The Mega Man series is one of the most beloved gaming franchises in all of history. From humble origins on the Nintendo Entertainment System to the legendary Mega Man X series on PlayStation to the Battle Network games on the Game Boy Advance, and everything in between, the franchise is legendary. And yet, when it came to making the next entry in the main series, there was an 8-year gap between Mega Man 10 and Mega Man 11, and this boggled the minds of fans for a very long time. Over the months prior to the release of Mega Man 11, Capcom has talked about what led to its creation, and now, a new interview shines even more light on it.

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The producer of the game, Kazuhiro Tsuchiya, talked at length about the process of getting Mega Man 11 made. One of the first steps was noted in a previous Capcom interview, where the dev team noted that after the departure of Mega Man creator Keiji Inafune, there was a fear that they couldn't make Mega Man like the fans wanted. So, in 2016, Director Koji Oda noted that he wanted to bring Mega Man back with a new title, and his reasoning behind this was because fans had been begging for it for so long.

However, because of their trepidation, they didn't rush right into development. Rather, Tsuchiya did some research and asked fans around the world exactly what they wanted from what would be Mega Man 11.

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"The research showed us that the thing people wanted most was a new, full-fledged entry in the original Mega Man series, made with series fans in mind. This culminated in the development of Mega Man 11."

Now, despite wanting to make a Mega Man game with longtime fans in mind, both Tsuchiya and Oda knew that they couldn't make a game that would be solely for them, they had to work on bringing in casual and even new Mega Man players into the game. With that in mind, they created a "blank slate" for which they would start making the game. This is what led to the creation of the "Double Gear System", which in the game made Mega Man's abilities more powerful, or could slow down time. The power-up was never in any Mega Man game before and thus was a totally original creation.

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Tsuchiya noted that he had high hopes for the Double Gear system, and both gamers and reviewers have praised the new game mechanic. On the topic of team size, Tsuchiya noted that actually, Mega Man 11 had a rather small team, only 40 people. This size is in stark contrast to what many game dev teams have now for AAA titles (of which Mega Man 11 definitely qualifies), where hundreds of people can work on one title.

Finally, the decision to make the game with 3D models (which was a first for the main series) was attributed to the fact that while hardcore fans would be down with it, newer fans might not find it as appealing. The game is out now for all systems and PC.

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