What would you like to see in Mega Man 12?

#1 – Reintroduce pixel art visuals

mega man 10
Image: Capcom

Personally, we love the look of Mega Man 11: it’s clean, colorful, and bold. But we’d be lying if we said we didn’t miss the “classic” aesthetics of older Mega Man games that accompanied Mega Man 9 and 10. There’s just something instantly adorable about it, doesn’t there?

Games like Castlevania III, Super Mario World and The Legend of Zelda: A Link to the Past hold up well to this day; arguably even better than their 3D counterparts, and the Mega Man franchise is no different, so we’d like to see a return to an 8- or 16-bit art style. However, how receptive will 2022 audiences be to a new Mega Man embracing pixel art? Especially after Capcom took the series in a significantly different direction with the eleventh iteration.

Our solution? Implement HD 2D style aesthetics. Retain the core identity of the original NES titles, but enhance them with real-time lighting, depth, and enhanced textures. We think that would look absolutely perfect Murderer.

#2 – Bring back the chiptune

This kind of goes hand in hand with our first point and we’re not sure you can have one without the other. While we were fans of some of the tunes featured in Mega Man 11, they simply pale in comparison to the iconic scores found in the previous NES titles; Heck, even Mega Man 9 and 10 had music that trumps anything found in the latest title.

There’s nothing wrong with stepping away from chiptune music and trying something a little more ambitious, but with Mega Man there’s something truly magical about a simple, straightforward 8-bit theme that gets stuck in your head instantly.

Mega Man 2’s Dr Wily’s Castle theme, Mega Man 3’s Magnet Man theme, Mega Man 9’s Galaxy Man theme (above)… They’re borderline perfection. Bring back Chiptune, we say.

#3 – Change the gearing system

Mega Man - gear system
Image: Capcom

Mega Man 11’s gear system was undoubtedly the biggest change compared to previous titles. It conferred the ability to either slow down time or activate your weapon on the fly. While it was a fun little gimmick that worked well within the confines of the game, its incorporation into the overall is entirety the experience arguably made some areas a bit too easy and gave players a crutch to fall back on when things got a bit hairy.

Our solution? Pull back the implementation a bit. There are a few ways Capcom could do this: our preferred option would be to keep them available at all times, but perhaps limit their use to two or three times per stage, forcing players to consider when deciding to use them to be a bit more selective.

Other options include appearing as pickups in the phases, or introducing them as an option when players die a certain number of times, like in Modern Mario Title.

There’s also the option of omitting the gearing system entirely, of course, but we’re not sure if we’re fans of that idea. While there’s no doubt that the stages in Mega Man 11 were basically built around their use, abandoning them entirely would be the wrong approach here. we like the transmission system; it just needs a bit of refinement.

#4 – Improve the story

mega man 11
Image: Capcom

Mega Man 11 certainly tried to introduce some semblance of plot and technically has this succeeded. Still, we wouldn’t go so far as to call it “good,” and it certainly wasn’t a patch for anything you’d see in the spin-off series MegaMan X.

Now, we’re not saying that the core Mega Man franchise needs to introduce threats to world domination or multiple protagonists with questionable morals, but when you’re this far in a franchise you need to give fans more reason to stay.

We’d really appreciate it if Mega Man 12 simply introduced more environmental cues that point to a broader storyline, or even implemented some cutscenes to introduce the Robot Masters. Only some To give this universe a little more life, please, Capcom.

#5 – Speaking of Mega Man X…

Mega Man X6
Image: Capcom

At the moment, Capcom doesn’t seem particularly keen on reviving the Mega Man X brand, so why not bring some of their key gameplay features to the mainline series? First and foremost we are thinking of the wall jump feature, which would add an extra sense of verticality to the stages.

Other features include the dash (although that’s basically already in the form of a slide) and dare we say a sword. Yeah, we’re not expecting Zero to show up in action in Mega Man 12 or anything, but it would be cool if Mega Man got a timed ability to basically become superpowered and wield a lightsaber of sorts for a few moments!

#6 – Bring back Rush’s adapter ability

Mega Man Rush
Image: Nintendo Life

Rush, Mega Man’s trusty robot canine companion, is an absolute delight and has appeared in pretty much every game since his introduction in Mega Man 3. His core abilities, Coil and Jet, are great little additions that mess up gameplay, but we’d love to see the next installment bring back Mega Man 6’s “Adaptor” ability.

This effectively merged Rush into Mega Man, giving Mega Man a great red aesthetic and turning him into either Power Mega Man or Jet Mega Man. Power Mega Man was able to charge up slam attacks and crush enemy shields, while Jet Mega Man basically allowed him to fly. What more do you want? [Power Jet Mega Man? – Ed]

We’d just love to see these abilities return in Mega Man 12.

Like the sound of one of these ideas? Do you have better ones yourself? Let us know in the poll below, and celebrate 35 years of Mega Man in the comments. You can also celebrate that we made it through the entire article without once calling it the “Blue Bom.”*Editor storms into the room, grabs the keyboard and smashes it into a thousand pieces*

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