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[PC] Street Fighter X Megaman

Posted: Sat Dec 08, 2012 9:03 pm
by Rezeed
[youtube]61-OMrOxyso[/youtube]

It's not only a free PC game that's coming in 9 days. It's being supported and backed by capcom, it's celebrating both Street Fighter's and Megaman's 25th anniversary.

Personally, I can't wait for it to come out.

Re: Street Fighter X Megaman

Posted: Sat Dec 08, 2012 9:40 pm
by Kaijin
Megaman + Ageis Reflector = WIN

While I'm not a big fan of Street Fighter (I was in the past, but the constant disappointments that said series gave me along these years and the attitude change that SF's Spaniard fanbase developed thanks to SF4 made me reconsider that part of me), I gotta admit that it's quite an interesting concept...despite the last thing the SF universe needs is yet another another Capcom universe to join (SF universe is the same as Rival School, Final Fight, Slammasters and Captain Commando's).

Not to mention that I would be more thrilled if Capcom (and by Capcom I mean Inticreates) decided to finally make the link between the classic and X series (by the time Megaman 9 was made, Dr.Wily already created Zero) or the link between the X and Zero series (since Capcom decided to violate Inafune's original idea for the sake of money)...

Nevertheless... I'll be testing this project as soon as it comes out.

Re: Street Fighter X Megaman

Posted: Sat Dec 08, 2012 9:45 pm
by Severontous
I like SF, and I used to like MM long ago.
So sure, why not.

Re: Street Fighter X Megaman

Posted: Sat Dec 08, 2012 10:09 pm
by Helios Leinheart
Hate to be the anti hype here, but I would still prefer another Megaman X game.

Re: Street Fighter X Megaman

Posted: Sat Dec 08, 2012 10:39 pm
by Feathers
Helios Leinheart wrote:Hate to be the anti hype here, but I would still prefer another Megaman X game.
Same here, X gave MM a flavor of epicness for me. I'd watch the boss fights in this for nostalgia probably though.

Re: Street Fighter X Megaman

Posted: Sun Dec 09, 2012 11:30 am
by Kaijin
Careful with what you wish for guys...
For sentences like that Megaman X6 and X7 came into existence (against the will of his own creator and to the point of almost destroying both the X series and the whole Megaman franchise in general).

Besides... it wouldn't be that easy to find a reason to bring that series back to life again, Sigma's resurrecting game after game has become just plain absurd (Sigma's pointless and symbolic appearance on both X6 and X8 are the most obvious examples since his appearance was unnecessary), if they were to find a way to create a plot that actually allowed the series to move on then it would be kind of plausible to see a new X game.
The main problem is that I don't see Capcom actually able to pull off such a feat (look at how SF4's plot turned out to be...).

On the other hand... Inticreates was able to resurrect the classic series (to the point that both 9 and 10 ended up being better than other classic series games made by Capcom) and did a splendid job with the Zero series (great gameplay, epic story from game 1 to game 4, constant references to X series (Zero 4 had constant references to X5 thus letting us see Inafune's intentions)).
I think that they would be able to pull off a Sigma-less X game and at the same time a game that act as a link to both X and Zero series, simply put: They would be able to create the Elf Wars arc.

But that's only wishful thinking of mine I guess...

Re: Street Fighter X Megaman

Posted: Mon Dec 17, 2012 2:22 pm
by Kaijin
I finally laid my hands on the game and despite that I haven't beaten yet (the boss stages are way too cheap and frustrating), I gotta admit that it can be quite addictive and entertaining. It has some really nice nostalgic details (such as some themes that have classic Megaman themes mixed on theme (Ryu (Flashman), Dhalsim (Snakeman), Rolento (Crashman)) and some nice bonus such as using Dan as a training dummy for Weapon Get screen.

It's worth playing, specially considering that is free.

However I have some gripes about it.

-The default control is just plain AWKWARD (What were they thinking? Thank goodness that they allow you to change it).
-The controls are too stiff sometimes
-The roster despite not being bad, lacks some Megaman archetypes (Such as the "big guy" (Gutsman, Woodman, Hardman, Stoneman, Junkman, Frostman, Concreteman and Commandoman are references of said archetype).. I actually was looking forward to see someone like Zangief, Alex or Hugo in the final roster).
-The movepool is somewhat...odd (You have Blanka in the roster, a guy known for his electric attacks and make him give you a Watermelon as a weapon? COME ON... You have Crimson Viper in the roster make her give you a move that never used in Street Fighter? Well... I can't complain that much there... her weapon is one of the best in the game)
-It's more cheap than challenging
-No Rush, except for one stage (A Megaman game without Rush Coil, Jet (save for one stage) nor Marine? To reach higher areas you're forced to use Rockball... errrr... Blanka's Tropical Hazzard)
-Boss AI can be way too frustrating sometimes (Ryu is Quickman on crack)
-No save feature (nor the classic password system for that matter), the first time since 1987... It's nice that they want to pay a homage to the original Rockman game... but come on, Rockman 1 was way shorter than this game.

Re: Street Fighter X Megaman

Posted: Mon Dec 17, 2012 2:40 pm
by Feathers
No save or passwords? Wow that's weak.

Re: Street Fighter X Megaman

Posted: Mon Dec 17, 2012 10:06 pm
by Flare
That alone is a turn-off for me.

MegaMEH

Posted: Fri Dec 21, 2012 10:35 pm
by Kaijin
Wow... so much hype, so much hype... And apparently the only one who got it so far it's me...

I've already beat it and I've gotta admit that I actually liked the game's last stretch. The bosses stages are quite original (specially Boxer's stage) and the final fight is quite epic (Capcom made a nice job at remembering and bringing back Alpha 2's Australia stage)... And the secret boss (those that have spent countless hours playing SF should know who he is and how to unlock him) is a nice touch as well despite being quite cheap himself...

However the ending is the dullest one I've seen in quite a long while (Sonic Chaos level of dullness).

It's not the best Megaman game around (as I've already stated it has plenty of flaws) and it wasn't what I was expecting for a 25th anniversary Rockman game (I'm still waiting for the game that links both Classic and X series together)... But it's still an average and entertaining game.
___________________________________

For those who want to give it a try (is there anyone o_O), allow me to offer you some help.

Weakness Chart

Rolento: Soul Satellite
Dhalsim: Optic Laser
Urien: Mine Sweeper
Ryu: Aegis Reflector
Blanka: Yoga Inferno
Rose: Tropical Hazzard
Crimson Viper: Hyakuretsu Kyaku
Chun Li: Hadouken

Weapon Analysis

Rolento: Mine Sweeper. Based on Alpha series Rolento's taunto (for real), Megaman will toss a grenade in a downward arc. It does a decent amount of damage, but its low speed and its awkward arc makes it nearly useless. It works in the same way as Megaman 8's Water Balloon.

Dhalsim: Yoga Inferno. Based on Dhalsim's most known super combo, Megaman will release a fire wave that will act as a flame thrower and it will keep on as long as you keep pressing the shoot button. It deals good damage and has decent ammo for a weapon of this kind, plus the ability of standing in midair while using it can come in handy. This weapon is identical to Megaman X's Fire Wave (but for the midair "trick") and similar to Megaman and Bass' Wave Burner.

Urien: Aegis Reflector. Based on Urien's most known Super Art, Megaman will release an energy screen in front of him that will reflect any projectile coming his way and can also hurt opponents if they touch it. This weapon will be your basic defensive asset and a blessing on certain stages that are bullet frenzied. The most similar weapon in the Classic series would be Enker's Mirror Buster (Megaman 1 (GB) and Megaman 10).

Ryu: Hadouken. Ryu's trusty "fireball" since 1987, Megaman will launch an energy ball that looks like a smaller version of his charged shot (he can shoot up to two at the same time), however if he keeps the shoot button pressed he will shoot a Shakunetsu Hadouken (a fire based and more powerful shot). It's more powerful than good ol' Mega Buster and has plenty of ammo, so it's ideal to use as a weapon to breeze through levels. It can be considered as a lesser version of both Atomic Fire (Megaman 2) and Pharaoh Shot (Megaman 4), but it has much more ammo than those two weapons.

Blanka: Tropical Hazzard. Based on the watermelons that fell from the ceiling on certain Blanka's attacks durng Street Fighter Alpha 3, Megaman will shoot a watermelon that he will be able to used to kick as if it was a soccer ball agains his opponents or he can also use it as a spring by jumping on it. You'll be rarely using it as a weapon, but is really useful for reaching higher places (specially considering that it will be your only way to do so). Its concept and uses are the same as Megaman 8's Rockball... simply put is Rockball with Blanka's color scheme.

Rose: Soul Satellite. Based on Rose's 2nd Ultra from Super Street Fighter IV, Megaman will summon two soul energy spheres (aka Soul Sparks) that will surround him, the spheres will harm anyone who touches them but they will not absorb any damage nor protect Megaman at all...making it useless as a shield, however while using this weapon Megaman will be able to shoot Soul Sparks (energy spheres). It's similar to any shield type weapon that has appeared in the series so far but with no defensive usefulness whatsoever.

Crimson Viper: Optic Laser. Based on Viper's newest super combo from Marvel vs Capcom 3. Megaman will shoot a large laser shot that will travel in a straight line obliterating anything on its path. It's really powerful (can destroy almost every normal enemy in one hit) and can hit several enemies at once, if it wasn't for its low ammo it would be the best weapon in the game hands down (And I think that it still is). The closest weapon seen in the series so far is Zero 2's Laser shot, but other weapons such as Reflect Laser (Zero 3), Firefly Laser (Charged version) (X5), Gemini Laser (3) and Spark Chaser (5 (GB)) hold similiarities to it as well.

Chun Li: Hyakuretsu Kyaku (Hundred Rending Kicks, often poorly translated as Lightning Kick and this game is no exception). Based on Chun Li's button mashing special attack. Megaman will spam a close ranged kicking attack that will keep on as long as the shoot button is pressed. It deals pretty decent damage and has high ammo for a melee weapon but using it can be pretty risky. It's hard to find another weapon similar to this one in the series but the closest would be Top Spin (Megaman 3) if I had to guess.

Re: Street Fighter X Megaman

Posted: Sat Dec 22, 2012 12:33 am
by Feathers
I was never hyped about this myself. I wasn't an MM fan until X..

Nice reviews on all their moves Kai. I'm not even sure who most of those fighters are though since I only played Super Street Fighter II Turbo. My favorite fighter was Guile, but sadly it looks like he wasn't popular enough to make it in.

Re: Street Fighter X Megaman

Posted: Sat Dec 22, 2012 12:46 am
by Kaijin
He didn't make it...
However a part of him managed to squeeze into the game (as an easter egg).

-Pause the game
-Press the jump button and keep it pressed
-While pressing the button, input these commands: Up, Down, Down, Down.

If you've done it correctly... you'll listen...

[youtube]Hqy1DBG52dk[/youtube]
...This

(It will replace ANY theme of the game (stages, boss, weapon get, stage select, continue...), meaning that it will keep sounding until you execute the cheat again)

Re: Street Fighter X Megaman

Posted: Tue Dec 25, 2012 5:20 pm
by Feathers
Well that's interesting. I didn't remember his theme song though I have to go look it up.. :^^;:
Flare wrote:That alone is a turn-off for me.
Capcom Senior VP Christian Svensson says:
We talked about adding passwords or saves but folks here (and Zong Hui) felt that the game, like MM1, could be played through in about 40 minutes and that it wasn't necessary. If you had to step away in the middle of a session, just leave it running. Maybe we'll do an update and add it, but it was a deliberate decision.

Re: Street Fighter X Megaman

Posted: Tue Dec 25, 2012 7:10 pm
by Kaijin
Quoting one of the best Megaman gamers that can be found on the internet, the great Roahm Mythril:

"The fact that you can beat a game on one sitting, doesn't mean that you want to beat it on one sitting"

Re: Street Fighter X Megaman

Posted: Tue Dec 25, 2012 7:20 pm
by Rezeed
Shouldn't you be happy that Capcom is actually paying attention to megaman again?

Anyway, I find having no save feature to be nostalgic for arcade style gameplay and trying to push through to see the end something endearing. They purposely made it arcade style as well as make the boss AI work just like how they would in the fighting games. That in a way is a good design choice for nostalgic style fan
service.

Re: Street Fighter X Megaman

Posted: Wed Dec 26, 2012 2:36 am
by Mac_Green
I'll be happy to play this game when I have a gamepad that I can play it with. I still have flashbacks to MS-DOS Mega Man when I try to play a MM game with a keyboard.

That said, I'm not so sure about being happy that Capcom's paying attention to Mega Man again. So far (as in, since the 17th), they're doing alright by the series, but they still have a ways to go to regain any more of my money... Unfortunately, just getting the MM games on the 3DS isn't really enough. You can already get the old MM games in a variety of ways- PS2, GC, X-box collections, digital downloads on PSN (and I'd imagine LIVE as well), the Wii... Really, the only way you don't get them is with a 3DS, since the Vita lets you have those MM PS1 remakes on it. Granted, I don't think they're past four yet. -_-

Still, I'm slightly optimistic as to what they announce this year. After seeing footage and gameplay of Xover, not to mention the cancellations of Universe and the Legends 3 prototype, I'm not really trusting 'em to do anything as far as a real/new game in any of the series, let alone a complete do-over. I'm not about to hold my breath when it comes to whatever Capcom decides to do... I just hope, and no offense to those who make 'em, that they simply don't start endorsing fan games for the stuff they can't take the time to make themselves on a consistent basis.

Re: Street Fighter X Megaman

Posted: Wed Dec 26, 2012 3:18 am
by Rezeed
True, but if one is going to get pissed off about the cancellation if some potential Megaman games, and still complain about a new game they finally do something related..... Before I get on a rant that could come off rude, let me bring up something important instead.

Capcom ARE monitoring the downloads AND the feedback it's giving. The staff capcom(Some of who jumped in to help with the development) that were hoping to see this get game complete is hoping that the rest of the staff would be on board for continuing the series. The true purpose of the game was to gauge whether or not they should bother continuing with the series, help resolved the remaining internal problems with capcom, and apologize to the fans for the cancellations and that they will be paying attention.

In short, if we keep complaining about all the things that are just minor nitpicks, it literally will only make them thing it will be well worth cancelling, making it so we will NEVER see anymore megaman games.

Re: Street Fighter X Megaman

Posted: Wed Dec 26, 2012 4:10 am
by Mac_Green
Well, I figure the little survey thing they've got going on now is what they'd be gauging a fairer amount of fan-feedback on, honestly. Not exactly a good representation of the company when they endorse a fan-made game, help make it real, and then expect the fans of the Capcom-made games (let's be honest, Capcom only kinda-made SF x MM) to react to it as if it were a fully-developed, from the ground up, Capcom game. On one hand, I'm glad it actually worked and I do hope for the best for the game. On the other hand, however, it's not like they started it themselves. It was lucky as hell that the guy making it went and caught up with Sven at EVO when he did, and managed to get things rolling with Capcom in time for the 17th. However, even with the tweaks to the mechanics to bring it to a hybrid of Street Fighter and Mega Man physics, it's not exactly something you'd see in a full-scale Mega Man game.

Whatever Capcom has planned, I imagine it'll be more of the same 'ol (not including Xover)- collection games, re-releases that have been released for almost every major current platform so far, etc. I'm hoping for something a bit more next time... an actual 3DS game, or Vita game (yeah right. -_- ), digital releases of the MMBN games (honestly, that series was perhaps the most lucrative of the bunch. Upscale/HD-ify the games for the 3DS!), and although I'd love re-releases of the Legends games and especially Misadventures of Tron Bonne, I know better than to get my hopes up for one of my favorite series of the 90's.

And I'm not exactly pissed off about the cancellations, but my trust in Capcom took quite a hit from that little endeavor. A little more when they skipped MH Portable 3rd, too, and left out the online functionality of Tri Ultimate for the 3DS. I'm no longer angry at Capcom for those reasons (there's others, but they're quite minor. It's gonna be weird when people start personifying Nibelsnarf from Monster Hunter Tri Ultimate, for example). When it comes to the nitpicks, well, how else are we going to let Capcom know what we think about a game? Sales? What if it's a game to a series you want to see made (for example, Legends 3), a series that didn't sell that great (then again, MML 1 did become a Greatest Hits game)?

That's what the survey's for. Bugging 'em once in a while in Unity is another way to get your voice glanced at, at least. I do agree that outright griping is bad, especially consistently... and especially after it's been so many months since that 'fateful day.' Which reminds me. I was watching Capcom Unity's preview playing of MH Tri Ultimate a few days ago (Narga subspecies and Crimson Qurupeco), and there was this guy in the chat box going "MEGA MAN GAME WHEN?!" every two minutes. Eventually, I actually said, "Mega Man game yesterday! Not the time or place to be asking for more right now." That only made him go, "NON-CRAPPY FAN-MADE MEGA MAN GAME WHEN?!" the rest of the time. I wound up ignoring him after that. Really, the complaints I've seen so far on SF x MM are along the lines of 'No passwords. No game saves. Backgrounds are bland in most levels.' That's about it. Honestly, that's not bad at all for a fan-made game, though at least a password system would've been nice (especially for a throwback MM game like this one is).

Re: Street Fighter X Megaman

Posted: Wed Dec 26, 2012 2:55 pm
by Feathers
Mac_Green wrote:I'll be happy to play this game when I have a gamepad that I can play it with. I still have flashbacks to MS-DOS Mega Man when I try to play a MM game with a keyboard.

That said, I'm not so sure about being happy that Capcom's paying attention to Mega Man again. So far (as in, since the 17th), they're doing alright by the series, but they still have a ways to go to regain any more of my money... Unfortunately, just getting the MM games on the 3DS isn't really enough.
I COMPLETELY agree. I am upset that many game devs are fleeing to the DS/3DS for cheap/quick game shoot outs. Then Capcom themselves are wasting too much investments on their silly Motion Control ideas and making failure games instead of making success with Megaman? (See: Steel Battalion) I don't understand that logic..

I DO like the DS/3DS, but I want to see Megaman in full console glory instead of a half of a game on a handheld. :( That and I never did like playing platformers on a handheld- I like RPGs for those..heh. I don't know, I just feel cheated on games that were amazing consoles then suddenly only appear on the DS..

In Soviet Russia... Megaman plays YOU

Posted: Wed Dec 26, 2012 8:49 pm
by Kaijin
That said, I'm not so sure about being happy that Capcom's paying attention to Mega Man again.
Capcom lost interest in the Megaman franchise as soon as Keiji Inafune left the company, the proof is that most of the games released were not made by Capcom (The Zero series, ZX series and both Megaman 9 and 10 were made by Inticreates) and the games developed by Capcom were disappointing in almost any sense (with some astonishing nice surprises such as Megaman X8).

Street Fighter x Megaman is a fangame, Capcom only attached its name into it.

The last game made by Capcom is Rockman Xover, and it's Iphone exclussive.

http://images1.wikia.nocookie.net/__cb2 ... OVER-1.png
OVER-1, 50% Soviet reploid