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/vr/ - Retro Games

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>> No.11019324 [View]
File: 95 KB, 491x800, x1ch1-11.jpg [View same] [iqdb] [saucenao] [google]
11019324

>>11015501
The original Mega Man X had 36 staff members, counting Inafune and Hayato Kaji.
X2 only had 6 people working on it, counting to those two, and some of these were working on MM7 as well, X2's graphics artist Yoshihisa Tsuda was also directing Mega Man 7.

That's why it feels like a lesser, unfocused game.

>> No.11009102 [View]
File: 95 KB, 491x800, x1ch1-11.jpg [View same] [iqdb] [saucenao] [google]
11009102

>>11005334
Sincere answer: Inafune loved Yoshirio Iwamoto's take on the source material in the Rockman X manga and decided the games to truly evolve beyond gameplay needed a more serious story than what classic Mega Man did. For X2 and X3, him and Hayato Kaji focused more on plot and once X4 rolled up, since both men were raised to new responsibilities within Capcom and couldn't occupy their time on Mega Man 24/7 anymore, They had Koji Ohkohara make a plot out of their initial pitch idea. He did some changes in characterization and the addition of Iris, but yeah.

Iwamoto was held in super high regard by Inafune, so much in the 00s he convinced another publication to let Iwamoto finish the X4 manga because the original publication, Comic Bom Bom, went bankrupt, spoke highly of it and back in 98 invited him and other mangaka he liked (like Ariga) to design the Mega Man & Bass Robot Masters.

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