Gamescom is officially underway, and press are already getting hands-on with the playable Mega Man: Dual Override demo, which features Twinkle Girl’s stage from start to finish.
And that’s only scratching the surface. Early impressions have revealed a ton of new details, including how stages are split into three distinct areas, the Custom Chip System, an expanded Special Weapon system, scoring mechanics, and much more.
At least one of Twinkle Girl's three areas ends with Astro Man R, appearing as what the article calls a "replica robot". His movement and attacks closely reproduce his behavior from Mega Man 8, but he also has new attacks, meaning these returning bosses are apparently more than straight recreations.
Before beginning the demo, the player chooses a preset Chip Set. The article says this particular pool of chips is specifically for the demo; in the final game, players will apparently equip several individual Custom Chips to create their own personalized setup.
The demo offered three configurations:
- Survival-focused: gives Mega Man a temporary Barrier and an E-Tank.
- Attack-focused: provides auto charging and a Double Charge Shot, allowing two charged shots to be fired in rapid succession.
- No Chip Support: meant to resemble traditional Mega Man gameplay. Interestingly, Rush is available here and is apparently classified as a Custom Chip.
Custom Chip actions such as Barrier, Double Charge Shot and Rush were activated with the controller's trigger buttons.
Pressing the shoulder buttons activates Override. While Override is active, Mega Man temporarily becomes much more powerful and gains attacks such as the Final Charge Shot. The writer compares it to an evolved version of Mega Man 11's Double Gear.
Unlike Double Gear, Override does not require Mega Man to be near death to use it. Once the Override energy gauge reaches the necessary amount, it can be activated regardless of his remaining health. The article also notes that some Custom Chips may automatically activate Override when Mega Man reaches critical health.
Now, there's a bit of a catch here: Override only lasts for a limited period. Once it ends, Mega Man enters an overheated state, temporarily restricting some of his attacks and abilities.
Special Weapons have also been expanded through a new mechanic called Power Shot.
Essentially, every Special Weapon can apparently be used normally or in a more powerful form. The writer compares this to the enhanced Special Weapons obtained while using Power Gear in Mega Man 11, except now the powered-up version is available directly with the press of a single button.
The demo included a Special Weapon called Jet Stinger, an aerial rushing attack similar to Pile Driver from Mega Man 11. In its normal form, Mega Man's rush stops when he hits an enemy. When used as a Power Shot, however, he pierces straight through enemies and keeps going. Enemies hit by the attack can also be knocked sideways into others.
One especially interesting detail is that the game has a scoring system. The article describes this as the first proper score system in the classic series since the original Mega Man.
Scores are calculated based on factors including:
- Completion time
- Damage taken
- Number of retries
- Consecutive enemy defeats / multiplier bonuses
The game also records clear times, giving players incentives to replay the short areas for both high scores and speedruns.
A few other noteworthy details:
- The demo did not have Lives but the full retail game will.
- Sliding now has its own dedicated button.
- The right stick Special Weapon shortcut from Mega Man 11 returns. Pressing R3 switches back to the Mega Buster.
- Ladder climbing also feels slightly faster than in Mega Man 11.
- Bolts are hidden collectibles again (Mega Man 8)
- The Charge Shot's Guard Break property returns, allowing charged shots to break through certain enemy defenses.
- Visible checkpoints from Mega Man Powered Up return.
- New English voice cast. Voice actors unknown.
Jesus mio oh dios no hay tiempo lo hare con esto. Hablando en serio sin duda esto es una gran revolución para la saga. Básicamente en lugar de mantenerse conservador, esta entrega lo mejor de varias sagas de la franquicia. Por ejemploel sistema de personalizado me recuerda mucho a MMBN/MMSF.
ReplyDeleteKinda torn of the whole "area" thing, feels like unnecessary padding, which I guess it's what Capcom wants since otherwise it just another 12-level affair, but at the very least the lenght of each individual stage is fairly short which is a MASSIVE improvement over Mega Man 11
ReplyDeleteGee, I wonder where Capcom got the idea of making the game more score-attack focused from (but there are no grades, so who cares)
All of these updates are getting me really pumped for this game. It looks like between a playable Protoman and the chip and scoring systems, they're really adding a lot more replayability into the game, whether you want to tinker with the power-ups or challenge yourself going old-school.
ReplyDeleteLove the idea of the three smaller stages. Even if each one is only 3-5min, a 10-15min playtime for each is respectable, especially considering the platforming and boss battles look to be a solid challenge.
IMO it's looking like a really nice step-up from MM11 in terms of depth, while still keeping the classic feel. I'm liking it!
11 seemed like a direct sequel to 10, albeit with modern graphics and the double gear system. 12 seems more like it's "reimagining" the classic formula. Looks fun so far and I hope the final product delivers.
ReplyDeleteSince I got into Mega Man around 2022 I was never a part of any hype cycles for any of the games until now, it's so exciting! The game looks incredible too, I cannot wait to play this! Also, Mega Man sounds like a dork.
ReplyDeleteI cant wait for Roll to flame me and laugh in my face after dying 30 times in the exact same spot
ReplyDeleteThere are going to be SO MANY memes about Roll livestreaming her brother's death for internet clout. What, is she also selling all his equipment between games?
ReplyDeleteRegarding the new English cast, I think it's better to wait until the game comes out; in my opinion, it's best to let the End Credits do the talking. 🫡
ReplyDelete>Sliding now has its own dedicated button.
ReplyDeleteThey learned from the fan games, seriously thought that's a very nice addition.
The WIly Castle thing for stages seems interesting but I personally feel that the extra bosses aside the minibosses might be a bit too much, kind of like how almost all stages in MM11 (to my memory, haven't replayed it in a wihle) had a mini-boss compared to some GB or classic games where there were only like 4 to 5 out of the usual 12 stages with minibosses.
Not a huge fan of the MM8 bolts system but I guess collectibles can be fun, compared to the unlucky drop grinding of MM9 and MM10. Also not a really into the idea of the Guard Break as it feels too OP but it's pretty useful so I won't complain much.
Overall seems very innovative to the Classic formula, looking forward into it.
Believe it or not the slide button originally came from Mega Man complete works 3-6 on PlayStation and it was in 11 but it was an option you had to map yourself in the options menu!
DeleteReplicate? Then, that means Tengu Man and Astro Man we fought in Mega Man & Bass were copies as well.
ReplyDelete