Mega Man X8 recently marked its 20th anniversary in Japan, reigniting the long-standing desire for a true successor. Mega Man X9—subject to rumors, fan-art, and even April Fools' jokes—has eluded us for two decades. While I’ve previously explored the history of X9, today I’m bringing new insights to light with the support of a former Capcom USA employee.
Our story begins, unexpectedly, with Mega Man X7. Released in Japan in July 2003, X7 was a commercial disappointment, selling well below expectations. The impact was significant enough for Capcom to cite it as a contributing factor to a mid-term financial downturn, with a notable decline in operating income compared to the previous fiscal year. However, things took a turn for the better following the game's North American launch in October 2003.
Speaking under the condition of anonymity, a former Capcom USA employee shares, "At that time, most Mega Man games usually performed best in Japan, so it was surprising when X7 sold better in America. That made an impression back home."
"Home" was Capcom Japan, where Keiji Inafune argued that traditional Mega Man titles still resonated strongly with English-speaking audiences. "The data showed that, while Japanese players gravitated toward handheld, kid-focused Mega Man games [Battle Network], U.S. fans showed strong interest in X7, skewing toward more hardcore players."
The former employee goes on to explain that Mega Man X8 entered development primarily with U.S fans in mind. This focus influenced both the game's sales forecast and design. "The team took X7’s criticisms to heart. We combed through all the reviews, fan message boards—got a feel for strengths and deficits—and passed that up the ladder."
Capcom Production Studio 1 adopted a back-to-basics approach, refining what resonated while addressing past missteps. "They focused on what worked—multiple playable characters, Axl's abilities, etc.—and improved what didn’t. X was the star again. We dropped the 3D camera, invested in higher-quality voice acting—all things U.S. players had strongly voiced concerns about."
Mega Man X8 launched first in North America on December 7, 2004, before arriving in Japan and Europe the following year. "That was a deliberate choice. We were eager to see if the momentum from X7 would carry over to a better product. Sure enough, we shipped a couple hundred thousand units in the U.S, outperforming Japan again. It was not a big seller but it played to expectations."
As 2005 rolled in, Capcom USA was busy preparing for releases like Mega Man X Collection, Mega Man Battle Network 5, and Mega Man Zero 4. But with no sign of X9 from Capcom Japan, Capcom USA took it as an opportunity to take the initiative.
"2005 was the beginning of this transitional period," the source explains. "Capcom was looking ahead to new hardware and charting a course for the next generation. New home consoles were still a ways off, and the PSP game plan was in its infancy. So they were looking to invest in smaller games to bridge that gap while continuing to support the PlayStation 2 install base. We thought, ‘Hey, let’s pitch them some more Mega Man.’"
In the early days of the year, Capcom USA formally pitched Mega Man X9 to Capcom Japan, using X8's U.S. sales to support their case. After some back-and-forth discussions, X9 entered pre-production at Capcom Production Studio 1 for PlayStation 2. "The project had a producer and an artist. No programmers, to my knowledge. It was very early. But from my understanding, the idea was to get some mileage from X8 assets to create something quickly under a limited budget."
For the first time, here’s a sample from an internal catalog from 2005 documenting X9's development:
Unfortunately, X9's production was very short-lived. Capcom's priorities shifted before a formal design document was even finalized. Management and R&D redirected their focus to the PSP, scaling back extended support for PS2 in favor of porting catalog titles and creating a small selection of original games for Sony's new handheld.
"It was around spring time we heard that pre-prod stopped," recalls the source. "There was some chatter about picking things back up for PSP, but concerns emerged. The PSP’s install base would be drastically smaller compared to the PS2, and we could not rely on the hypothetical that the X7-X8 crowd would go out of their way to invest in a brand-new system. The metrics used to nudge the game to pre-prod in the first place became irrelevant."
By August, Capcom USA once again turned to the fans to help rally support for X9. They approached The Mega Man Network to gauge interest, setting up a dedicated inbox where fans could submit feedback on both X9 and a potential Command Mission sequel, although there was never any movement on the latter.
"The X Collection was our first real effort to connect with the fandom, to get on the ground level and understand what you guys wanted from the series," the source writes. "It was a partnership we hoped to carry forward here. And if there was enough interest, maybe we can get X9 moving on PSP."
But just as Capcom USA was compiling fan responses to send to Japan, word came down that X9 had been scrapped in favor of a remake: Mega Man: Maverick Hunter X.
"It wasn't a huge surprise. It was a choice made earlier in the year, and that didn't become clear to us before it was too late. There were disconnects between CJ and CUSA—just how it went sometimes." They continue, "In the end, the consensus was that a ninth Mega Man X sequel wouldn't perform well on the PSP, the only hardware at the time capable of supporting the game's scope. From a technical perspective, the DS was off the table, and it wasn't really seen as a major priority at the time."
The decision to pivot to Maverick Hunter X over X9 was described as a necessity to keep the X brand alive. The source writes, "Inafune and his team decided to go back to square one with a remake, hoping to ‘reboot’ the property. A safer, more viable bet. And honestly, given how far things had fallen (sales-wise) since Mega Man X's heyday in Japan, I think it was the right call. A fresh start, a chance to bring in new players too."
In a September 2005 interview with GameSpy shortly after Maverick Hunter X was unveiled, Inafune openly discussed the decision to develop Maverick Hunter X instead of X9. Excerpts below.
GameSpy: Regarding Mega Man: Maverick Hunter X, what prompted the idea to do a remake of Mega Man X?
Inafune: In the X series, we've gotten all the way up to X8, and the question came up, "Should we make X9 or not?" About the time when we were talking about that, the PSP had come out, and we thought that it was a really sweet piece of hardware. So we decided that instead of going the X9 route, let's go back to the series' roots and rediscover what makes the X series so classic. We felt that the best way to do that would be to make an X remake. And once again, if this remake is really popular, a remake of X2 or X3 could also be in the cards.
GameSpy: So is this revisiting of the classic Mega Man games a way for the designers to remember and then use some of the older design sensibilities to create Mega Man X9 or (and I'm crossing my fingers here) Mega Man 9 that much better?
Inafune: As more and more Mega Man games came out, they started to lose what made Mega Man so great. I personally was only involved in the X series up until X4 and then after that, other people took direction of the series. Making these remakes and showing what make the originals so fun will help the designers learn a lot about what makes Mega Man so cool. What makes him tick, so to speak. They can then use that knowledge on X9 or perhaps 9.
GameSpy: Between this remake of X, the remake of the original Mega Man (enhanced though it may be), and the recent Japanese re-releases of the two Mega Man Legends titles for PSP, are you at all afraid of people thinking that the PSP is becoming merely a place for ports or rehashes of Mega Man games?
Inafune: These remakes are supposed to symbolize me trying to get the consumer, as well as the designers in Capcom's Research and Development, to understand what Mega Man is. So by going back to the series' roots, people will play and think, "Wait, this was a lot more fun than I thought." Then maybe it will prove that making Mega Man X9 or Mega Man 9 would make sense. If these new games are not supported, as much as I dislike the idea, then it wouldn't make sense to make those sequels. The game industry, of course, is run on money. It's not like I'm making these games just for my own benefit -- we have to make a profit. If we do make a profit, and it proves that Mega Man is still popular, then I would love nothing more than to continue the series to X9 and 9. Maybe if it sells a lot in America…
Unfortunately, Maverick Hunter X and Powered Up didn’t meet Capcom’s expectations. As a result, any plans for further remakes—or sequels—were put on ice.
"Mega Man has always been Capcom's most challenging IP, and I imagine it still is," the former employee reflects. "It’s essentially a collection of smaller IPs catering to similar but different audiences. Appealing more to the classic side-scrolling fans would’ve been great, but there’s only so much fans can do to carry a franchise. So, in regard to Inafune’s comments, yeah—that about sums the whole thing up."
Although this individual hasn’t been with Capcom for several years, they shared their thoughts on the possibility of X9 becoming a reality, two decades later.
"The fact that we’re talking about it today just proves there’s demand. I’m sure the hope for X9 isn’t just coming from older fans, but from new ones too—likely kids who weren’t around for X8. The key is to keep that demand alive. If there’s demand, there’s always a chance. If there’s no demand, there’s nothing. Keep the conversation going. Keep creating. Keep introducing people to Mega Man. That’s all you can do."
Good read. Didn’t know X8 was essentially made for western audiences.
ReplyDeleteI am one hundred percent X9 will see the light of the day at one point. Before the end of the world, someone will take a look at the X series and will say "it is time to continue this beloved series". I am afraid I will not be alive to see this, but maybe my kids will.
ReplyDeleteWell anti-aging gene editing may be out and ready in many of our life times, especially as AI could accelerate progress and get it cheaper, as long as one isn't in their 70s or older. But those of us in our 40s and younger may have a chance. So you never know, for those who want it. But at this point, I doubt we will ever get an X9 no matter how long we live. Maybe in another universe, if the multiverse hypothesis is true, it exists. It should have come out in 2005 or 06 though since by now, if it came out, it may be too different than what was intended. Let's hope if it does, they don't alter the story and gameplay too much or forget the story.
DeleteWell they should have taken the X9 route and forget about the puny handheld PSP which only saw one X game remake. I once did own Maverick Hunter X, but I like things made for the big screen and better boss explosions. Even X1 has better boss explosions than Maverick Hunter X. Not sure why many graphically better games really fail when it comes to explosion effects. Lack of effort, no doubt. PSP could have at least copy/pasted the X8 better boss explosion if they wanted to reduce effort. Look how lame it was when Sigma's first body was destroyed in MHX before his head attached to the Wolf final form. It was just an orb appearing for a split second. Even MM Legends has a better effect than that. Then look at the superior explosion of his first form from 1993.
ReplyDeleteIt makes no sense why they made it so lame on the newer MM game vs the older one. One of the benefits of PC games and mods is the option to download and add better effects vs the WYSIWYG nature of consoles, especially consoles from back then. And can even use emulators on PC and it gives some options to download fan mods for console games, like a hi-res pack for the Metroid Prime trilogy I played on the PC and eve mapped the Wiimote controls of Metroid Prime 3 to my XBOX 360 wired controller in the Dolphin emulator. No other way to play a game like MP3 or Other M and I never played those games on a console.
I have never once... since 1990 (MM3, first game I played)... cared about the explosions.
DeleteNot once.
I care so little I don't even pay attention to it. As I am sure most people do.
I actually really like the explosions in SNES X (and most non-NES sprite games). The way enemies fragment into unique and discernible parts is super cool, even if it’s just reusing normal tiles.
Delete"I have never once... since 1990 (MM3, first game I played)... cared about the explosions.
DeleteNot once."
Good for you. Well I do care. I want it to be visually stimulating as that does increase the fun of destroying enemies as that is one of the standards I value. Different strokes for different folks. So what if many people don't care? If no one cared, why would games even bother having good effects? Clearly many do care else game designers wouldn't implement such effects.
Individual this and that. Like we don't know it's Sven? Lol. Okay.
ReplyDeleteIs it?
DeleteRubbing more salt into the wound eh Protodude? This all we have left?
ReplyDeleteThese stories need to be told. I get that it stings, especially with no progress on the game front. But it's part of our history, and the least we can do as fans is acknowledge an effort that was once made in earnest.
DeleteIt's never too late and I think it's high past time for MegaMan X9 and also Legends 3. That game was much farther along in development that X9, when its plug was pulled. Time for Capcom to get off their arses, dust off this IP and get back to work! No more excuses, finish what you started!
ReplyDeleteCapcom will never fail to demonstrate what corrupt idiots they are. Scared, unrealistic, bean counters. "But from my understanding, the idea was to get some mileage from X8 assets to create something quickly under a limited budget."" THAT'S WHAT THEY ALWAYS DO. Capcom never learns its lessons and then turns around and blames the fans. Every. Single. Time. Capcom oversaturated with cheap garbage how many times in history? Megaman was certainly such a victim. They also single handedly killed the fighting game genre until SF4 revived it (and nearly ruined it again with SF5 but there were other FG revivals then too so the genre was not hurt like before). There are 17 versions of SF2. But you don't get points for fixing what you broke.
ReplyDeleteHonestly, no matter what, I would never trust Capcom with anything Megaman anyway. It's far too late, they don't have the stones and creativity for it. And fraudulent sequels for nostalgia bait 20 years later are never good.
Devs or publishers always get it wrong and try to have their cake and eat it too. You can't gauge fan interest in one limited, not-even-mainstream area, and also do your own thing, ignoring them. Did people imagine they wanted a plumber, collecting coins and mushrooms and jumping on turtles? No, of course not, it sounds stupid even on paper, yet it worked tremendously. So stop being stupid with your wasteful and pointless focus groups and just CREATE. And stop doing the same old thing over and over, that's how you fatigue and destroy a series like they did with Megaman. A remaster back then was always a bad idea.
They have no idea the potential that the Megaman franchise still carries and they lack the creativity and bravery and integrity to even attempt to tap into it.
That all being said, this was good reporting and my rants have nothing to do with it, but just how bad Capcom is as a company.
100% on your third paragraph. I don’t want devs to make what I want (let alone what they *think* I want), I want them to make what they want, because that’s what they’re passionate about and that’s what will be good. That’s why any random fan game from the past 5 years is still better than MM11. That’s why I internally roll my eyes at the X9/Legends 3/etc. turf war, as if any series “deserves” a forced sequel more than the others (any game made just to chase sequels will still suck, whether it’s Street Fighter 7 or Gotcha Force 2).
DeleteBold to assume that any of those games would be a “forced” sequel, especially Legends 3. There was clearly more that wanted to be told, otherwise I don’t think they would’ve gone the way they did with 2. Clearly there was passion behind it too, the dev team expressed disappointment from the cancellation and even expressed hope for its revival.
DeleteHeck, just from looking at the leaked demo footage, it looked super fun to play and looked like it was something really innovative, definitely would’ve breathed some new creative life into the IP. I still think a Legends revival is what this franchise could benefit from in terms of a fresh approach, it was a series that was barely touched upon after all.
I mean, I doubt the Legends 3 they would make now would have anything to do with the version from a decade ago. Capcom ain’t gonna finish up and release a 3DS build. Though I agree that Legends deserves more, at least an LC. Personally, I’d rather see something totally new, don’t even think about timeline and maybe connect the dots later (kinda like what they did with Legends…). Maybe Taisen would’ve been something like that?
DeleteMega Man has always been a niche franchise with modest sales. It obviously holds a special place in our hearts (or else we wouldn't be here on this site), but in the world of business, money talks, and MM has just never stacked up to Capcom's other IPs. And look, some of the best-selling titles for the franchise has been in the last 5-10 years with MM11 and the Legacy Collections, so clearly nostalgia still sells. I would rather Capcom keep making those games to give me an opportunity to re-play them and maybe introduce them to some younger gamers, than not.
DeleteAlso, we can knock the concept of "over-saturation", but it was slight variations game-to-game and the reusing of assets that got so many games green-lit by the bean counters at Capcom all those years. If every game was a complete re-imagining with a AAA budget, we'd probably be looking at a fraction of titles that were actually released. Even in those days, fans and game reviewers were always quick to summarize the games as being "fun, but not much new".
I do think we'll eventually see an X9, but considering how long it's been, I'm not sure how big of a budget Capcom would put behind it. Series other than Classic and X, I'm a lot less optimistic about, because they're either completely wrapped-up (Zero, BN) or didn't sell well to begin with (ZX, Legends, SF).
Sigh, the Capcom executives just don't care. They'll play it safe and keep going all in with Monster Hunter, Resident Evil and Street Fighter. I'm honestly kind of pissed off with what Inafune did here, wanting to reboot the series because it was too different from how he envisioned the series since the first 4 megaman x games. I mean sure, I understand, but man, X5 to X8 had their own merit. For Inafune to choose the remake and saying he wants to "go back to the roots", it kinda makes me feel like he's disrespecting the people who worked in the post x4 games and gave it their all. Sure it's not the franchise he envisioned anymore, but it is still megaman like it or not, those games matter and people have grown attatched to them. It may not have been the way you wanted, but the artists and programmers were trying to genuinely make something fun and interesting. Megaman X8 is one of, if not my favourite game from the X series, I feel like it was a near-perfect fusion of everything that was good about the previous 7 X games. Gave Axl decent character development, kept the genious character swap feature from x7, went back to the 2d gameplay style from the older games, while keeping the cool and new 3d models, went back to the rock styled soundtrack while keeping some futuristic tunes as well, etc. And then, Inafune didn't want X9 because he wanted to remake the series? It really feels like he's giving the middle finger to everything that was accomplished here with so many people involved. No, Inafune, Megaman X is not exclusively yours. It's all the people that were involved making these games, all the ups and downs this franchise went through. You don't get to just shit on it and say you want to redo everything. I kinda feel like there's more to this story here that we don't know of... For Inafune to have left Capcom like this, maybe a more serious conflict between him and the other employees, i dunno...
ReplyDelete@Jack Spore
ReplyDeleteI want new as well, there’s a lot of new ideas that Capcom could create if they only took the time. That said I also want some of those cliffhangers tied up, at least Legends if I had to pick one. I know if Legends 3 was to be made today it wouldn’t rely on the 3DS build, that’a fine.
Just make the darn thing and cap the series off at 3. The funny thing with some fans is we’re only asking for ONE more game when it comes to X, Legends of even ZX. I don’t need Legends to go into massive sequel territory, and I’m even fine if a new team tackles it. Just closure is what most fans are asking for, and I doubt Taisen could fix that; the plot was more than just simply getting Volnutt off the moon. Sadly, the entire IP just feels like it’s truly back in stasis again, reduced to cameos and merchandise that lead to nowhere for the time being.
Trust me, I understand the frustration. Unresolved endings suck! I guess it’s just since I really got into the series when I was older and everything was out, that I kinda just accept all the cliffhangers as the status quo. And I recognize that I’m incredibly lucky to have my most nostalgic series (Zero) be one of like, 2 with an actual ending.
DeleteI do agree Legends 3 feels like the biggest omission, not just because the game almost happened, but also since we have no idea what happens after Legends 2 (ZXA ultimately led to the creation of Elysium and Carbons, X8 led to… I guess Axl not showing up at all in Zero?), and that Legends 2 had the actual ending unresolved (X8 and ZXA are basically stingers, ZXA you could even call an Easter egg since it’s only in the hard mode ending).