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So it turns out that Fujiwara was dead set against Mega Man 2.

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Thread replies: 16
Thread images: 3

So it turns out that Fujiwara was dead set against Mega Man 2. Fujiwara is normally portrayed as a hero himself, but it seems that he's the villain in this story.

Also seems to explain why Kitamura left after MM2. Normally after such a huge success as that, the guy would rise in the company and get way more power. MM2 was one of the most successful games the company had made up to that point. On the Famicom version of Ghost n Goblins had sold more. If he had stayed with Capcom, Kitamura would probably be as well known and respected as any of the other big Japanese devs.
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Interesting.
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File: 234234.png (2KB, 125x125px) Image search: [Google]
234234.png
2KB, 125x125px
>he's a strange person - real strange
>he just can't get on with people
>they made him do console, because nobody wanted him
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Fujiwara isn't known as a hero, he's known as a harsh guy, although people like Shinji Mikami consider him a master of game development philosophy, he calls Fujiwara an "evil master".

Also, I don't get it. Kitamura wanted to make Rockman 2, Fujiwara said no, he left, then they made Rockman 2 anyway? So what's the problem? Maybe if Kitamura did Rockman 2, it wouldn't have been as great as it ended up being.
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>>3717242
>Also, I don't get it. Kitamura wanted to make Rockman 2, Fujiwara said no, he left, then they made Rockman 2 anyway?

No, Kitamura wanted MM2. Fujiwara and the rest of Capcom said no. Kitamura then goes over Fujiwara's head, goes to Capcom Vice-President directly and gets permission to make a sequel. MM2 then goes on to be a HUGE success. Now, if Fujiwara didn't like Kitamura beforehand, I can imagine it would be even worse now. Kitamura left either just before MM3 started or very soon after it started. Before leaving, he talks to the new director to give him some ideas for the series he had, like a Robot #0 Prototype rival, and Rush.

MM2 being a huge success and then the director leaving right after is what's strange. As I said, normally a huge success would be rewarded in a company. Kitamura then joins Takeru and makes Cocoron. Takeru goes down because they made some other game, some expensive Titanic Visual Novel that didn't sell. After Takeru went down he decided to leave gaming entirely. There's several interviews with him, but he never explains what job he did after that.

http://shmuplations.com/megaman/
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>>3717216
Guise, I'm so confused. Should I feel ashamed I like MM2 now
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>>3717242
>Fujiwara isn't known as a hero, he's known as a harsh guy, although people like Shinji Mikami consider him a master of game development philosophy, he calls Fujiwara an "evil master".

So, what Fujiwara is a dick?
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>>3717303
sound like it
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>>3717265

Ah, thanks, it wasn't too clear on that text.

>>3717303

That's what Mikami said, that he was scary and evil, but also he was the one that helped him learn about game development, and how you can still make your vision come through even against all the hell that game development is (time schedules, pressure from higher ups, etc).
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>>3717310

Yeah, I hear that game development is 10% fun, 90% hell. Like the very first planning stages is all fun and games. You get to be creative, write a story, test out ideas, design a fun world. Then the vast majority of game development is this huge slog that's emotioanlly draining and stressful.

It's why I give some leanway to games that are a little short or rushed. I know the devs tried their best but they didn't have the time or budget that they wanted.
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>>3717318
Apologist, just stop. Work is hard? You don't say, socialist?
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>>3717216

MM2 only happened because Keiji Inafune.
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>>3717216
>>3717234
He sounds like a pretty cool guy

It doesn't say why he didn't want Mega man 2 but perhaps his reasoning was valid
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>>3717334
That's not what he said you illiterate dope. Not having the timeframe or money you need to complete something is not related to not working hard enough. If you're given a deadline and a budget you try to deliver the best you can within those constraints. Sometimes it shows they've made a decent enough effort. Other times you can tell a work is just sloppy.
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TIL Tomba was designed by an asshole
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>>3719452
he made ghosts n goblins, of course he's an asshole
Thread posts: 16
Thread images: 3


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