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Post by Miguel on Sept 4, 2008 22:48:30 GMT 2
Megaman X7 got a lot of complaints about it's 3-D sections, but really, I thought they were pretty good considering the nice people of Capcom's Megaman department had never done a proper Megaman game in 3D before ("What about Legends?", you ask? Note that I said PROPER Megaman game. Legends was only a Megaman series because Capcom says so, not unlike the Battle Network franchise.). But, unfortunatley, Capcom didn't think it's be worth it to try and fix it for the next game, and did X8 in all side-scrolling.
But I think the 3D sections could have been incredible if the bugs had been worked out. So, I've created this thread for people to list ways to fix problems they had with the engine.
My sugestions?
-The camera One of the biggest problems that crippled X7's 3D sections, it wouldn't be that hard for Capcom to come up with a game camera that stays where you put it and can be maneuvered properly. They did it in Command Mission, why not for an X9?
-The lock-on While this was a very good idea, they way Capcom implemented it made it pretty much useless. The lock-on would be lost if your character as much as flinched, and it only went on enemies who your character is directly facing. While this is, admittedly, very realistic, it was incredibly irritating as an aspect of game-play.
-Motor skills In the 3D prespective, your character ran at a pace that made a snail in a coma look like Speedy Gonzalez on crack, and the dash was about the speed that the running should have been. Again, this problem was not in Command Mission. However, that makes no difference because Command Mission is an RPG.
-Zero's suicidal style of use If there's one thing that 3D action game develpors should learn from Ocarina of Time, it's that characters specializing in melee attacks should have an effective method of blocking. This is epescially true for the X series, where alot of your enemies have long range weapons good for gunning you down while you're trying to limp up to them to cut thier heads off. Unfortunatley, Capcom thought the lesson to learn from OoT is that "Help characters should only give advice that the player can easily come up with themselves", hence why the only reason you should be pressing select to listen to Alia's advice is when your start button has stopped working.
I think these are deffinitly ways that X7 could have been improved. Can you think of any others?
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Post by viruszero on Sept 4, 2008 23:14:09 GMT 2
You do know that with Zero if you slash the incoming blasts you reflect them back at the launcher... (Easiest way to practice this is the dragon head things in Flame hynard's level or Splash warfly's.)
But a block button might have been nice.
Though personally I think an improvement might have been that they made the whole game in 3D, not just sections of it...
Oh and either: 1- change that boss fight with Red to be less of a nuisance with the broken battlefield. Or; 2- Make it so you can save after you beat him and the game acknowledges you did. That is load the data and be after you beat him, so you don't always have to fight him over again to get to the final levels.
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Post by Miguel on Sept 5, 2008 0:18:35 GMT 2
I know Zero could reflect shots, but his slashes were too slow for it to be effective against certain enemies.
And I mean improvements to the game engine, as in, ways Capcom could make a good 3D X9, so if you're sugestions involve particular mini-bosses or boss fights you hated, then please omit them.
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Post by Nazeres on Sept 6, 2008 17:15:19 GMT 2
They should make mor ecutscenes and better actors. Axl sounded like a teen in x7, while in x8, he sounded more mature.
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Post by Miguel on Sept 6, 2008 18:24:52 GMT 2
X7 had a cutscene after every Maverick battle. More cutscenes then that would be approaching Metal Gear Solid level overboard in the dialouge/gameplay ratio.
As for the voice acting... I really think Capcom should just pick a voice cast and stick with it.
And like I said, this thread is for improvments to THE GAMEPLAY ENGINE. More cutscenes or better voice actors has no impact on the gameplay.
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Post by Nazeres on Sept 6, 2008 19:38:27 GMT 2
Oooook, i would emprove on the camra angle. X8 was the best 3-D megaman game to me, so they should've done that. It was hard to tell where the guy is, the radar didn't help me much.
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Post by Miguel on Sept 6, 2008 20:18:47 GMT 2
X8 wasn't 3D. The graphics don't count.
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Post by VileMKII on Sept 7, 2008 2:05:23 GMT 2
Rockman DASH had the best engien, perhaps they should do it like that. With Zero that could be alot of fun.
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Post by Miguel on Sept 7, 2008 3:49:50 GMT 2
Like I said in my first post, Legends (or DASH, if you wanna be a purist) was only a Megaman game because Capcom decided it is. About the only things that make it a Megaman game outside of Capcom's designation are Megaman and Roll's names and the design of Megaman himself being someone who looks robotic and has a gun built into his arm. And I've never actually played a Legends game before, so I wouldn't really know if it'd be a good idea to swap out X7's engine for Legends', so I'll just not comment on it.
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Post by VileMKII on Sept 7, 2008 3:54:32 GMT 2
You should play number two, it awesome. Also they fall right in with the megaman timeline, hell I could go on and on about how ZX will connect toit
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Post by Raikon on Sept 7, 2008 4:56:50 GMT 2
- Zero's suicidal style of useIf there's one thing that 3D action game develpors should learn from Ocarina of Time, it's that characters specializing in melee attacks should have an effective method of blocking. This is epescially true for the X series, where alot of your enemies have long range weapons good for gunning you down while you're trying to limp up to them to cut thier heads off. Unfortunatley, Capcom thought the lesson to learn from OoT is that "Help characters should only give advice that the player can easily come up with themselves", hence why the only reason you should be pressing select to listen to Alia's advice is when your start button has stopped working. A block button would make things too easy and non-megamanish. There's a reason why in ALL PSX Megaman games, on the character selection screen: X says BEGINNER PLAY. Attacking from faraway Zero says FOR ADVANCED PLAYERS. Attacking from closer range, more danger. And Zero can deflect shots, you need to get the hang of it. Oh and, it's not really suicidal, one needs practice. That's like saying Touhou is simply impossible to pass.
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Post by Silver Stryker on Sept 7, 2008 6:01:49 GMT 2
And saying Network transmission is impossible to beat. AHAHAHAAAAH!!!! ;D
But it would be good for it to have a Legends feal. If you've never played it, then I feel sorry about how much you don't realize how the legends series gameplay is pretty kickass. Also put into consideration that the two games were created years ago. According to Devil may cry and X8, (Spare me the info of who created and who licensed. I couldn't care less) Capcom sems to be getting the idea of how 3-D gameplay works. With that being said, upgrading the legens gameplay and adding it to a game as intense as the X series would be a splendid idea. With a 3-D feel, we'd be in paradise, what with Zero's difficulty being as great as Dante's and X simply blasting all over the place. Yes, I agree that and X9 game with Legends gameplay(REVIZED) would be really awesome.
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Post by Miguel on Sept 7, 2008 16:37:05 GMT 2
- Zero's suicidal style of useIf there's one thing that 3D action game develpors should learn from Ocarina of Time, it's that characters specializing in melee attacks should have an effective method of blocking. This is epescially true for the X series, where alot of your enemies have long range weapons good for gunning you down while you're trying to limp up to them to cut thier heads off. Unfortunatley, Capcom thought the lesson to learn from OoT is that "Help characters should only give advice that the player can easily come up with themselves", hence why the only reason you should be pressing select to listen to Alia's advice is when your start button has stopped working. A block button would make things too easy and non-megamanish. There's a reason why in ALL PSX Megaman games, on the character selection screen: X says BEGINNER PLAY. Attacking from faraway Zero says FOR ADVANCED PLAYERS. Attacking from closer range, more danger. And Zero can deflect shots, you need to get the hang of it. Oh and, it's not really suicidal, one needs practice. That's like saying Touhou is simply impossible to pass. It was alright to make Zero for the advanced players in X4-6, because in those games you were never forced to play as Zero, but X7 makes you play as Zero in the very first stage, not to mention the game recomends having Zero lead the tag-team. And like I already said, I am fully aware that Zero can deflect shots, but there are a few parts where enemies shoot at me so fast it makes no difference.
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Post by Silver Stryker on Sept 7, 2008 18:53:28 GMT 2
Sounds to me like the precautions have never changed. Seems like you have to predict the attacks and use every bit of reaction timing you've got, like the games before it.
I've never played it. Could you give me an example of how the shots are..?
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Post by BlackStar2015 on Sept 13, 2008 22:21:21 GMT 2
Miguel... you're a douche. Go crawl back into your daddy's vagina and rid us of yourself... please...
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