$60 for the game with the amiibo? I may end up getting it. Also, X4 was amazing... "WHATAMIFIGHTINGFORRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR RRRR!?"
$60 for the game with the amiibo? I may end up getting it. Also, X4 was amazing... "WHATAMIFIGHTINGFORRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR RRRR!?"
Amiibo edition purchased
Is Amiibo confirmed a gamestop exclusive?
PSN Pre-Order Bonus
Grabbed it and it does feel like a pretty solid Mega Man game. So far my only complaint is how knockback seems to just instantly throw you back instead of the gradual movement like in the earlier games.
I just can't get behind any megaman running animation that isnt the 8bit. Something about putting additional frames just makes it looks so sloppy.
Yeah the running animation does look odd. Even more so when you notice how smooth it is compared to the ladder animations.
But hey, I can ZA WAURDO! now so I'll let that fly.
There's a youtuber who documented how transitioning from the 8-bit 2-4-6-animation run cycles to future consoles' complex motions often times wound up reducing the feel of "weight" by incorrectly skipping a return frame of animation. I'll see if I can find it again, because its very informative.
Ah, here it is:
https://www.youtube.com/watch?v=fJosaT1sCfshttp://
I didn't post the vid to give the guy the traffic he deserves. Check it out, though. Its seriously interesting. Its a big reason why a lot of the indie sprite games today still have strong run animations while "modern" versions of our classic characters look floaty or weightless when they run. Capcom was king of running back then, but some other NES games, like Sunsoft's Batman, were also excellent.
oh I've seen some of that guy's stuff before, he's good. I'll have to check that one out when I have a minute
Does anyone besides me feel like even the sprite based run cycles of Mega Man 8 and X4/5/6 looked bad?
I figured out the problem.
All of those sprites didn't have a BOUNCE to Megaman's position, like with the original NES sprites. Each of them looked like he was sliding because his height rarely changed throughout the animation sprites, whereas the original Megaman went up and down a bit as he ran. It doesn't sound like much when you say it, but go and watch each sprite in motion. Without that "bounce" to his step as his plant foot switches, the entire animation looks flat, as if it was some hand-drawn thing on a piece of paper and not an actual weighted run.
Its incredible that 3 freaking frames on an NES game can convey all of that, but when you don't have that vertical motion of the body, everything starts looking disjointed.
Now go back to Megaman 11 and watch his run cycle. He dips only the slightest bit inbetween his plant foot swapping. Its not enough. He needs to bounce a bit more.
Megaman X had a bit of a bounce, but still not enough.
Megaman 7's was hilariously bad.
Megaman 8's was not much better.
That up/down motion while running is just as important as the "left/right". Without all of it working together, the animation looks flat. Its why Diddy had such an amazing run cycle in DKC games. His vertical motion was as smooth and impactful as his horizontal. The up and down of the body combined with the hat flipping up a bit just sold it all.
The game is pretty damn fun. You guys are missing out in my opinion. Only complaint I have is that the game runs like absolute dog shit while docked.
Not missing out at all. I purchased it. I love the VA work and the robot masters are great. I'm just annoyed that the thing you spend the most time in the game doing - running - once again lacks the punch of the original game.
Attention to detail is what keeps a good game from looking like a budget title, especially a game in a series that is all but constrained by what the public "expects" a Megaman title to be.
The demo seemed to run fine docked. Does the full game run worse than that?