that Xover fiasco a few years ago.
Putting out a game like Battle Network also means you're trying to crack the same market as things like Pokemon and Yokai Watch, although not quite as obviously since you're collecting moves instead of creatures. Either way, it's not a particularly easy thing to do, which is probably why we don't get SMT games but once every few years or so. Same principles at play there, except that SMT games are hard and thus unfriendly to a casual audience. I think they only still get made because they're well established and because ATLUS now has SEGA behind them
>>13838735 >Either way, it's not a particularly easy thing to do, which is probably why we don't get SMT games but once every few years or so. Megami Tensei came out in the fucking 80s. >SMT games are hard and thus unfriendly to a casual audience. lol >SMT Nerve bullets and Zio break the game >SMTII Nerve bullets and Zio make the game easy >Nocturne Press-turn and buffs break the game >SMTIV WORLD OF MAG
>>13837226 >If you like it, it's a cool tribute. If you don't like it, they're ripping something off, how dare they. Explain how everyone calls that Mazinger bot from Carranger a ripoff, then. Even fans call it out for being so blatant.
>>13843962 Yeah, you've got it. Deciding if people's enjoyment of an IP biases them towards seeing things as homages or plagiarism isn't as rigorous as statistics, but the basic concept is the same. You can think of Carranger fans who see that Mazinger bot as a ripoff as that lone outlier. Then every time fans defend something as an allusion and every time haters dismiss something as plagiarism, think of those as red dots close to the line.
>>13844078 That's not how it works, as a logical statement this is in the domain of discrete math. The premise is flawed as it is capable of yielding contradictory conclusions. "If p then q" and "if p then !q" can't exist in the same set of statements.
>>13852683 Funny thing about that, I suspect that was exactly why Extreme Butoden got the 2d treatment.
That said, you could still do wonders on the 3DS if you design intelligently. Resident Evil Revelations is absolutely gorgeous, concealing a lot of the technical wizardry out of the player's cone of view. It just requires effort, something that's in short supply. (MT Framework being black magic in software form also helps a lot).
>>13854194 MT was essentially built to go "here's the master copy, it runs on PC, now let's downgrade until we hit the target platform." MT Mobile shows how far that strategy gets you, which is surprisingly far if you engage in some clever trickery (compare RERev 3DS to the console/pc ports, there's a lot of subtle differences suggesting they threw the shackles off when moving to hardware that could handle stuff like actually being able to stare straight forward in aim mode)
The only problem I could see is the same one that made UE largely unused by Japan until UE4: documentation doesn't exist in the foreign market's languages.
Also some of those shortcuts were kinda bleh. SF43D has static backgrounds which is kinda jarring to look at, for example. Plus, coders are lazy, who knows how much effort MT still called for in practice?
>>13810032 Because work on creative projects is not hype or glamorous, but tough, boring and unassuming. So while the public--accustomed to huge budget AAA publicity campaigns as they are, not to mention elaborate movie trailers and such from other mass media--likes excitement and big promises, actual indie developers and small studio creators know it's really a lot, a lot of work for small results. So the responsible people who present responsible projects with responsible expectations have a very hard time getting crowdfunding, while con men and irresponsible creators eager to promise the heavens for pennies get all the money.
It's not even the fault of Kickstarter, really. As a project it just failed to account for how ignorant most people on the public are of the actual creative process behind entertainment (not that they should know any better, there's really no reason why they should).
TL;DR: creative projects like videogames are really hard. Most people don't know how hard. So when some responsible person comes along and asks money for their small project with responsible and reasonable expectations, no one in the public gives them any money because they are instead dazzled by the big promises of this or that other project by this other team of con artists and fantasists who are either really dishonest, irresponsible or negligent with their presumed goals. Sadly, the uninformed public, has no way of knowing this, and the restraint and care of the responsible projects is not enough of a pull to get them to give some money off their pockets.
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