Tuesday, September 29, 2026

Ishihara, Komaki Talk About Making Mega Man Taller for Dual Override

Back when Mega Man: Dual Override was first revealed, one thing we quickly noticed was how much taller Mega Man looked compared to his appearance in Mega Man 11. Some of us figured it might be a deliberate nod, and maybe even something of a return, to his proportions in Mega Man 8. But was that actually the idea?


In a new interview with TheGamer, Dual Override art directors Yuji Ishihara and Shinsuke Komaki talked a little about what went on behind the scenes and the thinking that shaped Mega Man’s updated look.

TheGamer: Can you talk me through the game's art direction? Was there ever a temptation to go back to the original 8-bit art style, or was this always the vision? Is this Mega Man's future?

Yuji Ishihara: From the get-go, we wanted to focus on a more modern art style. We never considered going back to the 8-bit style. We wanted much more detail in the illustrations. If you notice Mega Man's character design, you may see that he's a little taller than in past titles.

Shinsuke Komaki: Overall, it's kind of like a cell-shaded art direction, but the level backgrounds are very detailed, and that contrast between the character and the background makes everything more visible and visually appealing. We really felt that, for a modern-era Mega Man, it was important to go with this evolved style for Mega Man and the overall game.

TheGamer: Mega Man is taller? What was the design reason behind that?

Yuji Ishihara: The animation was a major reason. The bigger he is, the easier it is for you to see his animations and cool poses he takes. They become more defined, clearer, and more visually appealing, which is why we designed it that way.   

Be sure to check out the full interview with Ishihara and Komaki over at TheGamer for more insight into Dual Override’s art direction.

8 comments:

  1. I'm glad Capcom ditched 8-bit for Classic Mega Man when making 11. The series needed to evolve for a long time visually. There's only so much you can do with 8-bit.

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    1. Agreed. Way too many MM games are primitive 8 bit style. This is 2026, not 1986. I grew up back in the NES and SNES eras and certainly don't have nostalgia bias, and would never go back to an age of no internet either nor dial up. It's cringe that so many have a thing for 8 or 16 bit still vs evolving into a new era. Also I like the nicer explosions of newer MM games like MM11 and this and more complex level design. Of course I don't care for gacha or Dive style though or games made for a puny tiny device. MM 9 and 10 should not have been 8 bit either nor got rid of charge and slide. Too many humans need to get with the times in many more ways than one. I will get it on Steam. I don't really touch a console these days and can use emulators for that.

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    2. I don't disagree that MM9 and MM10 should have been more modern, but there's nothing "cringe" about enjoying 8 or 16-bit games that you grew up with. And both 9 and 10, even being intentionally "retro", are still solid titles that many rank as stronger than some of the later NES entries.

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    3. Even as someone who's had his share of fun with Mega Man 9 and 10 (moreso the latter), I still get the sentiment behind wanting to move beyond the NES style. However, I'm probably in the minority in wanting to see both things be done simultaneously, where 8-bit Mega Man games are being made in addition to modern ones, rather than in lieu of them. Or perhaps they could do something akin to what was originally planned for MM9.

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    4. Wholeheartedly agree. Smash Bros. especially comes to mind regarding this topic. While I'm glad Mega Man was added to the roster and I get they were trying to replicate his 8-bit sprites, they could've at least went with a more modern look. Plus it doesn't sit right with me how emotionless he is in the game.

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    5. I enjoy some such games and can play them on the collection whenever, but I wouldn't mind them having an enhanced remade high detailed version as option to allow for choice. I will also admit that a majority of steam games I have are indie style. Of course eve most of the pixel art ones look better than 8 or 16 bit, or at the least, have better special effects. I enjoyed MMX Regenesis too. It is 16 bit style, but far better lighting and debris effects. I wonder if they will make a sequel to Regenesis.

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    6. They could even make a style where you could switch from retro 8 bit mode to the new graphics on the fly like R-Type Dimensions does. That would make everyone happy. Else someone could make fan made modes for updated graphics while keeping gameplay the same. An example: https://youtu.be/P-CMEW4d-Po?t=233

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  2. Not gonna lie, i dont mind the more chibi/unrealistic proportions IF they are for a side series like powered up. Yeah i actually liked powered up for the psp. But bringing Mega back to his mm8 proportions in Dual Override was the best design decision on their part. For the main series, mega is still a kid, but he still has to have a more dynamic proportion and a cleaner silhouette.

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