The Free Bundle
So I saw this thing and at first I thought - another jumping on the bandwagon, but let's see if the games are any good... AND THEY ARE! Not only that, they're supporting some really good causes (seemingly).
The games are:
Perspective (cool experimental platformer)
Megaman Unlimited (I read it's by the fans and designed as well as the original megamen... WAT)
Spacequest 2 remake
The Last Starfighter
CyberMedic
HomeSick
Check it out!
http://www.thefreebundle.com/
The games are:
Perspective (cool experimental platformer)
Megaman Unlimited (I read it's by the fans and designed as well as the original megamen... WAT)
Spacequest 2 remake
The Last Starfighter
CyberMedic
HomeSick
Check it out!
http://www.thefreebundle.com/
Comments
I know it's a free game and I'm not saying it shouldn't exist (or that I won't play it). I have a problem with your use of the word "designed". I'm saying that Megaman Unlimited being as well designed as a game series from 1990 by being a clone of that game series isn't an achievement in "design" in 2013. It's an achievement in execution, but the design they got by copying the design of the originals. Also, after playing a bit of it... it's vastly more dickish than the originals. They should have watched that episode of Sequilitus a few more times.
After playing it a bit more... it's easily got the worst level design of any game I've played in the last few years (try out that Rainbow Man level).
It's like if somone made a Broforce 2, with more content, and called it Broforce Unlimited. They're not trying to hide the fact that they did that, in fact it would be more of a tribute than anything else. The creators are clear about themselves being fans and not the original guys.
Now as for the legality of it, I'm thinking if Capcom didn't give them consent it wouldn't have been able to be published to this level. Cease And Desists can be easily handed out to games of this level of errrr, tribute.
Anyway I haven't played it and I just read a really interesting (I thought) article about it, so that's all I was trying to convey :)
I'll just leave this here:
http://www.destructoid.com/review-mega-man-unlimited-258027.phtml
Oh and pulling the opening lines from it:
Megaman... 3D! (lol) http://cutstuff.net/mm8bdm/
I reckon that's cloning. Yeah, if it was made by the original creator it would be a sequel, albeit a boring sequel that didn't improve upon the original, and in fact regressed a bit (it's based off Megaman 3 I think, Megaman 5 has more features than this), but seeing as it is someone else it's cloning.
It's more of a clone than Muffin Knight was a clone of Super Crate Box in any case: http://www.edge-online.com/review/muffin-knight-review/ If Muffin Knight is a clone, or edging on being a clone, then this DEFINITELY is a clone. (albeit a free clone made by passionate fans)
The game really does feel horribly unnecessarily dickish in any case. Try the Rainbow Man level and see how much you still want to defend Megaman Unlimited. It's probably aimed at fans that wanted a Mega-man on dickman mode (which isn't me).
If you want to see a team making a Megaman-like game that isn't Megaman but actually did take the spirit of the game have a look at Shovel Knight: http://www.kickstarter.com/projects/yachtclubgames/shovel-knight
Megaman Deathmatch looks awesome though!
Yes I can call it a clone with you, but I really feel that its creators didn't make it with the intentions of cloning. And by that I mean a clone's intention is to make money off of other people's work and try to sneak it by other people. This one's a tribute to something, blzenly so, it's more like fan art to me.
TBH I've never been a big fan of the megaman series, too hard for me :P I only really appreciated the design intricacies :)
I wonder if other mengaman fans also feel the way you do. So interesting.
To take another example, there are tons of Tetris clones. Some of them add stuff like affecting opponents block stacks, or having special abilities, but I don't think the design of Tetris would be attributed to the people that made the clone. The best you could do is attribute the design of whatever feature they added to that team/individual.
Disclaimer : I have never played any Megaman...ever.
It's hard to talk about cloning without sounding accusatory. We've all made Pong or Pacman clones at some point afterall.
So yeah, my point was more that Megaman Unlimited can't be said to be "designed" very well (as they got the design from somewhere else, and executing a game as good as a game from 1987 through copying just isn't that difficult in 2013). Not that they were being anything other than awesome in doing such a thing.
I did actually play some Megaman Unlimited. I was looking forward to playing a good new Megaman, but it didn't really add anything to the series except unreasonable difficulty. It also took very early Megaman as a starting point. There was no charge up shot, so it's really just a dude who can jump and shoot horizontal against a world filled with bad guys with hit-test damage, who cause stun disables on even the most minor hit and insta-death spikes.
@Rigormortis You should consider giving some kind of Mega Man a try someday. (Preferably Shovel Knight or one of the most recent Mega Mans ). Considering how old most of the mechanics are (Mega Man 1 is from 1987!) it's utterly flooring that the core of it holds up today without that much addition (though the early games will be very clunky and brutal if you try them now).
There's a lot of design insights to be gained from playing Mega Man. That Sequelitus video of course Also thoughts like this: http://renegadesector.com/2013/07/design-musings-hang-on-to-you-ego/ Also Broforce is essentially based on Mega Man.
Why is there no two player Mega Man. Mega Bros is a hole in my childhood that someone needs to fill ASAP.
Nice try, but not good enough Capcom!
So I'm glad I'm not just retarded because I played half a level of MMU and found it to be dastardly difficult... Which I thought was the case with all the previous Megamen (Megamans?) and was why I never got into them. And I thought lots of people said MM series was legendary in part due to its insane difficulty. So that's another to each their own moment :)
I guess though, that my idea of "design" is a bit different from yours? Yes he took the IP, the moves, the mechanics etc, but they added new levels, new weapons, new ways of weapons interacting with enemies and environments that felt like the design intentions of an older game. To me that's design, even if it was creative directed by someone else that came before. That they didn't have direct input from the original designer yet managed to remain so faithful to the original vision without verbatiming everything is impressive, to me, at least :)
But yeah, it's a clone in the objective, it-is-what-it-is sense. It's also a fan tribute, in the it-is-what-it-is sense :P
Megaman started to soften in later itterations, as coin-op arcade difficulty was no longer desirable because they could finally store enough data on the cartridges to pad the play time with actual content (instead of killing the player over and over again to pad the game).
I don't think making new levels/weapons for a Mega-man game that feel like old levels/weapons (and don't try change the feel or improve upon it) is a particularly challenging task. There's so many guidelines from actual Mega Man games to draw from. Even within Mega Man games they establish a formula pretty quickly and stick to it for 6 very similar games before they shake it up.