#1 – Reimagine pixel art visuals
Personally, we really like how Mega Man 11 looked: it’s clean, colorful and bold. But we’d be lying if we said we didn’t miss the “classic” aesthetic of the old Mega Man games that Mega Man 9 and 10 came with. There’s something instantly charming about that, right?
Games like Castlevania III, Super Mario World, and The Legend of Zelda: A Link to the Past hold up just fine to this day; perhaps even better than their 3D counterparts, and the Mega Man franchise is no different, so we’d love to see a return to the 8- or 16-bit art style. However, in 2022, how receptive will viewers be to a new Mega Man using pixel art? Especially after Capcom took the series in a completely different direction with the eleventh iteration.
Our decision? Realize HD-2D aesthetics. Keep the core identity of the original NES games, but complement it with real-time lighting, depth, and enhanced textures. We think it would look absolutely killer.
#2 – Bring back the chiptune
This look goes hand in hand with our first point, and we’re not entirely sure you can have one without the other. However, while we were fans of some of the tunes featured in Mega Man 11, they pale in comparison to the iconic scores from earlier NES games; Heck, even Mega Man 9 and 10 had music that is completely superior to what was found in the latest title.
There’s nothing wrong with stepping away from chiptune music and trying something more ambitious, but with Mega Man, there’s something truly magical about a simple, straightforward 8-bit theme that instantly gets stuck in your head.
#3 – Change the gear system
Mega Man 11’s loadout system was undoubtedly the biggest change from previous games. It gave the ability to either slow down time or power up weapons in the blink of an eye. While it was a fun little trick that worked well within the game, completeness the experience may have made some areas too easy, giving players a crutch to lean on when things got a little hairy.
Our decision? Step back a little from its implementation. Capcom can do this in a number of ways: we’d rather have them always available, but perhaps limit their use to two or three times per stage, forcing players to be a little more selective when deciding whether to use them.
Other options include having them appear in stages as pickups, or introducing them as an option if players die a certain number of times, as in modern games. Mario titles.
There is, of course, the option to completely abandon the gear system, but we are not sure that we are fans of this idea. While there is no doubt that the stages in Mega Man 11 were largely built around their use, it would be the wrong approach to completely abandon them here. We how transmission system; just needs a little tweaking.
#4 – Improve the story
Mega Man 11 definitely tried to bring some semblance of plot and technically managed to do it. However, we still wouldn’t go as far as calling it “good” and it definitely wasn’t a patch for everything you’ve seen in the spin-off. Mega Man X.
We’re not saying that the main Mega Man franchise should present threats of world domination or a few protagonists with questionable morals, but when you’ve gotten this far into the franchise, you need to give fans more reason to stick around.
We’d be very happy if Mega Man 12 just had more environmental hints to point to a wider storyline, or even implemented some cutscenes to introduce the robot masters. Just something to give this universe a little more life please Capcom.
#5 – Speaking of Mega Man X…
At this point, Capcom doesn’t seem particularly interested in resurrecting the Mega Man X brand, so why not bring some of its core gameplay features to the main series? First of all, we are thinking about the wall jumping feature, which will add a sense of verticality to the scenes.
Other features include a dash (although it’s mostly available as a slide already) and – dare we say it – a sword. Yeah, we don’t expect Zero to go into action in Mega Man 12 or anything like that, but it would be great if Mega Man got a temporary ability to basically become super powerful and wield some kind of lightsaber for a few moments!
6. Give Rush back the adapter ability.
Rush, Mega Man’s loyal robot companion, is a real treat and has appeared in almost every game since his introduction in Mega Man 3. His core abilities, Coil and Jet, are great little additions that mix up gameplay, but we would love to I wanted the “Adapter” ability from Mega Man 6 to be returned in the next part.
This effectively paired Rush with Mega Man, giving Mega Man a stunning red aesthetic and turning him into either Power Mega Man or Jet Mega Man. Power Mega Man could charge punches and destroy enemy shields, while Jet Mega Man allowed him to fly. What else do you need? [Power Jet Mega Man? – Ed]
We would really like to see these abilities return in Mega Man 12.
Like the sound of any of these ideas? Do you have better ones? Let us know in the poll below and feel free to celebrate Mega Man’s 35th birthday in the comments. You can also celebrate that we’ve read the entire article without ever calling him “Blue Bom”.*editor bursts into room, grabs keyboard and shatters it into a thousand pieces*