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  1. #221
    YOU BLACK, MIDNIGHT, EVIL MOTHERFUCKERS!!! BLACK MAGIC, DARKNESS!!! YOU RAW, DARKNESS!!! YOU, FUCKING, DELIRIOUS MOTHERFUCKER!
    You were cold as ice.

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    Spoiler: show
    Quote Originally Posted by Kuroikage




    Epic trolling you just did, man.

  2. #222
    D. Ring
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    Quote Originally Posted by Zilong View Post
    Make sure to read it with this on the background


    Additional lines, too lazy to throw in the pics
    Spoiler: show
    Don't say that...Because of your stupid reason Breath of Fire died and Dante ended up like that. It's...it's too cruel!

    But we showed you how the development process work and even ask you fans for input, isn't that kind enough for you?

    You've just been tricking us!

    We can't understand what it means "to trick" to begin with

    When you complain about a game based on an unrealistic expectations, you fans tend to hate the developers for some reason.

    I can't keep up with what you're saying, I can't understand it at all

    It's hard for us to understand how you fans think. Our company is developing countless games now, and we'll continue to develop more fighting game and its DLC every 4 seconds. So why do you make such a huge fuss over the loss of one franchise?

    If that's how you think, then you really are our enemy.
    why did you bring up breath of fire? Zilong your so mean ; ;

  3. #223
    I Am, Who I Am.
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    http://kotaku.com/5826723/capcom-qua...ends-3s-return
    Despite a push by tens of thousands of fans to revive recently canceled Capcom game Mega Man Legends 3, the Japanese developer tells Kotaku that they have no plans to resume development.
    "We are aware of the fan created Facebook page requesting that we resume development of Mega Man Legends 3," Capcom spokesman Brian Keltner told Kotaku Monday afternoon. "While Capcom has a built a strong relationship with its community and values their feedback, Mega Man Legends 3 development has officially ceased without plans to resume development."
    Keltner also pointed Kotaku to the game's Dev Room where the team explained the decision last month.
    "There are tough realities in this industry that are largely left unpublicized for a good reason—because they're tough," Capcom community liaison Greg Moore wrote. All games go through a multi-stage approval process, but most games are not brought to the public's attention until that final approval has been met. With Mega Man Legends 3, exposing the fans to that process was part of the project's core concept—to show everybody what it really means to create a game. We were all in it together here, for better or worse, and now together we must accept the outcome that many games ultimately face."
    Shortly after news of the game's cancellation hit, fans created a Facebook page to try and convince Capcom to continue developing the game. The goal of the "100,000 Strong for Bringing Back Mega Man Legends 3" is to have 100,000 Facebook users "like" the page. Currently 36,713 people like the page.
    Keltner's comments today, in response to questions about putting the game back into development in light of so much fan support, seems to nix any hope of a fan-driven grass-roots movement changing Capcom's mind about the future of the title.

  4. #224
    Absolute Messenger of Promathia
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    Good thing nothings changed and i can continue down the path of "Fuck that stupid company".

    Good thing I'm not a fan of pumped out Side-scrolling fighter games or i might be at an impasse here! What with that being their only product these days.

  5. #225
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    This may be salt in the wound, but for those of you who were curious about MML3/MMLrototype here's an interview with (supposedly) the only game journalist who ever got to play it.
    http://www.gamesradar.com/exclusive-...ends-3/?page=2

    A few months ago when I played Mega Man Legends 3 (for an article that ran in Nintendo Power Vol. 268), I had no idea that I’d be one of the few people outside Capcom to ever do so. Sure, Capcom had admitted that the game wasn’t fully “green-lit,” and a lot of questions were still up in the air, but after taking so much fan input and turning it into actual playable content, it seemed like they were dedicated to making the project happen. And as a huge fan of the Mega Man franchise, I really wanted that to be the case.

    As we all now know, things turned out differently, and even the downloadable Mega Man Legends 3: Prototype Version, which was supposed to be one of the first offerings in the Nintendo eShop, got the axe. As for why that happened, only Capcom knows for sure--but if my experience can shed light on any mysteries about this somewhat enigmatic game, I’m glad to do so. Before I start answering questions, though, I should point out that my hands-on time was solely with content that would have appeared the Prototype Version of the game; if the project had continued, the final game may have had numerous changes. At any rate, thanks for your interest, and to everyone who posted questions!
    What were the controls like?
    There were three control schemes to choose from. The default control setup allowed you to move with the Circle Pad, adjust the camera with the Control Pad, and shoot with the R Button. As for the face buttons, A = melee attack, B = jump, X = special weapon, and Y = dash. However, if you preferred things the old-fashioned way, you can choose control setups that were more similar to Mega Man Legends or Mega Man Legends 2, including the option to rotate the camera with L and R.

    What playable characters were there?
    Barrett was the only playable character I was able to control.
    http://c3333424.r24.cf0.rackcdn.com/...op_upscale.jpg

    Was the introductory part of the game more like a dungeon crawl (MML1) or a silly situation that must be solved (Data's Kitchen Fire in MML2) as a tutorial?
    The first mission actually thrust you into a Reaverbot attack on Teomo City. Reaverbots dropped from the sky without much of an explanation, and it was up to the player to help evacuate the island and destroy the Reaverbot attackers. The missions that followed were all told as flashbacks, and the last mission brought things full circle and added some context for that Reaverbot attack.

    Is there anything story or character-wise or anything else that we didn't know beforehand that you learned from playing the game?
    I don’t recall how much had been revealed at the time I played the game, but the mysterious connection between Barrett and Barrel Caskett certainly stood out to me.

    What were the most interesting parts of the game?
    Certainly, the mystery of who Barrett was was very intriguing, and the antagonistic relationship between Aero and her father (the police chief) had a lot of promise. I also got a kick out of the enemy gang called “the Roast Beefs.”
    http://c3333424.r24.cf0.rackcdn.com/...op_upscale.jpg

    What score would you give for what you did play?
    If I were rating the Prototype Version on the Nintendo Power review scale for downloadable games, I’d definitely give it a Recommended. There would have been a lot of content for two bucks, and Mega Man fans would have flipped out at finally getting a new Legends game in any form. If I were to assume all the gameplay contained in the Prototype Version was indicative of the final product, I’d say it would have been on its way to getting something in the 7.0 to 8.0 range.

    Were there any transportation upgrades/add-ons? Jet Skates and the like?
    There weren’t any transportation add-ons, but Barrett had a built-in dash ability, and he also had a hoverbike (called a Motorhorse) that he could use during a good portion of the game.

    Did Mega Man get off the moon?
    No, Mega Man was still stuck on the moon in the Prototype Version.

    Does MMVolnutt still “kick” it?
    I can’t say about Mega Man Volnutt since he wasn’t in the Prototype Version, but Barrett certainly did. The X Button was used for firing special weapons, but if you didn’t have one equipped, the button made him kick.
    http://c3333424.r24.cf0.rackcdn.com/...op_upscale.jpg

    Did voice acting play a majority of the prototype? (Was it also the same voice actors from the previous games?)
    There was a pretty good amount of voice acting. I’d guess that none of the actors worked on the previous Legends games, especially since most of the dialogue was spoken by new characters like Aero. Tiesel sounded like a different actor, but he was still pretty over-the-top zany. I can say one thing for sure: all of the voice acting was infinitely better than the narrator from Mega Man Legends 1!

    Did the gameplay feel similar to past Legends games? Was it enjoyable?
    The main thought I had after playing the game was that it really “felt” just like the old Mega Man Legends games. Despite having a different playable character and optional new controls, it was very true to the series. Granted, the last Legends game came out more than 10 years ago, and games have come a long way since then, so it felt a little stiff by modern standards, but it also felt authentic.

    How much (in terms of time) did you get to play it?
    I played for about three hours. I was surprised how much content there was in the Prototype Version, considering that it seemed like it was essentially going to be a playable demo. Not only were there a good number of missions, but after completing all the missions you could simply explore the environments and talk with NPCs, or you could go to the debug room to see even more behind-the-scenes stuff. I definitely could have spent more time playing the game than I did (and I would have if I’d known it was going to be my only chance to play it!)

    Were you able to try out the Debug Room?
    Yes, but I didn’t get to try it as much as I would have liked. I fiddled around with some parameters (attack range, movement speed), and I reduced gravity so I launched myself to ridiculous heights. I also earned a password (EMHOR) that I think was supposed to unlock something cool, but I never got to see what it did.

    I'd like to know the level through which the submission contests had been implemented. Certainly Aero and seemingly the Donner Wels Bonne Machine was in it. But had the demo build included the fan-voted or designed reaverbots? Did you notice any of the "easter eggs" or the winning NPC names or lines while playing the prototype's beta?
    Aero and the Donner Wels mech were the big ones. I didn’t encounter any of the NPC names or lines, but it’s possible they were in there. After I finished all the missions, I was able to just roam the city and talk to NPCs and such, but I didn’t get to do that as much as I would have liked.

    Were you able to interact with anyone and go into shops, buy things, and such?
    Yes. There were frequently NPCs to talk to and things to buy (although the vendors were outside on the street; I couldn’t go into any shops). I think I bought some ramen and some bread (made from Kattelox Wheat, no less!), but I don’t recall if I could use it for anything. Many of the missions allowed you to talk to NPCs as well.
    http://c3333424.r24.cf0.rackcdn.com/...op_upscale.jpg

    What kind of missions were there? And how much was there to do?
    There were at least 10 missions in the Prototype Version. They included the following:
    Trouble In Paradise: This is the opening mission, in which you battle Reaverbots in Teomo City.
    Barrett & Friends: This is primarily the introductory story. It tells players about Teomo City, Diggers, and the concept of Rebel Rider youth gangs. It also introduces Barrett and his friends Max, Aero, Pic, and Grille, who comprise the Bright Bats gang. According to the game, Rebel Riders allegedly have “no regards for society’s rules,” but they seemed pretty benign to me.
    Late-Night Race: This is a hoverbike racing contest through the Teomo City streets.
    One Bullheaded Rival: A boss battle against a rival gang leader named Bullbreath, the leader of the Roast Beefs. It was on the easy side.
    Take Me Somewhere - Barrett the Chauffer: In this one you have to drive Aero around to various locations, including the park and a place called the “Gate of Frontiers.” Not that it’s important, but I enjoyed the food truck called “Oh My Gyros” in the park.
    Operation Anti-Riders: Fed up with Rebel Rider gangs, the chief of police Gonzo Goodwin attacks the Bright Bats with a mech/vehicle called the Anti Rider Crusader 1. Apparently Roll built the vehicle.
    Rocket R&D Fundraising: This mission especially like classic Legends games. You venture into some ruins to get a refractor for Roll. She needs it so she can build a rocket to bring Mega Man home from Elysium.
    Yes, Miss Tron: You have to retrieve Tron’s missing Servbots within a time limit.
    What’s in the Box?: This is another ruins-exploration mission. At the end, you learn about a treasure called the Klicke Lafonica, which seemed like it was going to be a major plot point.
    Bonne Family Showdown: This is the battle against the fan-created Donner Wels mech. It was pretty challenging; I got electrocuted the first time I tried it.
    http://c3333424.r24.cf0.rackcdn.com/...op_upscale.jpg

    Is it ever explained why the Bonnes are trying to rescue him, or has Tron finally admitted her feelings for Mega Man?
    Nope! Tron still hasn’t learned to share her emotions, even after 10 years!

    Was the Elder System that was referenced "waking up" following the demise of the Master System at the end of Megaman Legends 2 ever alluded to in the prototype version?
    I believe the Reaverbot attack on Teomo City was a result of the system becoming active, but it wasn’t completely specified if that was the case.

    What was the best part of the game?
    I liked the boss battles the best. Both the battle against fan-designed Donner Wels Bonne mech and the on-rails fight against the ARC-1 police vehicle were pretty cool and well polished.
    http://c3333424.r24.cf0.rackcdn.com/...op_upscale.jpg

    Were there any flaws that you found, either gameplay wise or technical/bugs? Any changes you would make?
    The Motorhorse racing mission, Late-Night Race, wasn’t especially fun. I was hoping that would be improved a lot for the final game.

    The basic plot of the first game was a quest to find the Mother Lode and to repair the Flutter. Likewise, the second game's plot revolved around Roll's mother, the Master System, Sera and Yuna, and the Mother Lode. What was the main plot for this game?
    The Prototype Version primarily focused on Barrett and the Bright Bats without any clear plot, but it appears that the final game would have involved a three-way scramble to find the Klicke Lafonica (“The Fire of All Creation”) between Mega Man and co., Barrett and the Bright Bats, and the Bonnes.

    Where is Barrell? What is his relation to Barrett?
    That’s the million-dollar question. I don’t think it’s any coincidence that Barrett is a contraction of BARRell CaskETT. Obviously, both characters have metal plates on their faces, and when Roll encounters Barrett, she says he “seems like family.” Also, Barrell doesn’t appear in the Prototype Version; Roll states he’s been missing for a week or two. One guess would be that Barrett is a younger version of Barrell, but Barrett seems like he’s been living in Teomo City and hanging out with the Bright Bats for a lot more than a couple weeks. I would have loved to have found out the real story.
    http://c3333424.r24.cf0.rackcdn.com/...op_upscale.jpg

    How far along was Legends 3? Was it only a couple of levels, or was this almost complete?
    Clearly the final game had a long ways to go (I think the Devroom indicator had the game listed at about 25% complete), but the Prototype Version seemed ready to go.

    Some say that the project had very little chance even from the start, others think that the results of the DevRoom project, specifically the small number of registered members might have been the main reason for cancellation. I understand that you don't have any concrete information on this but I'm sure everyone would be interested in your opinion.
    I don’t want to speculate on that, but the thing I find strange is that the Prototype Version was, for all intents and purposes, finished, but not released. If it were up to me, I would have wanted to make it available to at least get some sort of return on the investment that had been made so far, and to allow the contributors to see their creations come to life, and to judge what consumer interest was in the project as a whole. Then again, maybe it would have been even more heartbreaking to get the Prototype Version but not a full game.

    The article says that you’re the only journalist to play the prototype, is there a specific reason for this?
    Not that I’m aware of! All I know for sure is that after the game’s cancellation (which happened on my birthday, by the way!), a Capcom PR rep told me that I he thought I was the only games journalist to have played it.

    Please tell me, are there any screenshots that weren't shared previously that you have on hand and can share with us?
    Nope! Since Capcom wanted to be so open about this project, they decided that all the screens they took would be shared via the Devroom.

    If you got the chance to experience it a bit, how did the storyline sit with you? Was it linear or open-ended? Original or cliché, etc., etc.
    It was very hard to get a sense of how the story was going to unfold. The fact that you didn’t play as Mega Man and were going to have to wait for him to somehow get back was definitely different for a Mega Man game! And with all the interpersonal relationship issues, there could have been a lot of interesting twists as the groups battled for the Klicke Lafonica.
    http://c3333424.r24.cf0.rackcdn.com/...op_upscale.jpg

    Did you play as Aero and Barrett in the prototype version? Or only Barrett?
    You only play as Barrett, although Aero accompanies you on a couple missions.
    What was the combat like?
    The ranged combat was a lot like that of previous Legends games. The inclusion of melee attacks made sense since you inevitably end up fighting some enemies at point-blank range, but it was usually safer to rely on projectiles when given a choice.

    How accessible was it for players that had never played a Megaman Legends game before?
    Initially telling the story from Barrett’s perspective, I think, was a good way to introduce the story to newcomers without the need to immediately pile on the complex baggage that comes with Mega Man Legends 1 and 2. Meanwhile, I think veterans would have enjoyed trying to unravel some of the mysteries.

    Was the 3D of the 3DS implemented effectively, or was it a "regular" polygonal game?
    I wasn’t blown away by any of the 3D effects or anything, but as we like to say for a lot of Nintendo 3DS games, it added a nice sense of depth.

    Are we really missing out on something special? Are you actually disappointed it's gone?
    I always though the Mega Man Legends games were very good, but not triple-A amazing. This game seemed to be following that pattern. I’m pretty sure that anyone who enjoyed the previous Legends games would have liked this one. On a personal level, I’m definitely disappointed it’s not coming out. (Did I mention it got canceled on my birthday? Worst! Present! Ever!)
    http://c3333424.r24.cf0.rackcdn.com/...op_upscale.jpg

    Was there a crafting or modification system if so did it involve money or actual materials I have to collect? How was the equipping set up if any? did you have weapons and armor slots any accessory slot was it a predetermined number or is it weighted so you don’t stack copies of the best items? Was there any style of level up or power up system such as gaining experience or hidden items?
    There were no features like these in the Prototype Version.

    Were there were any buster cannon upgrades, equipment, or other weapons to try out?
    There were two additional weapons in the Prototype Version: the Volcanic Leggings (which enabled Barrett to perform a jumping kick attack reminiscent of Viewtiful Joe’s Red Hot Kick) and the Burst Spreader (which, yes, fires a spread shot).

    Was Mega Man actually in the game?
    He wasn’t in any part of the game that I played. However, I asked the game’s producer about this, and he stated that Mega Man was meant to be playable in the final game. Also, the Prototype Version was broken into two distinct chunks--a list of missions and a free-form debug mode--and the Capcom folks strongly hinted that there was a way to play as Mega Man in the debug mode, although I didn’t get a chance to do so.

    Was Data the monkey back with his little dance?
    I believe that Data was indeed in the game, hanging out with Roll. (I can’t seem to remember how he was animated, sadly....)
    http://c3333424.r24.cf0.rackcdn.com/...op_upscale.jpg

    Would you recommend the Prototype Version to gamers and Legends fans?
    I think Legends fans would have liked it quite a bit, as long as they came to terms with Mega Man not being the star. Hopefully gamers not familiar with the series would have enjoyed it, too.

    Did the story in the Prototype Version end on a cliffhanger?
    Not a cliffhanger, per se, but it set up quite a bit (mostly in regards to the Klicke Lafonica) and left a lot of unanswered questions (primarily concerning Barrett and the missing-in-action Mega Man) that hopefully would have been resolved in the full game.

    Would it have been worth the two dollars if they'd just released it?
    I would say so. It contained a lot more content than many other pricier downloadable titles.

    At the time, did it look like Capcom were putting in a good amount of effort when you played it? As in, did it look like they were dedicated to this new entry of the Mega Man series, or did you think that there was a lot missing? Did the game feel "unfinished"?
    That’s a hard question to answer. There was a lot missing and unfinished, but that was kind of the point--to give players a behind-the-scenes look at a work-in-progress game. In places where there would have been full-blown cut-scenes, there were rough animatic sketches explaining what would happen, and there were notes explaining how boss battles would be more elaborate in the final game. Also, parts of the city were clearly unfinished by design. Instead of fully rendered buildings, some parts of the city had buildings that looked like 2D billboards or movie backdrops. But they were intentionally built to look that way, complete with beams propping the backdrops up, as if to say “this is still under construction.” It seemed like a labor of love, and that the team at Capcom was putting a lot into the project.

    What was the biggest difference from the other two?
    Barrett as the playable character.

    Also, how were the missions and how were they structured? Was it like GTA where you meet someone and you get an idea as to where to go or does an event happen to make you do something?
    In the Prototype Version, you simply selected the missions from a menu, but I’m pretty sure the final game would have been more open-ended. But the ability to get on your Motorhorse and cruise around certainly added a GTA-like vibe to the game.
    http://c3333424.r24.cf0.rackcdn.com/...op_upscale.jpg

    Is there a cow in it?
    Sadly, not that I encountered.

    Did the Bonnes play a big part of the game?
    The Bonnes only appeared in a couple missions, but their presence in the “Bonne Family Showdown” mission is pretty significant, given that it was one of the most fun and challenging missions in the Prototype Version.

    Was the aiming system similar to loz oot3d w the motion control and analog both used to aim?
    Nope, the Prototype Version didn’t have any motion controls.

    Did it lag at certain intervals (as in slow down)?
    Not that I noticed.

    Did the game let you explore freely?
    Most of the time, yes. There weren’t a whole lot of places to go in the Prototype Version, but you could explore a lot of Teomo City and climb a nearby mountain, plus you could venture over to Rocket Island, where Roll was trying to build her rocket to rescue Mega Man. I was able to access the underground ruins only during missions, though.

  6. #226
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    Again - Dear capcom: Fucking fuck you fuckers in your fucking stupid fuckfaces.

  7. #227
    CoP Dynamis
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    I never had the opportunity to play a MML game and even i was looking forward to this, it just seems like so much fun and ultimately a lot of wasted potential for seemingly no real good reason.

  8. #228
    Elvaan Death Machine
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    Quote Originally Posted by Apelila View Post
    Again - Dear capcom: Fucking fuck you fuckers in your fucking stupid fuckfaces.
    This so fucking much.

  9. #229

    Fuck Capcom, but also, fuck this guy for releasing this At least before I was blissfully unaware of how much progress was made

  10. #230
    Absolute Messenger of Promathia
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    Everytime i see this thread pop up I hope Capcom has taken their head out of their oversized Asses and realized this game should have never been canceled.

    Seriously, If there is something that could drive me to murder its thinking about the idiot who gave the word to cancel this game when its apparent all the interest in it >_____________<

    Over at the Devroom theres still people trying to get this game cleared... Is that Facebook Page still open?

  11. #231
    Limecat
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    It still confuses me as to why they'd cancel this. People wanted this game so badly. I'd have bought two copies of it. /sigh, I'll never understand Capcom.

  12. #232
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    Well, Its obvious why the Megaman Creator left the company, Its run but idiots. that being said, They probably canceled the megaman games as a middle finger to Inafune.

    We fans are simply caught in the middle of a lovers quarrel.

  13. #233
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    Quote Originally Posted by Karbuncle View Post
    Well, Its obvious why the Megaman Creator left the company, Its run but idiots. that being said, They probably canceled the megaman games as a middle finger to Inafune.

    We fans are simply caught in the middle of a lovers quarrel.
    I've been saying this for ages and I'm sticking by it. Also, reading this article was painful.

  14. #234
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    Can Inafune make a MML3 on his own? Or does capcom own the rights?

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    Capcom owns the rights, and as much as it pains me to say this I hope he doesn't revive it on its own. Look (in horror!) at Xenosaga.

  16. #236
    THOU THOU THOU THOU THOU THOU THOU THOU
    Avatar of Fury.

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    Quote Originally Posted by Apelila View Post
    Capcom owns the rights, and as much as it pains me to say this I hope he doesn't revive it on its own. Look (in horror!) at Xenosaga.
    Xenosaga was caught in corporate politics. When the main 3 people responsible for the original game are not present for the debacle that was the 2nd game in the series, that was the deathblow.

  17. #237
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    There's that, but the first "game" wasn't exactly great. It was a good start though if they had managed to improve on it.

  18. #238
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    Xenosaga 3 was fantastic, so they did get things turned around, but by then it was too late.

  19. #239
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    Daily dose of rage:
    So, I told them that I was going to found my own independent company and leave Capcom. However, I stated that I was ready to make a contract with them so that I could keep working on those projects that I started. I couldn’t start making contracts with other publishers for sure if Capcom agreed to the proposition, but I wanted to see those projects that I started to completion. But it couldn’t be done. They answered, ‘We have no need to do that.’

    “[I went to the trouble of]…Finding the right time, gathering the team members, planning strategies, all so we could barely start on Mega Man Legends 3. I really don’t want to quit at this crucial moment…but I can’t keep going at Capcom. I am too tired to keep going. I wanted to leave Capcom to recharge my energy, and support Capcom from there, but it seems they don’t allow it. I want to make all my effort to keep Legends 3 alive, but I’m really not sure I can do it.”
    http://www.gameblurb.net/news/capcom...man-legends-3/

  20. #240

    this does not surpise me as of recent, I miss old capcom.