It's been about ten years, eight years now since Mega Man 10 came out. I'm extremely
happy to play Mega Man 11 but what was the moment that made this
the time to start the next Mega Man game. So there's two big reasons why it worked
out and we were able to release a brand-new Mega Man.
First off was the fact that it's the Mega Man 30th anniversary and we wanted to
do as much as we could to honor that. The other reason is for me I wanted to
create a new Mega Man, but I felt like there wasn't
I wanted a veteran creator to kind of step up to the plate and say like hey I
want to make a new Mega Man. I want to make this happen and because it's
such a long-running franchise I felt like I needed someone that I could trust
I didn't want just anybody just coming up and being like I can do it and around
that time director Oda came up and he said you know now is the time to make
a new Mega Man game and it all lined up and that's why we're able to develop
Mega Man 11. Having been a while since not just
Mega Man 10, but since any games in the franchise were developed,
what was the process of getting the institutional knowledge where we felt like
we could make Mega Man 11 because I played the collection almost all the way
through on the plane and this feels like a really tight evolution of that.
Was there a research process or a learning process of getting
up to speed on that or did it just feel natural returning to that franchise and
building a new one even after so much time? When the two of us decided to set
forth and create a brand new Mega Man game, as you said we did do a fair amount
of research we knew that the Mega Man franchise is most popular in the West so
we did a lot of research to figure out what are people saying about the
franchise right now like what kind of Mega Man game would they like to see and
on top of that we wanted to also see what people who were familiar with
the franchise, but never never touched a Mega Man game like what are those people
saying about it what what kind of impression do they have of it so we
wanted to kind of test the waters and see what people were actually saying so
we did a fair amount of research from then on so after all of that we kind of
sat down and from there having taken all of that
the consumer commentary and feedback we set out and took a lot of time to figure
out like okay like this is what people are saying this is what people want what
do we want to make that would satisfy that consumer base. During that
process of figuring out what the consumers, especially the ones who
weren't experienced with the franchise wanted or thought of the franchise, was there
anything that stuck out out to you that perhaps was surprising that was not
expected coming out of it? There were definitely a lot of points that
surprised us. One of the things that really surprised me was the fact that
how well the fans understood the details of the game and like the intricate game
mechanics and it was just nice to see just how well the fans like
really really dug deep and understood everything about it and that
was really cool to see and I think one of the big takeaways from that was the
fact that like these these guys don't want to see a dramatic change, they
want to see something that stays true to what the franchise represents so that
was a big takeaway for me and then Oda-san was saying. For me it
wasn't so much a a surprise more of a realization and the realization was that
because a brand new Mega Man game hadn't come out for so long, just kind of
looking at the the fans and what the commentary was and it was
this strange feeling of them protecting Mega Man from us probably because
we hadn't created a new Mega Man game in so long so that was really
interesting to kind of see that feedback. I'm struggling for a follow up to that one. I guess I'll get into the game
a bit now. One of the things that I walked away from the demo so the first
time I played it, I forgot the gears were there, the speed
gear, and the power gear, and I just didn't use them and I found that a lot
of the timing platforming especially in the brick man stage was incredibly
intricate in ways that maybe even would be a lot by some of the earlier Mega Man
games that have for lack of a better word, more cheap deaths involved in
them, but using those gears it started to feel very natural once I remembered
they were there and forced myself to use them and it felt like the
stages were very much designed to tutorialize how to use those things
and to make good use of them. How was integrating a mechanic that
slows the game down or makes Mega Man dramatically stronger, how has that been
integrated into the level design and I guess probably the boss encounter design
as well? From the get-go, we were definitely aware of the fact that by
implementing this double gear system that it would definitely affect the way
that the stages would be designed, but because it's a new system and we have
absolutely no prior knowledge of how it would affect it, what we did was we built
the stages from more of a classical standpoint where it's like okay this is
what a classical Mega Man stage would look like and then as we played through
it and we figured out like oh this would be a good place to utilize the double
gear system this would be like a cool way of handling this moment in time
and so we would kind of fine-tune it that way and then on top of that when
you use the power gear. You're able to power up the boss weapons and so that adds an
extra layer that affected the stage design as well and so it was a pretty
arduous process of kind of taking what's there, adding an additional thing, seeing
how it affected everything, and then fine-tuning that, and finding a good
balance for everything so yeah it was a bit of a painstaking process to figure
that all out. I was curious I think you guys have spoken publicly a bit about
the sound effects and the music, especially for the sound effects I think
it's a lot of it's not completely digital, you were recording using real
world sounds I guess like Foley art I guess if you could speak about the
decision to use real world sounds to create the effects and also just about
the music a little if you could talk a little bit of the music. So in terms of the sound effects
we definitely wanted to make sure that it matched those modern visuals but at the same time we
wanted to make sure that the sounds are appropriate to
that setting so it was a mix of okay this is the type of sound
effect that would feel right for this instance and we should keep
these Mega Man sound effects for like these instances because otherwise it
just wouldn't feel like Megaman so that was kind of the approach that we
took with the sound effects, for the music itself we very much
conscious of the fact that the music is just as important as
the gameplay for the Mega Man franchise and so we experimented a little bit
initially where because the visuals have been modernized we initially took an
approach where okay let's modernize the music let's try to make a
different style of music here where I asked a composer to create a much
longer piece and when we drop that into the game
however and we matched up with the gameplay, we realized this
doesn't feel right, something's off, it doesn't feel
like Mega Man so we scrapped that idea, and we went back to the drawing
board and we realized what makes Mega Man music great is the fact
that it's memorable, you can hum it so we wanted to go back to those roots
make it more compact and try to make it as memorable and catchy as possible so
that was something that that I worked with a composer on and there was
definitely a lot of pressure there but I feel like we were able to create a
soundtrack that's very catchy and obviously we can't show you
right now but I hope you look forward to it. Kind of
building on the how the music and sound effects were evolved, this is the first
time that there's been a any kind of major revision into the appearance of
the Mega Man character itself since I would guess the PlayStation era probably 1995 or 1994, somewhere in there. It's not huge changes, but obviously
they're noticeable. What was the process of refining and evolving how the
character should look in 2018 considering it's been at least 20 years
since that process has gone through?
Megaman I think traditionally has always considered very much a 2D
character, but I felt that with the the absence of a brand-new Mega Man
game I felt like the franchise kind of stopped evolving
it kind of stayed retro, it stayed static, and I think that's something that would
continue to appeal to diehard fans, but then you're gonna run into fatigue where
you're not bringing in new people. The brand itself is growing
stale and that's just not healthy whatsoever. So in terms of the the art
style and the visual look that's something that we wanted to kind of
modernize and make sure that the overall feel and the visuals fit
something that modern gamers would be able to easily accept and appreciate.
Thank you very much. Thank you.
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