Rockman Unity has released a short interview with Mega Man Battle Network Legacy Collection lead Masakazu Eguchi, focusing on the game's development. Eguchi talks a little about the implementation of online play and the challenges his team faced during the port process.
Read on for the lowdown!
- Eguchi says his team planned to include online communication features from the start of development.
- When MMBNLC was first announced, the demand for online functionality was greater than Eguchi expected. It was clear that online play was a shared dream between fans and MMBNLC staff.
- Eguchi says they are investing a lot of time and effort in various aspects of the collection, not just online functionality. He declined to share further details at this time.
- The games aren't emulated - they're fresh ports. Eguchi says this was necessary because each game required changes to better suit current-generation hardware/ecosystems. Porting all ten games and rebuilding their respective communication features for online play required a significant amount of work.
- 3 million Japanese characters across ten games (7,500 pages when collected into a single script) had to be translated into multiple languages. Bug checks for all ten titles was extraordinarily time-consuming.
- Some old design documents and planning materials (such as maps drawn on paper with pencil) from the GBA era were not in perfect condition. To remedy this, the MMBNLC team consulted with former Battle Network staff members. Eguchi admits he sometimes found it difficult to answer questions from the staff in charge of porting.
- The dev team have yet to determine if special event-exclusive distribution Battle Chips (such as GateMan SP, Gospel, etc.) will be included in the collection. (via 4Gamer)
We'll have a bit more on Mega Man Battle Network Legacy Collection in the coming days. Stay tuned!