Armchair Dev: MegaMan X9

I’ll be honest, this will be the second article I’ve written on the topic of building a new MegaMan X game. The last one I wrote was a few years back, as a part of my “Sum of Its Parts” series. You’re probably wondering what’s changed since then that would justify me writing another MMX9 proposal – especially when I’ve made it clear that the MMX series is my least favorite iteration of the MegaMan franchise. Well, a few things have changed from that previous article. For starters, I’ve managed to play the remainder of the series – X6, X7, X8 and Command Mission – which has given me various tips and tricks on how not to build a MegaMan game. Second, Capcom has recently been trying to redeem themselves in the eyes of customers and as such, a new MMX game feels way more possible especially with their refreshed approach to game design, remembering the games that brought them to prominence in the first place. Finally, the most important change is that this is a different series: I’m no longer limited to crafting a new game entirely from elements of the games of the past. This time, every aspect of design is subject entirely to my whims. A dangerous prospect from someone who claims to dislike the series, but I promise I’ll be gentle with my assessment – believe me, my editor will make sure of that.

Originally, I planned on doing this article as a sort of conclusion to my upcoming MegaMan X retrospective, which is coming out next month in honor of its 25th anniversary. However, I’ve got a gut feeling that if I wait until then to post this write-up, I’m going to get sniped again. The same way Capcom beat me to the punch last year by announcing MM11 well before my Classic series retrospective got posted – which concluded with a virtual obituary for the series. You know the old adage: fool me once, shame on you; fool me twice, shame on me. This time around, I’m going to put it out there well before I assume Capcom will make an official announcement of MMX9 – which I’m assuming will come in December, just like last year.

Of course, on the other hand, it seems a bit presumptuous to write up an article without playing the latest game in the series: the aforementioned MegaMan 11, which came out last month. So, I decided to wait until I’d finished that game before starting this write-up. After all, it’s a good idea to know what direction Capcom is taking the series as a whole in the effort to refresh it for audiences new and old. And don’t you worry, I’ll plan on doing an article about a possible “MegaMan 12”—still need to decide the format – but you’re not going to see that until early next year. I’ve been advised by my editor to point out that X9 should happen before MM12, but let’s be honest – the X fanbase, like most fanbases, is full of zealots that would probably threaten anyone they came across who didn’t make that abundantly clear in the first place. I have few delusions about the size of my audience, but it’s better to be safe than sorry, right?

I’ll be changing up the format a bit from last time. The headers will remain for the most part, but since there’s significantly less for me to micro-manage with a platformer than a fighting game – at least without outright turning this article into a fan fiction – there will be significantly less sub-headers, which should simplify things a fair amount. Also, considering the fact that I’m almost positive that MMX9 is already in development, I’ll be discussing both my own personal preferences and the path I believe Capcom is most likely to take, just to make things a little more interesting.

Story

Let’s start with the game’s storyline… or more specifically, where this new game could end up in the MegaMan X series’ timeline. You’d think it would be as simple as just setting this game after all of the mainline games that came before it, but both the history of the MMX sub-series and the tendency some Japanese publishers (Capcom especially) have of shunting unpopular games to the end of the timeline and setting future releases between them and their more popular predecessors put this certainty in jeopardy. The MMX series left us on a sour note – with two straight disappointing releases, ranging from mediocre to outright bad, capped off with a game that tried to right the course of the series but came up short. To make matters worse, from what I’ve seen, a majority of fans either consider the first or fourth game as the best in the series. That means that, best case scenario, the franchise peaked only halfway through what’s already been released so far. Not exactly the best sign, at least in my opinion.

The X series has a greater emphasis on an ongoing storyline than the original “Classic” MegaMan series, which opted for more episodic adventures akin to Saturday morning cartoons of a bygone era. MM11 opted to expand the storyline by exploring aspects of the franchise’s lore: specifically detailing what led to the end of Dr. Light and Wily’s friendship and the experiment that led to Wily becoming a pariah in the field of robotics. MMX, on the other hand, probably has the shallowest lore out of all of the MegaMan sub-series. Expanding the setting of 21XX would probably be a good idea overall, but that’s Capcom’s decision to make.

It’s also somewhat difficult to determine exactly what is canon within the X series. As far as I can tell, the RPG spinoff Command Mission is the only game that Capcom has outright stated is non-canon. Considering it takes place in 22XX – the same time period the Zero games are supposed to take place – I’m not surprised. The Xtreme spinoff games for the Game Boy Color are generally accepted to take place early in the game’s timeline: the first Xtreme takes place between X2 and X3, while the second takes place between X3 and X4. Maverick Hunter X is just a remake of the first game, but they made some changes to the story – such as the fate of Dr. Cain – so it’s hard to say if Capcom will consider either the SNES original or MHX canon when revisiting the series (or even mix aspects of both games).

To make matters even worse, even the mainline games fall victim to arguments regarding their canonicity. The first five games are safe – after all, X5 was originally meant to wrap up the X series. The remaining three are where arguments flare up. Some claim that because X6 was being made around the time the first Zero game was in development (managing to be released before it) as well as having an ending that seems to tie into MMZ, it’s the true final game in the franchise. Thus, X7 and X8 take place in a non-canon alternate timeline, much like but distinct from Command Mission’s timeline. I’ve seen some argue that X7 & 8 are canon, stating that the Zero and ZX games are non-canon – and then not really going into their opinions about whether or not Legends is still canonical. Then you’ve got a third camp that insists that both X7/X8 and Zero/ZX are canonical somehow: I guess they think that the Elf Wars should take place in future releases within the X series.

I’m not exactly sure which of these theories I follow: I guess I sort of oscillate between the “X5 was the last X game” and “everything mainline is canon” camps, but I outright hate the “Zero/ZX is non-canon” concept. I only bring this up to hammer home the fact that the X series will be difficult to continue in the first place. Every other active MegaMan series? The answer is obvious – MegaMan 12, a ZX3 to wrap up the trilogy, Legends 3 – progression is fairly simple because none of the other sub-series has the problems the X series does. Of course, none of these points are anything new if you’ve been reading my criticisms on the MMX series. Fortunately, in this case, they yield something positive: we actually have a topic worth discussing.

The first clear option is the most obvious: a true X9 – that is, a direct sequel to MegaMan X8. After all, X8 ended on a pretty big cliffhanger – one I’m not afraid to spoil right now, because the game literally came out over a decade ago. While the production of next-generation Reploids with copy-chip abilities would be delayed after it was discovered that they could still go Maverick, Lumine’s last attack on Axl has left him comatose, his forehead gem flickering with an ominous purple spark of energy. I’m not sure if Capcom meant for that to be such a blatant cliffhanger but that’s definitely how it came across back in 2004. This does seem to be the most popular option when it comes to fan demand – which is weird, given how much Axl is despised. Of course, it doesn’t hurt that Capcom seems to be coming around to pushing other franchises past their most controversial points: Street Fighter V appears to be pushing towards revisiting the events of SF3 in some form and there’s been speculation that the upcoming Devil May Cry V might actually take place after the extremely unpopular DMC2. Either way, X8 was included in the recently released MegaMan X Legacy Collection 2, so fans at least have a refresher in case Capcom decides to continue from there.

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Subtle, but it’s there.

On the other hand, the least controversial option for a revival might be an interquel. It’s not exactly new territory for the X games: the Xtreme games fill in the gaps between X2 and X4 rather well, whether they’re considered canon or not. Going backward could allow Capcom to revisit the franchise’s less controversial days without nixing existing canon, allowing them to weigh their options about how to continue the franchise while sating the howls of hunger coming from the MMX contingent. In other words, an interquel may be Capcom’s best option of having their cake and eating it too. And it’s not like there aren’t other gaps that could be filled in the X timeline. Several new characters were added to the Maverick Hunters’ base of operation between X4 and X5, so that’s a plausible option – better yet, it could reintroduce these characters to lapsed fans who fell out of the series after the SNES games. Another option could be exploring what happens between X6 and X7: was there some kind of trauma that led X to temporarily retire by the start of X7? Finally, Capcom could do a game that takes place between X7 and X8. After all, Axl seems to be a fully-fledged Maverick Hunter by X8, while X7’s ending seems to put this status in doubt. Finding out how Axl proves himself to the seasoned X and Zero could be interesting to some extent, maybe even redeem the scrappy young Reploid in the eyes of the fanbase. Regardless, if Capcom decides to go this route, they’d technically be giving me something I’ve wanted for a long time: a third “Xtreme” game.

But aside from the clear ringers, are there any other options Capcom might have when they revisit the X series? Capcom could always decide to go with a soft reboot: effectively ignoring some of the more sweeping changes made to the status quo in future titles, while not necessarily undoing them. They could do a traditional X and Zero adventure while Axl is still healing from the injuries he received during X8’s conclusion, put decidedly little emphasis on Maverick Hunter HQ and just bring back Sigma without any explanation yet again. This might be a little harder to swing than it was for the Classic series – which is strictly episodic in nature – but honestly, the running storyline of the X games didn’t really begin to take shape until the fifth game anyway. While jettisoning some of those concepts might not be popular with everyone, it would probably do the best with bringing those aforementioned lapsed fans back into the fold with a story-light adventure clearly cut from the same cloth as the first 3 games.

My final two options don’t really necessitate separate mentions, but they are both clearly the most extreme options of the bunch. Capcom could choose to continue the attempted reboot that started with Maverick Hunter X or just completely reboot the series as a whole. After all, the scrapped first-person shooter “Maverick Hunter” was clearly a separate continuity from the traditional MMX games, so it’s not like it’s a completely foreign concept to Capcom. Meanwhile, Maverick Hunter X (along with its sister title, MegaMan Powered Up) was meant to spawn an entire series of remakes. I mean, it would probably be smarter to re-release MHX in some form before continuing that line of remakes – but whether they decide to do more straight remakes or just create an entirely new continuity from MHX’s modified premise, it could be a good way to refresh the X series as a whole: effectively keeping what worked and changing what didn’t.

So, what do I think Capcom’s going to do with their next game? My gut tells me they’re going to go with option 1 – an X9 that is a direct sequel to MMX8. Now that declaration may come across as arrogant, but fortunately I’ve got a piece of evidence to support my argument. The cover art for this new Legacy Collection’s soundtrack includes X and Zero jamming on guitars, a tambourine-clad Mettool and Alia and Axl singing a duet. The interesting thing is that both Alia and Axl have some slightly tweaked designs. They aren’t quite as radically different as the new MegaMan and Roll designs that popped up before MM11 was officially announced, but it does seem suspect that both of these characters from later games in the series would receive that kind of attention, while X and Zero’s designs don’t look all that different from the PS1 era, though the art style better resembles that of Maverick Hunter X.

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I think it’s funny that Alia’s the one with the mic stand.

As for me, I’m going for option 2. I’ll base my proposal as an interquel – I’ll be contemplating a game that takes place between X4 and X5. Personally, I wasn’t really a fan of how X5 felt almost like a total non-sequitur compared to its predecessor and given the following games’ greater focus on interconnected storylines. I also thought it was weird how many additional members of the Maverick Hunters were given focus from that point on, especially considering how even some of those characters – like Douglas and Lifesaver – fell by the wayside themselves in future titles. They don’t even really seem to get properly introduced within the context of X5: they’re just suddenly there, like they’ve always been there. I liked how the second Xtreme game “introduced” Iris as a Navigator for the Maverick Hunters, so seeing an interquel actually introduce some (if not all) of those new members might be a good pick.

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What a cute character. I’m sure she’s got a good long life in store for her.

I’d also love to see more of an exploration of the Repliforce concept: they were probably my favorite antagonistic force in the X series, but their history wasn’t explored nearly as much as it could’ve been. By X5, The Skiver Spiral Pegasus seems to be their last surviving combatant, but who’s to say there weren’t more before him? There’s a lot that could be explored during that period and it would also allow for a storyline that’s less muddled by some of the more controversial additions to the series, while also providing proper introductions for characters that became prominent from X5 onward. It also doesn’t hurt that X4’s my favorite game in the series, so of course I’d want to continue on from what I’d consider the pinnacle of the MegaMan X series in a new release. As such, I’d want this game to be given the same treatment as the Game Boy’s MegaMan V – an assortment of 8 unique bosses crafted exclusively for this game. Maybe even split the Mavericks into two groups of four, much like the previous Xtreme games (among others).

Gameplay

Now personally, I think that when it comes to the revival of MegaMan, the X series is probably the worst possible direction to go. You’d think this would come down to my personal preferences, but honestly – it’s strictly due to the fact that Capcom’s already brought back the Classic games. MegaMan X was originally built to effectively be a “Super MegaMan”, a game that was meant to update the conventions of the classic 8-bit platformer on the NES for the 16-bit era. In other words, bringing back X would be akin to starting an ice cream parlor that only serves French Vanilla and Vanilla Bean. Both styles have their respective fans and while I’d probably end up buying whatever new X game Capcom produces (as long as it looks as good as MM11 did), the MegaMan franchise is still in critical condition and in the past, the Classic and X series were pretty much never able to coexist without issue. There’s a certain cannibalization inherent among both sub-series: they could play nice with offshoots in different genres (Legends, Battle Network and Star Force) and even some of the more radical departures among 2D platformers (Zero and ZX), but the rise of one always seems to be predicated by the decline of the other.

Maybe Capcom’s learned their lesson about managing to give the same amount of attention to the Classic and X series, but warring fanbases is probably the least of their concerns. Avoiding series fatigue among the mainstream audience could be difficult, considering that’s what led to MegaMan’s decline in the first place. The best solution I can think of would be to emphasize the differences between the two. Bringing X into the third dimension was a clear mistake, so this will be a difficult task. Maybe borrow a few elements from some of MMX’s own successors, but perhaps the best way to handle it would be to play up some of the different gameplay elements found across the first six five X games.

In fact, MegaMan 11 is the major reason that I decided to wait so long to do this write-up: the trailers seemed to imply that in addition to regaining his slide and charge shot from later games, the Blue Bomber was going to be getting some new moves. New moves that might have aped some of X’s trademarks, making differentiating them more difficult. The one that caught my eye the most was using the Power Gear in tandem with the boss weapons – obviously a take on X’s ability to charge them. Fortunately, MM11 made that distinct enough from X’s concept. If I could use some fighting game terminology, the Power Gear-enhanced weapons resemble EX Specials, effectively just more powerful versions of the original weapons. X’s charged weapons, more often than not, were completely different from the standard versions. So that convention can help to differentiate the two, while remaining essentially unaltered.

On that note, the basic maneuvers typically found in the X games can be left unaltered for the most part. There’s enough overlap with a buster charging mechanic to allow it to appear in both games. X’s platforming is far more momentum based, relying upon dash-jumps, clinging to walls to slow descent and combining the two mechanics to scale to new heights with ease. Hopefully, the level design would be modified to actually rely on these abilities, as opposed to just making traditional MegaMan Classic-style stage layouts far more manageable – which is how many of the SNES games worked out.

Of course, the fifth game introduced a few new abilities to both X and Zero’s repertoire, ones that I’d say had mixed success. The duck was probably (aside from Dynamo) the best addition to X5 and fulfilled a long-running request among the fanbase: I’ve seen people begging for a crouch mechanic in NES MegaMan games. It was dropped in X8, but if Capcom wants to set a possible X9 away from MM11, bringing back the duck seems like it would be a simple fix. Given the fact that Classic’s slide allows him to navigate through specific passages and dodge some enemy attacks while X favors a much more momentum-based dash, the duck clearly has value within the X series.

The other major addition that came into play in X5 were the ziplines. I kind of want to like the mechanic, but for the most part, they were just used to navigate spike-lined areas. I do recall a few interesting instances where players had to jump from zipline to zipline to scale a specific area, but more often than not, it was just “don’t touch the spikes for less than a screen length”. I’ve got a gut feeling that this mechanic has some real potential, I just can’t work out how. Maybe use the Zero games for inspiration…

As for more good luck regarding the revival of the X series, MegaMan 11 (at least upon its initial release) has stuck to a single playable character, an absolute godsend for X fans. Later games in the X series – technically starting with X3, but I’d argue it really took shape in X4 – offered players the choice between multiple playable characters. While other series (specifically ZX and especially later releases in the Classic series) would use these mechanics, they were likely used best in the X games. Zero’s melee combat added a new dimension to the MegaMan formula – and one so complex, it served as the premise for yet another spinoff – and no other attempt really managed to be such a game-changer: Bass probably came the closest in Rockman & Forte, boasting aimable rapid fire, X-style dashing and his incredibly overpowered double jump. As a brief aside, Protoman’s playstyle in MM9 & MM10 relied on exclusively possessing the charge shot and slide, so I’m wondering how they’d tweak his playstyle if they decide to bring him back in future installments.

Speaking of, I guess it’s a good time to break down exactly how each character should work in these new games.

X

Let’s start with the Blue Bummer title character himself. X’s playstyle shouldn’t vary too much from the previous games: as per usual, he should start out with the most basic moveset of the three, only to be augmented with armor collected throughout the eight boss Maverick stages. In other words, most of what X’s base form is capable of is what the other playable characters should be capable of. His mobility options consist of the dash, dash-jump, wall-grab and wall climb. Obviously, he should also have a two-level charge shot, just like always. Oh, and since Classic didn’t end up using this in MM11, give X the ability to use his X-Buster while he has a weapon equipped. Give him the duck and zipline if the other characters have them too. Basically, base form X should probably be the benchmark for what any other playable characters should be capable of doing.

As for the armor, I’m a little torn. While I sort of liked the later games’ option of offering X multiple armors, the fact that he needed a full set to utilize any of their parts was unacceptable. Eventually, I decided on a compromise between the way extra components were handled in X3 and X8. All eight Maverick levels will have their own capsules – two apiece for Head, Arm, Body and Leg parts. The first of each type of Capsule the player finds will grant them the base armor. If they find the second one, they have the choice to upgrade them in one of two ways. So, for example: when the player finds the first leg part capsule, they gain the ability to air dash. When they find the second, they’re given the ability to choose between the vertical air dash from X3 or the ability to air-dash out of a dash-jump.

These are just examples, but essentially, there would be greater emphasis on player choice and customization. Each part would look distinct from the rest, allowing players the ability to understand what X is capable of at a glance. Obviously though, the basic parts would allow for X’s standard armor upgrades: the helmet would decrease the amount of ammo used by special weapons; the body armor would halve damage taken and the Buster upgrade would allow X an additional charge level for his buster and the aforementioned ability to charge boss weapons.

The Ultimate Armor would likely return, allowing the player full access to all of these enhanced abilities without choice. On top of that, give it an exclusive Giga Attack, perhaps based on a Street Fighter technique for old time’s sake? I’d also suggest reserving the Ultimate Armor as a hidden power-up in one of the Fortress levels – like in X3 and X5 – as opposed to making it strictly accessible via cheat code: make it both a reward for the players who clearly don’t need it (complete with achievement!) and an extra crutch for less-skilled players.

One last thing: if they decide to do another Street Fighter Easter egg – either with the Ultimate Armor or otherwise – I’d like to throw my support towards Blanka’s rolling attacks.

Zero

Next, we come to my personal favorite: the ultimate creation of [REDACTED], Zero. For Zero, I’m clearly going to be drawing from a number of sources – the PS1-era games, X8 and of course, the MegaMan Zero tetralogy. He’s got all of base form X’s mobility options, as well as the double jump and air-dash he has by default in many of the MMX games where he’s playable. Zero should retain his standard 3-hit combo attack and air-slash from X4-X6 (and the crouching slash from X5-X6), but also gain access to the charge slash from the Zero games, just for the sake of adding something new to his gameplay. Zero’s standard techniques – his own prizes for defeating the Maverick bosses – should be a mixture of old favorites and some original attacks, if at all possible. It’s a little boring cycling through the same techniques with different elements attached to them all the time.

Speaking of which, I was trying to think of a possible power-up for Zero that would effectively fulfill the same “collectable” niche that X’s armor fills. At the same time, I considered implementing the Element Chips from the Zero games, but those seem a little ham-fisted for Zero’s playstyle in the X games, particularly due to his emphasis on techniques rather than using two weapons in tandem. It was at that point that it hit me: Zero’s Weapons (introduced in X8) could fulfill a similar niche. While the Z-Saber itself would be an all-around weapon with the standard properties present for each technique, the optional weapons could be associated with a specific element, change up specific moves (like they did in X8) and maybe finding them could even unlock special techniques of their own that can be used by Zero with any other weapon, but are significantly more useful with their corresponding weapon. Better yet, they could even be prizes for defeating exclusive mini-bosses hidden in specific stages, like how X gained the body armor in the original MegaMan X.

Bonus: Axl

While my pitch doesn’t actually include the newest playable member of the Maverick Hunters, it still seems like it would be worth it to put forth my own ideas about the character. Keep the hover and aimable rapid fire from X8, but Capcom, please, take this one suggestion under advisement. I have a foolproof 3-step plan to fix Axl’s playstyle. Step 1: play MegaMan ZX Advent. Step 2: Just use the boss copy mechanic for Axl’s boss abilities. Step 3: That’s it, there is no step 3.

It’s infuriating that I even have to say this, but considering the fact that Inti Creates came up with a Biometal that was clearly based on Axl (but somehow also wasn’t based on him) in order to point this out to you is obscene. To make matters worse, you actually ended up using this concept for his Action Trigger – he was literally the only character in the game that got legitimate rewards after defeating the game’s major bosses! – in Command Mission. To make matters worse, it’s clear that Axl was always capable of this. He turned into Red in X7 and other Reploids outfitted with his copy chip technology also transformed into Sigma to survive planetary impact in X8. Like, I get that in X7, he was meant to be a replacement for X… but in X8, you just gave him his own set of alternative boss weapons. Just let the kid transform into the Maverick bosses already!

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The worst part is that Model A wasn’t even based on Axl in-universe, it was just a coincidence!

It’s so simple, it’s actually infuriating that this didn’t occur to them back in 2004. And I don’t even like Axl – mainly because he never uses the cool gimmick he has in any meaningful way! Instead, Capcom just allowed him to transform into random standard enemies. Honestly, that could probably be his Armor/Weapon equivalent: special non-boss transformations that improve his mobility or grant him abilities he wouldn’t have otherwise. Like, maybe one of these minor transformations would allow him to travel over spikes without taking damage, but severely hamper his mobility. Or he could transform into a flying enemy but doing so would limit his attack or defense abilities substantially. That way, his traditional transformations remain, but they would be significantly less useless than they were in the first place.

Regardless of whether we’re talking about X9 or “Xtreme 3”, I’ve got my doubts about including any other playable characters outside of X, Zero and yes, even Axl. Much like MM11, a new game should reestablish the existing property in the eyes of fans, new and old. Yet, I guess I’d be in remiss if I didn’t mention Vile from Maverick Hunter X. He had a unique playstyle, having access to three different weapon types at any given moment – taking a small arsenal of weapons into each stage. To make matters more interesting, many of Vile’s weapons are unlocked by defeating multiple bosses, as opposed to just getting a single weapon per boss. While I’ve got no doubt that Vile will likely return as a boss character in any new MMX game, I see two avenues for bringing back this playstyle. The first would be to introduce a brand-new Maverick Hunter character that takes on Vile’s gameplay. I don’t really see that happening just due to the sheer number of reintroductions a new X game would have to contend with in the first place. Personally, I prefer my second idea: a DLC expansion – with unique bosses and levels – from Vile’s perspective. I doubt Capcom would put something like that in the base game, but it could be a smart way to expand on whatever Capcom puts out.

Now when it comes to the method of separating playable characters, I’m a little bit torn. While I think making completely separate playthroughs for each character – the way X4 handled it – was probably for the best overall, I was a fan of some of the tag-team maneuvers from X8. Still, the negatives of allowing players to switch characters on the fly outweigh the positives: while X8 was able to mitigate some of the harm by tying power-ups to a haphazardly-implemented store system instead of finite power-ups, the fact is that the other games that allowed for character swapping within a playthrough seemed to punish players for attempting to branch out. In X5, the player not chosen for the intro stage loses a unique power-up permanently – but even then, Zero got the short end of the stick. Every game aside from X8 tied health upgrades to finite Heart Tanks or other character-exclusive upgrades, so players were stuck with a choice between playing strictly with one character or effectively gimping both to some extent. As such, just go back to X4 method of separate modes for separate characters. Best of all, that would mean extra replay value.

On that note, I’d just go back to the classic health upgrade system from the earlier games: 8 heart tanks, each one hidden in one of the Maverick boss stages. Same goes for the Sub Tanks, though I’d probably use the breakdown from X4: 2 health tanks, 1 weapon tank and an EX tank that increases the default number of lives. On that note, considering how much better Classic handles the shop mechanic, all power-ups in any new X game should probably be limited to collectibles. X8 attempted to mesh the two, but let’s be honest: finding schematics for power-ups that needed to be purchased later harmed both the shop and collectible aspects of the game in equal measure. Besides, if Capcom forces separate playthroughs per character (like X4 and Xtreme 2 did), there’s no need to worry about balancing upgrades anyway.

I guess the important distinction between MegaMan 11 and a new X game is they’re best approached from opposing angles. MM11 was built from the ground up to breathe new life into the Classic series not only due to MegaMan’s hiatus as a whole, but specifically because the latest two games – MegaMans 9 and 10 – were full-on throwbacks, right down to their 8-bit presentation. MegaMan X had the opposite problem with its last two mainline entries: X7 was an extreme departure from the gameplay of previous titles, attempting to reimagine the classic platforming gameplay in the third dimension, while X8 attempted to bridge the classic and more experimental styles into a single game with mixed results. In other words, MMX would benefit from the exact “back to basics” approach that people grew tired of in the Classic games. Although, if there’s one thing I’d want “X9” (or whatever Capcom decides to do with the X series) to carry over from MegaMan 11, it would have to be the length of its stages. Also, it would be nice if stages had different layouts depending on the player character.

Aesthetic

A game’s presentation is a funny thing. In the grand scheme of things, it really shouldn’t have that much importance in game development. But in practice, it both acts as advertisement – being the first things prospective customers recognize about a game – and help to solidify good memories of the game, with gorgeous visuals, catchy music and vivid storylines coming to mind as easily as engrossing gameplay. Keeping that in mind, what style of aesthetics should Capcom explore when reviving a franchise that hasn’t been seen since the mid-2000s?

Graphics

The previous times where I’ve explored the concept of a MegaMan X9, I pointed out that determining the art style would likely be the most controversial decision that Capcom would have to make. While my opinion hasn’t entirely shifted on that, my understanding of the argument has changed since then. It’s clear that going 2.5D – again, using 3D models in a 2D space as games like Maverick Hunter X and MegaMan 11 did – is probably the safest answer at this point. While I’ve no doubt that there are significant contingents of the fanbase demanding a return to both 16-bit (styled after the first three games) and 32-bit (X4-X6), there are now three factions likely to be against either decision to consider.

Obviously, you still have both younger and modern-minded gamers that consider sprites passé to contend with, but the other two couldn’t be any more different from each other. There are gamers that are just outright sick of retro throwbacks in general. After all, when MegaMan 9 launched in 2008, reviving the 8-bit look of the Classic NES games was lauded as original by audiences. But a mere two years later, MegaMan 10 was considered lazy and outdated while using the same art style. Since then, we’ve been inundated with several similar pseudo-retro throwbacks – particularly common among indie games – and as such, there’s been a growing backlash against anything of the type, even games that take inspiration from later generations. On the other side of the coin, you’ve got retro connoisseurs that will turn up their noses at anything that isn’t 100% accurate to whatever hardware the game’s aesthetic is trying to evoke. If a game has too many colors onscreen or too many sprites without flicker or slowdown, then it’s automatically just poseur trash.

While that last demographic likely won’t be pleased by anything that isn’t on a SNES cartridge, the other two will likely look upon any art style aside from a totally hand-drawn 2D game with disdain. And I sincerely doubt that Capcom would put in for a budget large enough to sustain that, even if MegaMan 11 ends up being the highest-selling game in the entire series. The question is, how do they differentiate it from MM11? After all, it did end up kind of resembling Maverick Hunter X more than MegaMan Powered Up. I mean, the promotional artwork for both the Classic and X series didn’t really differ that much from one another in the first place but as I said before, it is absolutely critical for Capcom to differentiate MMX from the Classic series. I’m just not sure how Capcom could go about doing that.

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Seriously, tell me with a straight face that this doesn’t look like a SNES-era X game.

Originally, I considered suggesting going with a darker color scheme overall, but MM11 managed to transition seamlessly between brighter environments and some with color palettes and even background designs that came straight out of the 2D MMX titles.  Maybe they should style the entire game around those alternate outfits from Marvel vs. Capcom Infinite. You know, the ones with those glowing details like out of Tron? After all, the original MegaMan’s new look in 11 was clearly inspired by his appearance in the recent Smash Bros. games. The only other option I can think of would be to go for a grittier, less saturated art style. I mean, going realistic probably wouldn’t mesh well with the existing designs – unless they decide to go for the look they went for in that cancelled “Maverick Hunter” reboot.

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…well, maybe it needs a few tweaks.

My own pitch for a third Xtreme game, on the other hand, would be better suited with classic sprites. However, at the risk of catching a bullet through the temple from my esteemed editor, I’d say that emulating the 32-bit sprites of the games that debuted on the original PlayStation would be a more apt choice, given the fact that I’ve set it between the first two games in that style – X4 and X5, respectively. Given the implication that the game would be a spinoff, I think a more retro aesthetic would be appreciated. After all, both episodes of Sonic the Hedgehog 4 suffered from criticism due to using modern designs while Sonic Mania received praise for attempting the same thing with a suitably retro-themed aesthetic. My only real suggestion would be to emulate the 32-bit art style as opposed to outright recycling old graphics. Maintain the familiar look – maybe even try to find a happy medium between the SNES and PS1 designs, if it can be done – but utilize modern conventions, like more fluid animations or an aesthetic that manages to mimic the limited resolutions of old while being far more detailed.

Music

I’ve said it too many times before and I’ll keep saying it forever, it’s impossible to ignore just how important a good soundtrack is for any MegaMan game is: there’s a reason they call it “Rockman” in Japan. MegaMan 11’s soundtrack was subject to intense scrutiny because of the series’ reputation, though I’d say that the game’s musical flaws stemmed from the instrumentation rather than the compositions themselves. If you don’t believe me, try tracking down the “Wily Numbers Instrumental” pre-order bonus tracks sometime – they’re amazing.

Each MegaMan sub-series went for their own unique styles to differentiate themselves from their sister series.  The X series is unique in the sense that it straddled multiple styles across its lifespan. The first game had a diverse soundtrack, but the second and third games went for more of a heavy metal-inspired sound, clearly emboldened by the more mature setting of 21XX. However, the shift to 32-bit with X4 on the Sega Saturn and Sony PlayStation brought a much more electronic sound to the series: a move considered controversial in retrospect, but frankly, I preferred it. Later games in the series would attempt to bridge the gap between both prominent styles. Personally, I’d like to see a game implement a diverse soundtrack like the original MMX with tracks that emphasize both the hard rock and techno influences from previous games. You’d have tracks that were strictly heavy metal, songs that are strictly electronic and others that utilize both motifs in their composition.

Most of all, I’d love to see an X game’s soundtrack rip off the main concept behind MegaMan 10’s soundtrack: bring back composers from the previous games and put each one of them in charge of one of the Maverick bosses’ stages. This might be a little more difficult than it was in MM10, simply because more of the X games’ soundtracks were composed by multiple people, but it would still be an interesting gimmick to implement into a new game. Best of all, it even ties into my previous concept: farming out the music to different composers would result in a varied soundtrack by default.

Presentation

This is a new sub-header, so I believe an explanation is in order. Effectively, in this context, “presentation” would refer to things like how the game presents its storyline. In the grand scheme of things, this really shouldn’t matter. It’s still fun to speculate on what Capcom should do here. Besides, the main purpose on this article is to find more ways to differentiate a potential new X game from this year’s MegaMan 11 and presentation seems like a safe and easy way to do that.

MM11 handled most of its story like the 8-bit games of old: through classic slideshows (with lovingly hand-drawn art rendered in high definition) and cinematics using the in-game models (with voice acting). While these are the same methods that various X games have employed in the past, it may be for the best to go in a different direction where possible. The latest games in the X series were able to create both pre-rendered and in-game cutscenes with voice acting using 3D models, so that might be something worth emulating in an X9. It would help to create a cohesive aesthetic across the entire game if the cast of characters retains a similar appearance from in-game action to story material.

In “Xtreme 3’s” case, I’d probably want some anime-style cutscenes for pivotal moments – like those found in X4 and the “CD-ROM” version of MMX3 – but would be fine with voice-acted slideshows like the ones found in X5 (and MM11) for plot exposition. It does seem like the least realistic thing I could ask for though: 2D animated cutscenes seem to have gone the way of the dodo – I think the last Capcom game that had them was one of the Street Fighter IV games and that only happened because they partnered with an anime production studio to produce some OVAs. I’ve got my doubts that Capcom would set up a similar deal for X9, but I guess stranger things have happened.

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This is probably the second coolest thing X has ever done.

If there’s one thing I’d like to see in the game, regardless of what Capcom does, would be full dialogue exchanges with the Maverick bosses. I was a little disappointed that we simply got quips in MegaMan 11 similar to the ones present in MM8, but honestly, that probably fit better. So, in the end, it works to our advantage when differentiating the two. MegaMan X has many more examples of full pre-boss battle conversations throughout its existence, especially when they added multiple characters which had their own unique exchanges with each boss. Every mainline game from X4 on as well as Command Mission and Maverick Hunter X had them, with later titles even including full voice acting. Hopefully, Capcom will continue that streak with whatever new games they make in the X series. Obviously, these conversations should be skippable – in fact, it would be nice if Capcom added a “speedrun” setting that would just automatically excise dialogue, preferably as an unlockable bonus after completing the game or just as an option by default.

On that note, I guess I might as well discuss the Maverick bosses themselves. As per usual, I’m going to avoid coming up with any specific ideas for Mavericks – those days are far behind me – but I will give a few comments on design elements I’d like to see in general. For starters, I’d like to see them take on a variety of styles, ranging from the typical “animal head on generic muscular robot body” style typical of the series to designs that are much more evocative of the flora and fauna that serve as the basis for the bosses themselves. It would also be a good idea to make one of the Mavericks a female. There were female Reploid bosses in the Zero and ZX series and people seemed to be dismayed when MM11 didn’t have a female boss. It wouldn’t even be that out of the ordinary for X fans: for years, people apparently believed that Commander Yammark and somehow even Cyber Peacock (which is debunked by his name alone) were female.

Aside from that, I’d love to see a variety of different types of animals represented among this batch of Mavericks. That means at least one bird, one sea creature, one type of plant, one insect and probably either a lizard or amphibian. I’d rather not see a breakdown like MMX3, where the Mavericks were all either insects, sea creatures or mammals. On that note, I want Capcom to revert to the classic naming conventions for the boss Mavericks: the English versions should be literal, while puns should be exclusively reserved for the Japanese names. Seriously, what is “Vanishing Gungaroo” supposed to be mean – is it a reference to the bad camera angles during his boss fight? And I can’t find any explanation for “Commander Yammark”, I’m assuming he was a dragonfly but what does “Yanmaku” mean? If MM11 was able to break conventions and give two Robot Masters distinctly unique names in English and Japanese (as opposed to a mere Crash/Clashman scenario), then X9 can do the same.  I’ve got one final note on the naming front. I would love it if a new X game didn’t recycle any of the previous adjectives from previous games – we’ve got 3 “Flame” Mavericks in English versions already. Bonus points if they manage to get titles that haven’t even been used in any of the other series for boss names.

Final Thoughts

Obviously, this section is meant for various other miscellaneous points I’d like to bring up that don’t necessarily fit into any of the prominent categories or their sub-headers. For example, I believe that this game should probably get the same treatment as MegaMan 11 in terms of its release: a $30 price point with a physical edition on consoles – not to mention a slightly more expensive special edition. While we haven’t seen any confirmation of DLC in MegaMan 11 – aside from the preorder bonus – I completely support any sort of Vile-centered “remix” campaign as post-release content.

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This is the only legitimate reason to like this character.

It would also be interesting if they attempted to recreate the X Challenge mode from the recent Legacy Collections – either as DLC or bonus content. As such, this mode would contain bosses from the new game as well as full-on recreations of classic boss fights. Both MMX8 and Maverick Hunter X would easy to source for classic fights, considering that they also had 2D boss fights relying on 3D models, so they could probably be implemented into the base game with relative ease. Bosses from other classic games would need to be rebuilt from scratch, so they’d probably make more sense as additional post-release content, though weapons from other games would probably be easy enough to recreate for launch. On that note, why limit this mode to just X? Let Zero and Axl in on the action too, if they’re playable in the new game. Aside from that, maybe a new set of challenge stages – perhaps themed as training simulations for the Maverick Hunters?

And with that, my second article in the Armchair Dev series comes to its conclusion. But what do you think? Am I completely offbase for saying that a retro-themed art style would spark a backlash? Would you also rather see a third game in the Xtreme series than a continuation of X8’s storyline? Would you rather see another MegaMan series get a revival? (I know I would.) Feel free to sound off in the comments.

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PC Ports Wishlist 2: Lost in New York

Around this time last year, I decided to do a new article in my long-running indulgence: port-begging for PC games. Of course, in the most recent article, I also added in some additional musings. I discussed what my favorite overall “victories” were since I’d originally started doing these lists, as well as focusing on both my overall top 10 most wanted games out of what I’d covered in older lists and the top games for each remaining list. I can’t really remember if I decided I wanted to make it a yearly tradition after the previous article – at the same time, I guess I just sort of assumed I’d be doing it again anyway. I had fun with last year’s lists, so why not?

This time around, I’m going to be focusing entirely on 2017 with the recap. As such, I’ll be starting with my top 5 confirmations of the years, which was a lot more difficult than I would have expected. Little has really moved since last year’s “Best of the Rest” list, but I’ve finally been able to cobble together an entire new list, so it only seems fitting to introduce it in this article. Finally, considering the fact that the top two slots in my previous top ten list – MegaMans 9 & 10 and Ys SEVEN – have since been released, I’ve decided to write up a new list. Not every game is new, but some have switched places.

Before we get on with this year’s lists, I’d like to go over the PC port announcements that were made since August, when I did the list for GOG games. Admittedly, I didn’t really expect that much in the way of announcements, especially considering the major announcements revealed from May until August. That’s not to say there was nothing these past four months. Killer Instinct was finally released on Steam back in September, technically not a new port – as it was previously a Windows Store exclusive. However, putting it on Steam and adding (albeit limited) crossplay with both the Xbox One and Windows Store versions was a nice touch. September also brought us the announcement of Zone of the Enders 2 receiving another re-release, adding a new VR option, on both PS4 and PC. While the ZOE HD Collection was on a previous list, I suppose getting a new release of the game that worked – apparently, the PS3 and Xbox 360’s version of the first game was broken – is better than nothing, so I’ll count that as a win. However, November alone definitely brought me some big-name releases – that ended up forcing me to modify the new game’s list not once, but twice. Capcom announced that Okami HD would be ported to PC, as well as PlayStation 4 and Xbox One. I wish I could say that I had considered this game for my list, but I thought of it as too much of a long shot, given the series’ Japan-centric aesthetic running counter to Capcom’s Western goals. Sphinx and the Cursed Mummy, a Zelda-like adventure game with platformer elements previously released on the GameCube, PlayStation 2 and the original Xbox, also managed to receive a remastered port on PC, Mac and Linux, courtesy of THQ Nordic. The game didn’t fall within my usual criteria for inclusion, but considering the game’s recent cult following, it’s definitely good news from my perspective. Injustice 2, on the other hand, was originally going to be on this year’s list, but it ended up receiving a PC port courtesy of the fine people at QLOC. Unfortunately, the game uses Denuvo, so I’m going to have to hold off on it until WB comes to their senses. And just like last year, the biggest surprise comes from SNK. The Last Blade 2 – based on the PS4 release this time around – was released on Steam completely unannounced. Ironically, this was another game I intended to put on this year’s list but had to swap it for something new at the last minute.

Speaking of last-minute announcements, there were two more PC gaming announcements I’d consider wins literally the day before this article was scheduled to go up. First, both Jazz Jackrabbit games were released on GOG, which means that the GOG wishlist I wrote back in August has finally borne fruit. Here’s hoping it’s the first of many. Earlier this week, XSEED announced a livestream on November 30th, with a mystery announcement. I was hoping for something Falcom-related and once again, I hit the jackpot. 2001’s Zwei!! – now retitled as Zwei: The Arges Adventure – is being translated and set to release on their usual storefronts (Steam, GOG and the Humble Store) sometime in “Winter 2018”. The work that went into bringing this to modern computers cannot be understated: the original game used DirectX5. XSEED managed to collaborate with Matt Fielding of Magnetic Games, the developer behind Exile’s End. As such, a majority of the original applications and mini-games from the original Falcom release have been maintained in this new version, with the exceptions of the calculator and the calendar. Frankly, I’m just surprised at the turnaround on this one and can’t wait for it to be released.

This year’s list of console ports also managed to achieve a win. Owlboy was originally announced for the Switch back in May, but since then, PS4 and Xbox One ports have also been announced. Last year’s list did way better. Back in March, Lethal League was announced for PlayStation 4 and Xbox One. Team Reptile also announced a sequel – named “Lethal League Blaze” – set to release some time next year on both PC and “console”. Undertale was also announced for release on PlayStation 4 and Vita back during this year’s E3. I was honestly surprised that it didn’t end up hitting the Nintendo Switch, but that’s life. Likewise, while NEO AQUARIUM – The King of Crustaceans – failed to receive a console port, its sequel ACE OF SEAFOOD has been ported to the PlayStation 4, as well as developer Nussoft teasing a future port to the Nintendo Switch.

Top 5 Successes of 2017

Before I get to my actual picks, I’d like to give an honorable mention to Arc System Works in general. They’ve made quite the evolution over the past couple years, going from re-releasing old PC ports of classic games on GOG to outright announcing PC versions of upcoming games – Double Dragon IV and BlazBlue Cross Tag Battle come to mind. I hope more Japanese companies take after their example and decide to offer major PC support for any games they decide to release in the West.

5. de Blob 1 & 2 – THQ Nordic (Wii, PlayStation 3, Xbox 360)

I honestly didn’t think this was possible, which is why this made the list over ASW. ASW’s transition into a more PC friendly company was alluded to for quite some time, but when Nordic Games rebranded themselves as “THQ Nordic”, the Darksiders III announcement wasn’t remotely surprising. Bringing back not one, but both de Blob games, on the other hand? Absolutely blew my mind. When Nordic first purchased the intellectual property and said they “had plans” for the series, I thought it was merely corporate talk. After all, the game’s rights had languished in purgatory while other major IPs were claimed by other companies at auction. Best of all, they hired Blitworks to handle the ports of both games. Eventually, the first game had ports announced for the Xbox One and PS4, and it wouldn’t surprise me if the second game follows.

4. Bayonetta/Vanquish – Sega/Platinum Games (Xbox 360, PlayStation 3, Wii U)

Speaking of amazing turnarounds, Platinum Games managed to grant us not one, but two of their cult classics from last-gen on PC this year. The fact that both games came out so close to one another made this even more amazing. It’s also been heavily rumored that both games will be released as a double-pack on the PS4 and XBO, though confirmation has yet to be made. With Platinum’s Twitter heavily implying that Bayonetta 3 may be on the horizon, it only makes sense to get the game in as many hands as possible. While a Bayonetta 2 PC port is a pipe dream due to Nintendo’s heavy involvement with the game’s development, I hope we can see even more of Platinum’s back catalog hit PC in the near future.

3. The King of Fighters XIV – SNK (PlayStation 4)

It’s funny: I was honestly expecting to put this one on this year’s list of new games: it was even the sole new addition to last year’s list. SNK managed to impress me with a timely Steam port that I assumed would usher in the game’s demise when it came to additional content, but apparently that wasn’t the case at all. With a port handled by Abstraction Games – an underrated company that handled the Double Dragon Neon PC port – KoFXIV is now capable of shining in brand-new ways, thanks to a fledgling mod community. Seriously, what they’ve been able to do with the game has been amazing.

2. MegaMan 9 & 10 (MegaMan Legacy Collection 2) – Capcom (Xbox 360, PS3, Wii)

I’m surprised this is coming in at number 2, but my top request definitely put up a good fight. I’m probably alone in the sense that I’d have been willing to pay $20 for these two games and all their DLC alone. Adding in two more MegaMan games that hadn’t shown up on PC before – MegaMans 7 and 8 – only served to sweeten the deal and make it a can’t-miss proposition for me. For a while, Capcom had been weird about what they’d port to PC – but in recent years, as long as it’s not a Nintendo-exclusive, PC gamers are likely to get love from Capcom. If anything, I wish they’d been a little less generous in some cases…

1. Falcom (in General)

Yeah, I get that it’s kind of cheating to put an entire company in the top slot, but if I’m going to be honest, they deserve it. Sure, the promises of day one parity with the console releases of Ys VIII: Lacrimosa of Dana ended up being a pipe dream, but considering the rumors of the port’s quality (or lack thereof), not to mention the outright poor quality of the original translation, it may have turned out to be a blessing in disguise. Aksys Games’ translation of Tokyo Xanadu eX+ is set to launch the same day as its PS4 counterpart as promised, but considering how late they started their own beta testing (similar to Ys VIII), well, “watch this space”. Even though Ys VIII didn’t hit its original release date on PC, some good did come of it. Ys VIII is actually the first game that NIS America is releasing on GOG, which is amazing. Whether or not that means other NIS games will hit the platform is beyond me, but that seems pretty cool.

Despite these setbacks from one of their new partners, XSEED more than picked up the slack when it came to representing Falcom on PC. The Legend of Heroes: Trails of Cold Steel, Ys SEVEN and Zwei: The Ilvard Insurrection (formerly “Zwei II” in Japan) all saw release on Windows PC this year. Also, they’ve announced that both Trails of Cold Steel II’s PC port and the first Zwei!! will release some time next year. Good stuff, but that’s not the major reason why they topped it out. In an interview with Techraptor, Toshihiro Kondo – Falcom’s president – said that he wanted “all of [their] games that come out to [release] on Steam”. Not just all future titles, not all of the old games that Falcom previously released on Windows, ALL of their games. Big words, but considering the massive collection of Falcom games we’ve amassed on PC so far, I wouldn’t be surprised if this comes to pass.

Our Feature Presentation

Before we go onto my new list, I feel like it’s worth going over the rules I’ve limited myself to in the past with these lists. It’s odd, I know, but it just ends up making the process of building a list much more fun. For starters, I’m limiting myself to games from the seventh (PS3/Xbox 360/Wii) and eighth (PS4/Xbox One/Wii U/Switch) generations of gaming. Porting anything else seems like it would require a brand-new release across the board and this is more about simple ports. Considering the sheer amount of games from these generations that have been ported to PC in recent years, it only seems fair. I also try to limit myself to one game per company, though considering the sheer number of buyouts we’ve seen, I’ve decided to expand that to one game per “brand” – but only if the buyout happened since the games were made in the first place. For example, I can ask for one game each from Sega and Atlus, but asking for two games from Square Enix is a no-no. I also consider one “series” as an entry, as long as the games themselves were all present in the generations available to me. Finally, no games that are clearly “console-exclusive”. So, even though Sony Music has started that whole “Unties” publishing label for indie games and Nintendo’s willing to do tie-ins on mobiles, I’m not going to be asking for stuff like Parappa the Rapper Remastered or Super Mario Odyssey. It’s just common sense.

Brandish: The Dark Revenant – Nihon Falcom/XSEED Games (PlayStation Portable)

I mentioned earlier that Falcom’s president wanted to put all of their games on Steam. The main goal most people have their sights set on is getting Trails of Zero and Trails of Azure on the PC platform. A segment of Falcom’s popular “Legend of Heroes” series, these two games – known colloquially as the “Crossbell games”, named after their setting – are quite literally the most commonly requested games. Unfortunately, they also lack any official English translations, so this would be a necessary part of porting the games to PC.

But do you know what Falcom game already has a full English translation and is also currently doomed to exclusivity on the inescapable purgatory that is the PlayStation Portable? That’s right, Brandish: The Dark Revenant. A remake of the first installment in a short-lived Falcom series, the games bring a new perspective to the first-person dungeon crawlers of old with its unique brand of gameplay. Brandish’s translation was a labor of love from Tom “Wyrdwad” Lipschultz, one of XSEED’s most prominent localizers. While the PSP remake saw its original Japanese release in 2009, it only managed to reach America in January 2015 as a digital-only release. It’s a shame that such an interest game was resigned to such a lackluster fate outside of its home market. Considering the fact that we’ve seen Ys SEVEN hit PC this year, I’d love to see Brandish achieve the same thing. At worst, it would at least give XSEED’s new partners a chance to hone their craft while XSEED is working on translating the Crossbell duology.

Rare Replay – Microsoft Studios/Rare (Xbox One)

This almost feels like cheating, considering I put the Banjo-Kazooie games on an earlier list. Considering they’re both included in this compendium of some of Rare’s most beloved titles (not owned by Nintendo), getting this collection would just end up killing two birds with one stone. It may seem unlikely given the fact that it hasn’t already come to PC, but that’s exactly what I thought about the Killer Instinct reboot back on my very first list. If I’m going to dream, I might as well dream big.

Tekken Tag Tournament HD – Bandai Namco (PlayStation 3)

This has the exact opposite problem compared to Rare Replay. I’ve already asked for the second Tekken Tag Tournament, so why ask for the original? The answer’s simple: despite being outclassed in every possible way by its sequel, I associate some really happy memories with the classic game. The re-release in the Tekken Hybrid package reminded me of that and so did replaying the game for the Tekken retrospective I did this year. There was just something amazing about the original game, some intangible factor that prevents me from letting go of it. That’s not to say I wouldn’t rather have the second game if forced to choose, but if Bandai Namco considers re-releasing both, I’m not going to complain.

Odin Sphere: Leifthrasir – Atlus/Vanillaware (PlayStation 4, PlayStation 3, PlayStation Vita)

Every list has got to have at least one pipe dream on it. A game that outright transcends any other baffling choice. I’ve got quite a few on this year’s list, but I’d say last year’s re-release of Odin Sphere is the big one this time around. Since I started doing these wishlists nearly four years ago, we’ve seen Atlus’s stubborn refusal to acknowledge the PC market go from the rule to the exception when it comes to Japanese publishers. Having said that, Atlus USA does do a good job of publishing various indie titles on the platform and Sega has apparently been applying pressure on Atlus’s PC-phobia, with various people speculating that we could see a Persona game hit the platform someday. Frankly, I’d rather just have Vanillaware games, considering the developer’s stated openness to releasing their games on PC. Leifthrasir is technically their most recent release, therefore it feels the most likely.

Azure Striker Gunvolt 2 – Inti Creates (Nintendo 3DS, Nintendo Switch)

This was honestly a last resort when it came to PC port requests. Don’t get me wrong: I loved Gunvolt 2 even more than the original game. It’s more that it seems like Inti Creates may have abandoned the platform when it comes to the games they publish themselves. Not to mention the fact that I think I’d rather have a release of the Striker Pack on PC, as opposed to just the second game. The original Gunvolt’s release on Steam was sort of wonky and it looks like the version included in the Striker Pack on Switch is a much more coherent experience, likely due to what Inti Creates was able to learn from their first attempt at transferring the title – which required two screens – onto a single-screen platform and improve their efforts. At the same time, asking for the Striker Pack feels a bit skeevy, considering we already have the first game on Steam. That’s what makes the whole thing so complicated. I mean, ideally, they’d just release the Striker Pack on Steam and give anyone who bought the first game a discount. That’s my opinion anyway.

Yakuza series – Sega (PlayStation 3, Wii U, PlayStation 4)

From what the internet has been telling me, the Yakuza games – better known as Ryū ga Gotoku in Japan – are the best games I’m not playing. I totally want to try them out, but I’m afraid I’m just no longer into playing big experiences like that on console these days and frankly, I wouldn’t even know where to start at this point. Much like Atlus’s Persona series, there is a massive wellspring of support for these games to make their debut on PC. Some people want the games to start with the latest game in the series – either Yazuka 6 (the next game set to hit the West) or Yakuza Kiwami 2, the remake of the second game set to hit Japan in a matter of days. Other people seem to be fine with the series starting up with Yakuza Zero – which has essentially been deemed the perfect place to jump into the series for newcomers. Meanwhile, I’m a little more extreme: I want everything. Start by localizing the Japanese-exclusive HD ports of the first two games on the Wii U, then just continue from there. Ideally we’d be seeing most of the cut content restored to its original glory in the process. It sounds ridiculous, I know, but honestly, a legitimate entry in the Yakuza series hitting PC is a pipe dream anyway.

(P.S. Nice try, Sega. But no one’s counting that smartphone game you’re working on as an actual PC release for the Yakuza series. In fact, most of us were just insulted.)

The Witch and the Hundred Knight – Nippon Ichi Software (PlayStation 4, PlayStation 3)

NIS America still appears to be pretty heavily involved in the PC scene, but personally, I wish they’d port more of Nippon Ichi’s games to the platform. The Witch and the Hundred Knight is a game that friends of mine have been raving about, and considering the fact that it’s an action-RPG, I’m onboard with it too. The game’s sequel released in Japan early this year and is set to release in the West sometime next year, so allowing the PC crowd to get their hands on the first one would be a nice treat. Though frankly, I’m still worried about which Disgaea game we’ll get next – I’m kind of worried that they might just skip right to 5, considering the game’s ESRB listing. I’d rather play through the rest of the old games first, personally.

Final Fight: Double Impact – Capcom/Iron Galaxy Studios (Xbox 360, PlayStation 3)

Truth be told, my backlog of PC port requests from Capcom is running pretty low. That’s not exactly a bad thing: it means that most of the recent games I actually want from the company have already been released on PC. Final Fight: Double Impact just seems like a safe choice to make. It contains arcade-perfect releases of both the original Final Fight and Magic Sword, two beat-‘em-ups with significantly different gameplay styles. Factor in the drop-in multiplayer using GGPO and it’s still worth playing to this day, in spite of the DRM present on the PS3 release. Considering that the 360 and PS3 have essentially been retired, it’d be nice to see this collection – or better yet, a bigger collection with more games included – ported to modern platforms, PC included.

Windjammers – Data East/DotEmu (PlayStation 4, PlayStation Vita)

Windjammers is among the most underrated multiplayer games of all-time, so when it managed to get a re-release on both PS4 and Vita this past year, it was exciting. The only thing that could’ve made it better would’ve been if PC had been involved in the fun as well. Fortunately, DotEmu’s released a whole lot of their ports on the platform down the line, so I’m pretty confident that we’ll be tossing frisbees in no time. In fact, I’d go so far as to say that out of all of the games on this year’s new list of games, this is the one I’m most confident will hit PC by this time next year.

Let It Die – GungHo Entertainment/Grasshopper Manufacture (PlayStation 4)

Let It Die and I have had a pretty turbulent history. I was originally excited for the game when it was first announced as “Lily Bergamo”, I’m a huge fan of Grasshopper Manufacture after all. Then the game was transformed into Let It Die and touted as a “free-to-play” experience, at which point, I totally lost interest. Flash-forward to earlier this year when I actually hear some actual information about the final product and I’m intrigued all over again. Let It Die may be a free-to-play game littered with microtransactions, but it’s built far more like a classic arcade game than the mobile cash grabs we associate the concept with. Let It Die is effectively a dungeon-crawler with rouge-like elements, you’re limited to a single life – but if you pay in a quarter, you can continue with your current character. Otherwise, you’ve got to start from scratch. Aside from that, the game maintains the typical Grasshopper off-the-wall insanity: for example, the player is guided by a skateboarding grim reaper named Uncle Death. The permadeath mechanic also lends itself to asynchronous multiplayer: dead characters appear in other players’ games. It’s an honestly interesting concept and one that I’d like to see on PC, though given the fleeting nature of games like this, I wouldn’t hold my breath.

Top 10 Most Wanted

Last year, ranking my top 10 list of the games I want ported to PC the most was more haphazard than anything. I’ve never really been all that good at ordering my favorite things in general and in many cases, there wasn’t really much of a difference in how much I wanted many of the games on the list. So to compensate for it, I’ve decided to factor in just how likely I think it would be to see a re-release on PC, which should go a long way toward explaining why various games have switched places from the previous year. Keep in mind that the top two games from the previous list were in fact the top two games I wanted, this new method just helps to keep things feeling a little more structured: I’ve never really been all that good when it comes to rankings and usually by the time I’m done with one list, I instantly regret the final product. Also, don’t view a game being snubbed from the list as a sign that I don’t want the game: it’s safe to assume that I want everything that’s ever been on any of my list, even games like the now-defunct Tekken Revolution. These are just the ten that would make me the happiest to see on PC at this point in time.

10. Catherine – Atlus (PlayStation 3, Xbox 360)

Like I said earlier, Atlus’s Japanese branch appears to be actively against doing PC versions of their games. That setback won’t stop me from holding out hope. But this was clearly the longest of the longshots last year and yet, here we are. Considering the fact that we were teased with a potential new entry in the series back in August, it only seems reasonable to bring the original back for those who missed it or simply want to play it on more modern platforms.  And what platform is more modern than the PC? Come on, Atlus: you’ve literally got nothing to lose – do a modern “HD” port on PS4 and PC, replacing the Xbox brand. It’s a Golden opportunity you can’t afford to miss.

9. Lollipop Chainsaw – WB Games/Grasshopper Manufacture (PlayStation 3, Xbox 360)

Lollipop Chainsaw dropped a fair amount this year and there are a couple of reasons for this. For starters, WB Games’ PC gaming record has been littered with ups and downs in recent years – ranging from the legendarily bad port of Arkham Asylum to hiring QLOC to fix the botched Mortal Kombat X port to adding Denuvo to a QLOC-developed port of Injustice 2 – Warner Bros. just seems to keep me guessing in strange new ways. More importantly, I don’t think WB Games has any interest in reviving the game, particularly given the game’s controversial content and our current social climate. I mean, the game hasn’t even been added to the Xbox One’s library through backward compatibility. Even Catherine managed that. I think our only hope to see this game again is if Grasshopper Manufacture’s new parent company GungHo Entertainment manages to buy the rights from WB Games and that just seems like a pipe dream.

8. Dragon’s Crown Pro – Atlus/Vanillaware (PlayStation 4)

Of course, even though Odin Sphere: Leifthrasir is the most recent Vanillaware release, we do know what their next release is. Last year, I simply had the original Dragon’s Crown on this list, but considering the fact that there’s a re-release coming up with a higher resolution and on a platform with a more PC-friendly architecture, it just seemed obvious to ask for the new version instead. Still seems odd that they’re doing a re-release so soon: they even released a patch for the PS3 and Vita versions allowing for crossplay with Pro. Truth be told, there’s a part of me that wonders if Dragon’s Crown Pro is just being made as a Trojan Horse to allow Vanillaware to toss their hat into the PC gaming market. I’m more than onboard with the concept.

7. NeoGeo Battle Coliseum – SNK (Xbox 360)

This one seemed like an obvious choice. I didn’t have any 2D fighting games on the list last year and frankly, that’s unacceptable. Considering the fact that many of SNK’s old games that have been re-released on this gen have made their way onto PC – particularly the ones handled internally – it only seems fair to ask for something from the previous gen. Hamster’s been killing it with their Arcade Classics releases of classic NeoGeo games, but SNK’s work after their long-running self-made arcade hardware is a rarity these days. Considering the rumors abound that SNK may be working on a second Battle Coliseum game, re-releasing the first on modern platforms seems like a no-brainer. I see it going down like this: initial release on the PS4, followed by a Steam release at some point down the line.  Not an ideal scenario, but perhaps the most realistic.

6. Super Puzzle Fighter II Turbo HD Remix – Capcom (PlayStation 3, Xbox 360)

Another significant drop from last year’s list, I just think that seeing either a re-release of the old PC version or a new port of the HD release just isn’t in the cards anymore. Puzzle Fighter’s recently been relaunched as a new free-to-play mobile game with a hideous art style and I’m sure that Capcom would try to avoid any undue competition by releasing the original game. And believe me, this new mobile game is going to need all the help it can get. Maybe we’ll see a re-release if it fails to meet Capcom’s likely insane expectations, but it’ll take some time to gauge the game’s success.

5. Tekken Tag Tournament 2 – Bandai Namco (PlayStation 3, Xbox 360, Wii U)

While we did finally end up getting a Tekken game on PC this year, I honestly still would prefer Tag 2 to make its way there as well. Unfortunately, as TTT2 was among the worst selling games in the entire series, it seems like the chances of this game getting re-released on more platforms are pretty slim. At least it’s on the Xbox One via backwards compatibility, but I’m still salivating over the thought of what the modding scene could do with this game.

4. Castlevania: The Dracula X Chronicles – Konami (PlayStation Portable)

It feels a little weird moving this up, considering Konami’s recent history. This year offered us an omen: Super Bomberman R, one of the Nintendo Switch’s launch titles, was a true return to form for the company. This has led to a great deal of speculation about a return to Konami’s roots, with potentially even more new games in the vein of classic titles. An easy way to test the waters for this kind of revival would be re-releasing actual old titles and I still can’t think of a better choice than the Dracula X Chronicles. Containing a full graphical remake of one of the most beloved Castlevania games, an official English translation of the original PC Engine version, as well as a retranslated version of Symphony of the Night, DXC deserves a better fate than being trapped on the likely-defunct PlayStation Portable line for all eternity. The remake could use a little polish to handle higher resolutions, but aside from that, it would be a perfect package.

3. Splatterhouse (2010) – Bandai Namco (Xbox 360, PlayStation 3)

2010’s Splatterhouse reboot did not get nearly as much love as it deserves. The game was a high-adrenaline romp through a horror-inspired environment that both paid homage to and build on the original games. Considering we’ve seen various companies choose seemingly random games for modern revivals, Splatterhouse feels like it could have a chance. The game’s only major flaw, its terrible load times, could easily be fixed on modern platforms and frankly, even if you’re not a fan of the reboot itself, it also comes with perfect ports of all three of the mainline games from the 90s. If that’s not worth a re-release, then I don’t know what is.

2.  MegaMan: Powered Up/MegaMan: Maverick Hunter X – Capcom (PSP)

I wouldn’t have considered putting this so high on the list, but considering the recent re-releases of Okami HD and Apollo Justice: Ace Attorney on contemporary platforms, it looks like Capcom may be raiding their backlog for some big cheap releases. For me, the most obvious choice would have to be a twin-pack of their MegaMan releases on the PSP. Both games were critical darlings crippled by the platform they were released on and their timing. Re-releasing both games with improved resolutions in a two-pack for $20 would sell like gangbusters. Considering the fact that Powered Up isn’t even available as a downloadable title outside of Japan, this would also go a long way to preserve what is objectively the best iteration of the original MegaMan in existence and the fascinating curiosity that is MHX’s Vile Mode. Better yet, don’t just release this on PC – release it on everything: PS4, Switch, and even the Xbox One. Come on, Capcom. It’s the Blue Bomber’s 30th anniversary, let’s celebrate!

1. Ys: Memories of Celceta – Nihon Falcom/XSEED Games (PlayStation Vita)

It might surprise you to see that while much of last year’s list has remained pretty much the same, Memories of Celceta managed to jump a whopping six places to take the number one slot. For starters, the main reason that it was low was to keep things fair – after all, Ys SEVEN was my second most highly-requested PC port of all, and with that out of the way, MoC could flourish. But beating out a MegaMan game for the top slot? That comes down to pure psychology. With SEVEN coming out this year and Lacrimosa of Dana eventually hitting PC at some point, Celceta is literally the only remaining modern Ys game without a PC version in the West. You ever notice how the most painful losses are the ones where you come so close to victory? The most noticeable gap in any collection is a single entry? Same basic concept: PC is so close to being a perfect platform for the Ys series, it just needs that one last game.

Another element that puts this so high on my list is the sheer possibility of it. Everything else on here feels like a pipe dream to at least some extent – a majority of these games are from last-gen and companies don’t seem quite as keen on re-releasing old content as I’d hoped. With that in mind, I’d easily consider Ys SEVEN to be the less likely of the two missing Ys games when it comes to PC ports and that managed to become a reality. Considering the poor timing of SEVEN’s release date on PC compared to the American release date for VIII on consoles, I’d almost be willing to bet that we might see confirmation of a Memories of Celceta PC port from XSEED around the time NIS America announces the final release date for the PC version of Lacrimosa of Dana.

To put it simply, Memories of Celceta is the only game on this list right now that I don’t see merely as a hope. It’s an inevitability. Falcom has already begun focusing more on the PC market in the West, the fact that day-one PC releases were a big part of what led them to choose Aksys and NIS America only proves it. XSEED has been playing a game of catch-up, effectively proving that they are capable of following through with this new strategy given the fact that they released 3 Falcom games on PC this year alone, with one more set likely to release sometime next year. And while the Trails games are Falcom’s top brand in Japan, Ys is still the more popular brand in the West. The Western demand for Crossbell may be deafening, but there’s a much more viable option left to XSEED. The cry for Memories of Celceta on PC is literally deafening: it was riled up by a Twitter gaffe two years back, Joyoland’s attempt to put their ports on Steam Greenlight with pages entirely written in Chinese were met with salivation in English and SEVEN’s recent PC release proves that XSEED finally has the resources to make this request a reality. It’s time to complete my collection.

Thus concludes this year’s set of lists. It almost makes me wonder what I’d be able to write next year. The sheer amount of new games receiving releases on PC and old games being ported long after their initial release is what caused me to abandon this entire concept in the first place, so in a strange sense, it almost feels good to not have to write these nearly as often as I did in previous years. At the same time, I do miss writing up these lists: that’s why I’ve continued with the yearly April Fools’ list of console ports and managed to put together a wishlist for GOG this past summer. On the plus side, I’ve almost got a full list ready for next April, but as for December 2018, I’m kind of at a loss of what to do to extend an article like this to its usual length. Oh well, at least I’ve got a whole year to figure that out.

 

The Year Without a PC Port Wishlist

Christmas has pretty much always been my favorite holiday, especially when I was a child. I was a greedy little boy while I was growing up: one of my favorite holiday traditions was always writing up my list to Santa on my computer. Sure, some years I’d get overzealous and start thinking about it as early as August, but I’d always have a lot of fun just writing the list itself. I’d always try to sort things in the order I wanted them, but that was actually part of the fun for me: one week I’d really want some action figures, the next some new video game caught my eye. The downside to starting a list that early is that as time goes on, new items catch your eye. Even the greed of a child has its limits, so I would often have to pare down my list, trimming the items I could “do without”. (Gotta love child logic, am I right?) In a sense, I think those PC ports lists I wrote for a long time were the evolution of that favored Yule tradition, but eventually I got tired of doing them. Too much wishing, not enough getting. I’ve taken a hiatus on them and now, it’s been over a year. Instead of making an entirely new one, why not look over my previous works and analyze them a little? This year, I’ll be recounting my 5 favorite success stories, my top 10 most wanted and the game on each list I’d consider the most important (excluding those on the aforementioned lists) plus a brand-new one for good measure!

Before we get started (fittingly enough, with my favorite success stories), I’d like to start with some recent successes as well. Ultimate Marvel vs. Capcom 3 was released on PS4 earlier this month and it will also be hitting both the Xbox One and Steam in March. Meanwhile, Garou: Mark of the Wolves was also recently released on PlayStation consoles via CodeMystics, but surprise, surprise: an entirely different port hit Steam soon after, from the good folks at DotEmu. In fact, it was such a surprise, I actually had to change a list entry because of it. The DotEmu port is less fancy than the CodeMystics port, but apparently, not only does the Steam version have a more solid netcode, but it’s also getting immediate bugfixes to iron out some of its bizarre glitches. Funny how that works. I expected that to be the last bit of news I got on the PC end of things, but I was wrong: The Legend of Dark Witch 2, another game I’d been salivating over the prospect of seeing a PC port is announced to be hitting Steam sometime during “Q4 2016”. One last big surprise for me.

You’ll also remember that this past April, I did an “April Fools’ Day” article, revolving around 10 PC games I’d like to see receive console ports. Well, like many of my jokes, this one ended up biting me in the ass. During the PlayStation Experience, Ys Origin (the only PC-exclusive Ys game) was announced to be hitting both PlayStation 4 and, amazingly enough, the Vita on February 21, 2017 with the port being handled by the good people over at DotEmu who are utilizing XSEED’s English translation and coming up with original French, Italian, German and Spanish translations as well. (As an aside, DotEmu’s also bringing a favorite of mine – the NeoGeo classic Windjammers – to the same platforms. Let’s keep our fingers crossed for a PC port down the line!) You’d think that would be enough, but the world wasn’t done having fun at my expense: soon after, it was revealed that the indie platformer Kero Blaster would also be coming to the PS4, thanks to its publisher Playism. They’ll also be bringing Momodora: Reverie Under the Moonlight to PS4, though release windows for both titles have not been announced. Continue reading

Abbott and Costello Meet 10 Games I Want Ported to PC

Hello again, readers. I know I kind of missed out on doing an article earlier this month, but I’m hoping to make up for it with this one. Yep, another article about PC ports. That’s not to say that it’s all been gloom and doom: Sega gave a surprise announcement that the original Valkyria Chronicles would be ported to PC earlier this month, with support for 1080p (and higher) resolutions, the capability to run at 60 frames-per-second, remappable controls (keyboard/mouse support too) and all of the previous DLC included in the base package for the low price of $20. Better still, sales of the game have all but exceeded Sega’s expectations, so there’s a distinct possibility that we’ll see even more delayed ports of Sega games hit PC in the coming months. Tekken 7 was recently announced to be running on two different types of arcade cabinets when it launches in Japan, one that makes use of the System 369 board (used for Tag2, matching the PS3’s specs) and their current System ES (a PC-based architecture), which is fueling existing rumors that Tekken 7 will be hitting PC in addition to PS4 and Xbox One. Finally, in response to Xbox One becoming compatible with Microsoft’s upcoming Windows 10, it’s being speculated that there’s a possibility that more XBO exclusives will be making the jump to PC at some point in the future, either as full ports or through some ability to stream the games on PC from the console itself.

Needless to say, it’s been a good couple of months for PC gaming in terms of news. Best of all, at least from my perspective, is that my streak of game requests getting PC ports announced appears to be unstoppable. Just a couple of days ago, it was revealed that H2 Interactive, the Korean publisher that has been handling the re-releases of Arc System Works’ fighters on Steam, is going to be porting Blazblue: Continuum Shift EXTEND to Steam next month.

Once again, it’s time to go over the rules. This is pretty much second nature to anyone who’s read any of my previous lists, and if you haven’t, you totally should. A lot of gems buried in those older lists and it may even answer the question of why certain games I’ve mooned over don’t show up this time around. My lists stick mostly to third-party companies (aside from Microsoft) with a general focus on companies that have recently released games on PC. Games will be taken from the seventh (360/Wii/PS3) and eighth (WiiU/PS4/XBO) generations of video games, as well as handhelds from those eras and mobile games. Games that weren’t system exclusives are preferred. Finally, games from the same series released on the same console can be packaged together on a single list entry. Well, that was relatively painless, now to hit you with some games.

Shantae and the Pirate’s Curse – WayForward (3DS/WiiU)

I’ve always been kind of interested in the Shantae series, ever since I first saw an ad for the first game in magazines back in Junior High. Unfortunately, due to a strange aversion to playing video games out of release order, I was only able to actually play through the entire series this past year. Since Risky’s Revenge is already on Steam and the fourth game’s already has a confirmed PC release (among many other platforms), it seems reasonable to ask that “Shantae 3” get the same treatment after the announced Wii U release. Use the Wii U version and Risky’s Revenge Director’s Cut as a base and it should turn out just fine. Considering Matt Bozon teased the possibility of Pirate’s Curse on other platforms, I’d say there’s a pretty good shot we’ll be seeing it hit Steam’s storefront in the future.

de Blob series – Nordic Games GmbH (Wii/360/PS3)

Recently, Nordic Games announced that they had purchased the rights to THQ’s colorful platformer duology, de Blob. Honestly, I view that as kind of a relief: we never really heard about the franchise’s fate during the sale of THQ’s assets after they went bankrupt. Other titles like Saint’s Row, Company of Heroes and Darksiders all got picked up pretty quickly. Better still, Nordic Games even teased that they were considering working on new entries in the franchise. What better way to gauge interest in the franchise than re-releasing the first two games on other platforms, like PC for example?

Virtua Fighter 5 Final Showdown – Sega (360/PS3)

Well, for starters, this is the third and final game in that Sega PC Ports petition I keep spamming at you. More importantly, it’s a damn good fighting game of the 3D variety, and the PC could definitely use more of those. Considering the fact that Sega’s planning an update to the arcade version (which unfortunately will be removing the game’s online features), there’s proof that the game still has a little more life left in it. Might as well port it to PC and introduce it to an all-new audience.

MegaMan Powered Up/MegaMan: Maverick Hunter X – Capcom (PSP)

In the wake of Valkyria Chronicles’ recent re-release and success on Steam, it seems only fair that I bring up another two games that I feel deserves another shot and a PC port could be the best way to achieve that. Considering the fact that Capcom’s recent releases in the MegaMan series have been re-releases of old games anyway, this would be a much better way of achieving this sort of thing. MegaMan Powered Up is probably one of the best and most necessary video game remakes of all-time. Maverick Hunter X, not as much, but it was definitely an interesting package, especially with the OVA and Vile Mode. Neither game really found its audience, as they were released exclusively on PSP early in its lifespan before it found its audience in any region.

The Legend of Heroes: Gagharv Trilogy  – Nihon Falcom/Bandai Namco (PSP)

Technically, these are actually three games: Prophecy of the Moonlight Witch (the second game released in North America), A Tear of Vermillion  (the second game in the trilogy, but the first released over here) and Song of the Ocean (third game in both respects). One of the few standard turn-based RPGs made by the folks over at Falcom, I found these games somewhat interesting. Unfortunately, due to my personal aversion to using the PSP, I was never able to finish them. Considering the fact that other games in the Legend of Heroes series have been making their way to Steam (the first game in the Trails of the Sky trilogy has already been released on there and the second part is expected to release soon), it seems reasonable to consider a Steam port. I’m not sure if Bandai Namco still owns the rights to these games, but if not, I’m sure XSEED would do an excellent job on porting them, like they did with the Ys games.

Sunset Overdrive – Microsoft Studios/Insomniac Games (XBO)

This one’s pretty obvious, honestly. It’s a bright and colorful third-person shooter with parkour elements and one of the few Xbox One exclusives that makes the system worth owning, at least in my opinion. Of course, having said that, it’s probably unlikely that we’ll see a port of this game to PC for quite some time, at least until the XBO’s library is healthier. Of course, considering the fact that Dead Rising 3 and Ryse: Son of Rome (both proclaimed “exclusives” at launch) eventually made their way to PC, I wouldn’t be surprised if we saw Sunset Overdrive share the same fate a year or two down the line.

Samurai Shodown II – SNK Playmore (360/iOS)

Considering the fact that they’ve been releasing a lot of other games on Steam lately, this one seems like another slam dunk. Regardless, I might as well discuss it. Aside from the King of Fighters games, the Samurai Shodown games are probably SNK’s most popular fighting game franchise, and SS2 is definitely the most popular game in the entire series. Throw in the bonuses and online functionality that we’ve seen in their recent PC Metal Slug releases, give it a similar pricepoint, and I’m sure it’ll sell like hotcakes.

Princess Crown – Atlus/Vanillaware (PSP)

Ever since I first played Muramasa: The Demon Blade on the original Wii, I’ve been somewhat fascinated by the game’s predecessors. After all, Muramasa’s codename during development was “Princess Crown 3”, while Odin Sphere was referred to as “Princess Crown 2”. Unfortunately, Princess Crown itself has never actually been released outside of Japan. Regardless, I’d still like to see it hit North America at some point in the future, specifically on PC, but seeing it hit other platforms would be great as well.

Bangai-O HD: Missile Fury – Treasure (360)

An interesting take on the bullet-hell genre, Bangai-O is a quirky game from Treasure that seems to keep changing every time they release it. The first game was originally made for the Nintendo 64 as a Japanese-exclusive title, but also eventually release in all three major regions on the Dreamcast with enhanced graphics, remixed music and less slowdown. It involved going through stages in an almost platformer-style fashion, while still utilizing typical shmup controls and movement options. The second game, Bangai-O Spirits, was released exclusively on the Nintendo DS, and was more of a puzzle game than anything else, clearing stages with custom weapon loadouts. Missile Fury resembles the original more than Spirits, and the jury’s out on whether it’s a remake of the original or a direct sequel. Regardless, Missile Fury outclasses its predecessors in one significant way: it finally achieves the twin-stick control scheme it’s been aiming for since it was first released on the N64. Either way, it looks hella fun and considering Treasure’s current proclivity to PC re-releases it would be a fine addition to any bullet-hell fan’s Steam library.

Omega Five – Natsume/Hudson Soft [Konami] (360)

Speaking of twin-stick shmups, Omega Five was an interesting experiment. Controlling your character with the left-stick and their aim with the right-stick, the game otherwise sort of resembles Capcom’s old Forgotten Worlds, one of my favorite early shmups. Unfortunately, since the game was originally published by Hudson Soft, I’m not aware if the rights to this game managed to be retained by Konami. Regardless, I’d love to see Omega Five get a second chance on a more welcoming platform.

I was prepared to accept the fact that my streak was technically dead at the end of this article, but I guess it’s stronger than I could have possibly imagined. Nothing new on my lists had been announced to be receiving any PC ports until the last possible day I could’ve gotten any news otherwise. Regardless, I was fine seeing the streak die, after all three games from my lists got announced back in September, so if I wanted to be technical about the whole “one game per list” gimmick. Considering all of the other good PC news I’ve seen lately, I’m sure things will pick up at some point. Until then, I’ll be waiting for SNK and H2 Interactive to release those new (well, new to PC) fighting games on Steam.

Remaking History

Originally, this article was going to be my own personal take on an earlier piece from KI, where he detailed various sequels he’d like to see for games that have long been ignored or forgotten. Truth be told, I’ve got a similar hunger to see some old games resurface myself. Of course, while I was brainstorming that topic (and don’t worry, my take on that idea will resurface at some point down the line) I eventually decided that it would be more interesting to think up games I’d like to see remade. After all, remakes and sequels are pretty similar when it comes to video games.

I’ve said this in the past, video games are unique in the sense that sequels typically improve on their predecessors. The same can honestly be said with remakes: video game remakes typically improve on the source material, where most other forms of media have a much lower success rate. Unfortunately, video games fall into a similar trap as other forms of media. Commonly if a game is remade, it’s generally already a popular (and by extension, good) game. It’s somewhat pointless to try to reinvent the wheel. Games like Maverick Hunter X and Castlevania: The Dracula X Chronicles weren’t improvements over the originals. On the other hand, you’ve got remakes like Metroid: Zero Mission and MegaMan Powered Up, which were definite improvements over the games they were based on.

For the purposes of this article, I’ve chosen 5 games which I believe deserve to be remade. Maybe people will disagree that they need remakes, maybe some of you will even think these games are just lost causes altogether. The other thing these games all have in common is that they come from either established franchises or development teams that eventually redeemed themselves after each respective misstep. I’ll be discussing each game’s faults, strengths and how I personally would handle a remake for each game, though the order in which the first two aspects are discussed may vary between entries. The importance of each element will determine which takes precedence in the discussion.

Mother (1) [a.k.a. “Earthbound Zero”] – Nintendo Famicom/Game Boy Advance

The Problems

Just as a bit of a disclaimer, I’ve never actually played the original Mother. I requested that a friend of mine play through it, mainly because after playing through Earthbound on my own, I was curious about the game’s roots. In spite of having no hands-on experience with the title, I can tell that it is definitely a very flawed game. The problems I have with the original Mother can be summarized in a single sentence: it’s an NES-era Japanese RPG. The NES was a part of the last video game generation where the abomination that is random battling could be blamed on hardware limitations. Likewise, while its sequels played around with unique gameplay mechanics that matched the franchise’s off-beat tone, the original Mother feels incredibly generic by comparison.

The Potential

On the other hand, Mother 1 actually gives us a unique opportunity. Shigesato Itoi, the mastermind behind the Mother trilogy, has stated that he has no intention to make a fourth game in the franchise. Considering how Mother 3 ended, it’s safe to say that there may be nothing left to explore in the future of the games’ storyline. However, the Earthbound fanbase is extremely passionate about seeing a new entry in the series. Meanwhile, Earthbound and Mother 3 don’t actually really need remakes: they’re perfectly fine in their current state. That leaves us with the original Mother, a flawed, but still very interesting game. Remaking the original Mother could allow Nintendo a chance to give the fanboys what they want, while avoiding any potential backlash in making a new game without Mr. Itoi’s involvement. It’s also important to keep in mind that Mother has only been released in Japan. I may have ragged on The Dracula X Chronicles earlier (despite the fact that I actually like that game), but there’s one thing that it objectively improved upon its predecessor: the number of regions it was released in. Sure, Nintendo’s supposedly sitting on that complete, unreleased English translation of the original Famicom game, but why just release that when you could do something with much more style?

My Proposal

I think a remake of Mother 1 would work best as a downloadable game for the Wii U. I’d actually prefer it if they kept the story about the same as the original, making as few alterations to the Famicom game’s scenario as possible. I’d say the gameplay should probably emulate Earthbound more than Mother 3, just due to its place in the timeline. Represent enemy encounters on the world map, use the odometer-style HP system, all that good stuff. Graphically, I’d like the game to resemble those clay models used for the Mother series’ concept art. It’s such an interesting aesthetic and Nintendo’s already attempting something similar with Kirby and the Rainbow Curse.

Street Fighter (1) [a.k.a. “Fighting Street”] – Arcade/NEC TurboGrafx CD

The Problems

People say I go way too easy on the original Street Fighter, due to the fact that my first experience with the game was with the even worse PC port. While I don’t think that SF1 is as bad as everyone else says, I must admit it’s an incredibly flawed game. It suffers both from being a late-80’s era arcade game and one of the earliest examples of a modern fighting game. The game suffers from both stiff controls and gameplay, which coupled with the traditional “unfair” difficulty typical of “quarter muncher” arcade games, made the experience even less enjoyable.  While introducing special moves was a pretty cool idea, the lack of playable characters (just Ryu and “Player 2”, later renamed Ken) also hurt the game’s appeal, especially when compared to later fighting games.

The Potential

Of course, Street Fighter’s potential is obvious to anyone who’s ever played its sequels or Final Fight. Once the initial kinks had been worked out, Street Fighter’s core ideas led its successors to become some of the most important fighting games of all time, even to this day. Besides that, SF1 also had some fan favorite characters that haven’t reappeared in more recent titles. I’m sure few people care about such mainstays as Lee, Joe and Mike (who is generally considered the basis for later SF2 character Mike Bison/Balrog, known colloquially as “Boxer”), but we haven’t seen characters like Birdie and Eagle since Capcom’s transition to 3D models in their 2D fighting games. There are even characters that never reemerged in later games that have been requested to some degree. Remember when the internet thought Retsu was the fifth new character in Ultra Street Fighter IV? Geki, the Japanese ninja, is another common request when it comes to returning characters, though he’s not at the top of most people’s lists.

My Proposal

Honestly, I’d kind of want Street Fighter V (which has been alluded to, by series producer Yoshinori Ono) to take a page from the Mortal Kombat reboot and retell the stories of all the previous games, which would lead to having a gigantic roster (and effectively remake Street Fighter 1 unintentionally). However, that would probably take an insane amount of resources, despite the fact that the game could potentially reuse some of the assets from the last game.

So let’s just talk about a straight remake of the original game instead. On one hand, seeing something along the lines of the MUGEN-based remake “Street Fighter One” would be pretty cool. Reuse the graphics from the arcade version, the TGCD version’s soundtrack and create an entirely new gameplay engine that would fix the flaws of the original. There’s also the possibility that there could be a full-on 2.5D remake, made by the team behind the Ultra update, in a case of what some people I know refer to colloquially as “watching the bee”. Think about it, the Ultra team is small and many people have complained about their work being buggy in many cases. Giving them another chance on a less important project to redeem themselves would be far more productive than just disbanding the team. Regardless of which form this remake take, there’s one thing this game should definitely have: the entire SF1 roster playable. Yes, even Joe.

Castlevania II: Simon’s Quest – Nintendo Entertainment System

The Potential

Regardless of my personal feelings towards Simon’s Quest, I must acknowledge that it was an important step in the evolution of the Castlevania series and had a profound impact on the entry in the franchise that most people consider its magnum opus: Symphony of the Night. Granted, it wasn’t the first Castlevania game to focus more on exploratory gameplay as opposed to standard linear platforming, that distinct honor belongs to the MSX2 version of the original Akumajou Dracula, commonly referred to as “Vampire Killer” outside of Japan. Considering that little factoid can easily be filed as “obscure trivia”, it should be pretty clear why SQ is generally considered the proto-“Metroidvania”. Of course, a remake of Simon’s Quest could lead to the most interesting Metroidvania ever, if done properly. Considering the game takes place across multiple mansions, towns and forests, there’s way more potential for this compared to just another romp in Dracula’s Castle.

The Problems

Simon’s Quest falls into the “good concept, awful execution” category. Konami retained the standard lives systems from the first game in the series, despite the fact that it really didn’t add much to the game. The level design also left a lot to be desired, what with all those fake blocks and instant-death pits. The latter appear even in the towns, for some reason. The game allowed you to accidentally skip important (yet cryptic or possibly poorly translated) hints, but not the excruciatingly slow day/night transitions (call me a ripoff of AVGN for complaining about this, if you must). Finally, though the convoluted password system only appeared on the cartridge-based renditions of SQ, the original Famicom Disk System version had load times that would make the PS1 blush.

My Proposal

If Konami ever decides to remake Simon’s Quest, I’d like them to emulate another remake of one of the weaker entries in the series: Castlevania: The Adventure ReBirth. Make it a downloadable game, use the same style of faux 16-bit graphics and music. Instead of just aping the old “Classicvania” style of gameplay, I’d like to see a cross between that and the more Metroid-like style of gameplay from later 2D entries in the series. Keep the sprawling overworld and the various puzzles, but maybe include some kind of a “journal” where any clues the game gives you can be re-read at your own leisure. Expand on the mansions, maybe make them into actual stages, either linear Classicvania layouts or labyrinthine exploratory areas. Better yet, use both styles to keep things interesting. Develop on the towns by throwing in more shop mechanics like the ones , keep the day/night mechanic (but make the transitions more immediate) and we could be potentially looking at the best Metroidvania in the series.

Metroid II: Return of Samus – Nintendo Game Boy

The Potential

Let me be perfectly clear on this one, if Zero Mission didn’t exist, the original Metroid would be here instead of its Game Boy sequel. Return of Samus is a significant improvement on the original Metroid in pretty much every way. The controls are significantly improved. There are brand new power-ups including the Spider Ball, which allows Samus to climb walls and the Space Jump, which allows her to repeatedly spin-jump in the air. They join old favorites from the original like the Varia Suit, Ice Beam and Varia Suit, giving the intrepid bounty hunter a much more versatile arsenal. It’s also significantly longer than the original Metroid, with at least twice as many boss fights (that’s assuming you count each variant of a Metroid as a single fight, regardless of how many times they appear in the game) and several other areas to explore.

The Problems

Metroid II’s biggest issue is the fact that its sequel is an even greater improvement on it than it was to the original Metroid. Super Metroid added an in-game map, which allowed for a return to the original’s more non-linear game progression while avoiding its tendency to leave players stranded, added even more iconic weapons to Samus’s arsenal and improved the controls to perfection. There’s a reason why Super Metroid is generally considered the best game in the series. Unfortunately, due to being a Game Boy game and not being the series’ progenitor, Metroid II is generally considered to be the weakest game in the franchise. Its reputation isn’t helped by the fact that Zero Mission is generally considered to be close to the quality as Super Metroid.

My Proposal

At one point, Nintendo had plans to remake Metroid II for the Game Boy Color, as they did with Link’s Awakening. Unfortunately, it was scrapped along with other similar remakes (including MegaMan V, supposedly). I always thought it would’ve been pretty cool to see this idea come to fruition, but honestly, this project wouldn’t make much sense at this point in time.

Instead, I feel like Return of Samus should get the “Zero Mission” treatment. Give it an expanded remake, utilizing a similar engine to Super Metroid. I’d personally keep the more linear layout the game, but maybe throw in some exploits that would allow speedrunners or anyone else who’s looking for a challenge an opportunity to break sequence. Better yet, just make an extra mode that removes the roadblocks. Add some new bosses, but keep the 40 Metroid boss fights intact. Considering most of those were just the same 4 bosses repeated, that shouldn’t be much of a problem. The fact that Metroid’s fanbase has been clamoring for a new game in the franchise, especially a 2D one, pretty much means that if this remake is done well, it’ll relieve some of the pressure on Nintendo when it comes to working on the next real entry in the series.

Knuckles’ Chaotix – Sega 32X

The Problems

To say that Knuckles’ Chaotix was the best the 32X had to offer is pretty much an objective fact. Unfortunately, that’s really not saying much. Though its fellow expansion peripheral the Sega CD had a respectable amount of cult classics, the only other 32X game I find remotely endearing is Kolbiri, a free-roaming game with shump-style controls where you play as a hummingbird. Despite its status as the “one good 32X game”, Knuckles’ Chaotix still has its fair share of issues. Though I don’t really mind the random selection when you decide to switch out your partner, the way the stage order is randomized bugs me: you often switch between zones before you finish whichever one you’ve started with, which messes with the game’s flow. There’s also the fact that, at times, the game just doesn’t feel as smooth as its predecessors on the Genesis and Sega CD, the controls feel a little off at times and there’s also the occasional slowdown.

The Potential

The funny thing is, my first experience with Knuckles’ Chaotix didn’t happen until way after it was released. Even then, it wasn’t actually with Chaotix itself: I played a leaked beta made for the Genesis by the name of Sonic Crackers. While it wasn’t nearly as polished as the final product, I was enamored with its unique idea: controlling two different characters (in that case, Sonic and Tails) tethered together by a pair of rings. Likewise, Knuckles’ Chaotix delivered on that concept in my opinion. It may not have been a perfect game, but it was a way more interesting spin (no pun intended) on the Sonic formula than 3D Blast ever was.

My Proposal

Simply put, give it the Sonic CD treatment. Use the art and sound assets from the 32X version and let Christian “The Taxman” Whitehead work his magic on it, removing any technical limitations and tightening up the controls from the original version. I think the main reason I’d want this one remade is because it’s just not worth the time or effort for Sega to try to emulate 32X games, even though many fan-made Genesis emulators can handle them (to varying levels of success).

There you have it, 5 games I think are worth remaking. Some of them are more flawed than others, but all of them could use a second chance in my opinion. Of course, like I said before, most games that get remade even today are still as good as they ever were. Instead, they should be reserved for games that didn’t age gracefully, fixing their problems while sharing their potential with a new generation of gamers.