While I’m typing this, Capcom’s own 30th Anniversary stream is running on Twitch. I, and the steamers acknwledge that this is a bit early, but there’s really no better time to do this. I’m looking at this stream and thinking to myself Is this how we want to see it being celebrated? Without a doubt, this era of social media has made it easier for fans to gather and exchange ideas and experiences. Well, as well such can be realised in a fast paced Twitch discussion, where nobody really reads anyone’s comments either way. Nevertheless, here we are, watching four people in a brick studio with, surrounded with Mega Man merch. Seeing Kazuhiro Tsuchiya taking the stage uplifts the whole deal, especially when he joined with another members of Capcom Japan’s staff to talk about Mega Man X particularly as an evolutionary step in the series.
A short, rather hammy video of the franchise’s history ends with the announcement of Mega Man 11.
This is the meat of the show; the developers talking about their own experience and work with the franchise with the emphasize moving to Mega Man 11 and how it’s been handled becoming the main bulk of the stream. There are a lot of good tidbits, like how different styles were tried out, but the constant use of nostalgia for pixels was deemed to have taken too far already. Hence, why the aim is to use 3D without creating 3D space. Most modern 2D action games want to obscure the ground somehow, either by adding grass to it or make it seem like it’s somehow a natural part of the scenery or the like. A 2D action game is by its nature rather abstract to begin with, as you already lost a whole wall and everything’s sorta cut into two dimensions. With titles like Mega Man, there is no reason to even remotely try to make things work realistically. Video games have always had the edge of showcasing abstract stages and nobody questions their sensibility, because the design is showcased as a part of a game and its challenge. This repeats everywhere, even in the most realistic game, where challenges are laid out by design where there should be none.
That said, everything gets a new lick of paint. Characters will get a redesign, but nothing major. It’s funny to see the above 30th Anniversary Trailer using an old design rather than the new one, hinting that they’re not putting their faith in the new design completely.
Is this a bad re-design? No, it’s not. Mega Man has always seen redesigns and tweaks with each new game when a new pair of hands have been given the task to bring the Blue Bomber back to life in visual terms. Rockman Memories even jokes about this by asking if Mega Man and Roll have grown up.
Roll’s redesign for Battle & Chase (rightmost Roll) was based on Sally the Witch‘s dress with additional sleeves and different coloured buttons on the bosom
The new design is sleeker with less mass on the arms and legs for sure. The blues have changed the hue a bit, but that’s nothing new. The proportions are less deformed, and follow more what a modern child heroes seem to have. While Mega Man was originally supposed to have a Super Deformed look, that was dropped rather fast due to technical limitations. Nevertheless, the proportions stuck the longest time, until Mega Man X 8 saw a complete cast-wide redesign and made everybody lanky and thin. There is something missing in Mega Man, if the character’s proportions are more “correct.”
While a new design was to be expected, it is disappointing to see the Smash Bros version having its influences in this one. The calves and the odd lines running down from shoulder to chest, connecting to the seams on the sides are something that’s rather unique to the Smash Mega Man, though overall that’s just playing with the winds of current taste in aesthetics. Can’t really say I like it, but here they make sense, assuming these are clothing seams. The few slots on his left arm and calves are additional details carried over from the back of his helmet, but the gloves he has are full-on Hitoshi Ariga. Even the neck padding, something that got carried over from various designs, is present.
The concept of Mega Man changing physically when using a new weapon is nothing new in itself. Supposedly, the square on his forehead was to change with weapon choice, but technical limitations prevented that.
The changes are limited to the head and arm while the rest of the body stays the same. The X-Series played with armours, while Legends and Battle Network furthered physical changes. This is a good medium form, renewing old with something new all the while keeping it recognisable. When doings something new, they seemed to have stumbled upon an old idea.
Roll’s modern design fits her well. It follows the usual red dress idea, but the new cuts and zipper line, combined with a removable hood, does make her feel a lore more fresh. She looks a bit sharper, though the shoes could’ve used few more iterations. Currently they remind a bit too much Sonic’s shoes.
Rush and Beat got redesigned as well, but what they got was more modern touch-ups than anything else. We’ll get to these two whenever we them in motion.
In many ways, this Mega Man is a composition of many past designs in one. Perhaps What makes the “classic” Mega Man we see above next to the new one more iconic is nostalgia. Maybe it’s the fact that the lines are thicker and and more cartoon like. Detailing is fine, but what use are details if they’re just additional lines? Less is often more, and perhaps that’s why most modern redesigns of classic characters tend to go awry, because they really don’t know how to keep their hands off. One line too much can, often will, ruin otherwise perfect design.