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Page 1:
Introduction
Influences, Development, and World-Building

Page 2:
Characters

Page 3:
Mega Man Legends / Mega Man 64

Page 4:
The Misadventures of Tron Bonne
Rockman DASH 2 - Episode 1: Roll-chan Kiki Ippatsu!

Page 5:
Mega Man Legends 2

Page 6:
Mobile Games
Rockman DASH: Adventure to Save the Planet

Page 7:
Mega Man Legends 3

Page 8:
Cameos
Other Media

Page 9:
Red Ash: The Indelible Legend
Tail Concerto

Discuss on the Forums!

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Mega Man Legends 3 / Rockman DASH 3 (ロックマンDASH 3) / Mega Man Legends 3: Prototype Version / Rockman DASH 3: THE Prologue! Game no URAgawa Misechaimasu Hen (ロックマンDASH 3 THE プロローグ! ゲームのウラ側見せちゃいます編) - 3DS (Unreleased; Proposed Release Date 2011)

Promotional Artwork

For over a decade, Mega Man Volnutt's fate of getting off Elysium was left untold. Despite fan outcry, no plans ever emerged for another sequel in the franchise that its fellow series ran at least four titles long and beyond. During this extended break, Inafune and the talent within Capcom worked on other games and debuted new IPs like Dead Rising and Lost Planet. These 7th generation titles were built upon a proprietary engine programmed by Inafune's team. Christened as the MT Framework (the "MT" standing for "Multi-Thread", "Meta Tools", etc.) was built upon coding within the engine used in Onimusha 3 and was perfect for third-person titles and, ultimately, fighting games. Keiji made no secret that the underlying toolset for the game engine was created to be used for the eventual 3rd Legends game should he get around to it. In late September 2010, Inafune announced the project initiation of the next game in the series at a Japanese Nintendo Conference with plans to develop the 3rd title on the then-upcoming 3DS. Much how perks for crowdfunded indie titles, the developmental process was being updated with a blog on Capcom Unity's site, with director Mazakazu Eguchi and fellow senior members of the staff posting segments of the work cycle.

The project also contained a developmental room, or "Devroom", with a forum for the fans to join. Members were allowed to give input and suggestions as well as keep a community going for the hype machine with events to get the potential buyers involved. Many of the collaborative events of the Devroom was offering designs and ideas from the fans along with voting polls. The first was for the design of Aero, or Lilly as she was referred to at the time, from nine professional Capcom candidates to be chosen by the community. In what was regarded as a "Waifu War", the ballot was split over which lady was the most popular. Haruki Suetsugu's Native American/cowgirl aesthetic was a hit in the US, while Tatsuya Yoshikawa's waif goggled blonde made waves in Japan. Ultimately, both sides had a high percentage shared with Shinsuke Komaki's pink-haired spunky lass, and with some touch-ups became the final Aero winner. Other contests were scheduled, though some didn't drum as much fervor. Coming up with NPC bios, Easter eggs, and promo ideas aren't exactly riveting material, though the art-based events were heated. Fans from both sides of the Pacific would win out with an electric catfish-inspired Bonne bot for the demo as well as a storm cloud brewing walking tower of a Reaverbot.

The game itself -- or at least what was the major focus of the initial events -- was on the new island of Klickelan and the burgeoning Teomo City. This new focus, based in part on the Kansai region of Japan, was to give origins to the latest group of characters, the Bright Bats. The brash Barrett would have taken lead as the playable character for a chunk of the game's time, giving time for the plot to finally bring Mega Man back to Earth. How much time in the new kid's shoes or whether the player could switch them out on the fly was still being considered, but Barrett was to be the initial character from the outset.

Tomeo City

The new setting was also a means to start fresh on a new system. The technical leap from the decade-long gap was leaps and bounds from the PS1. The 3DS's graphical output, while nowhere the level of consoles at the time, had access to higher poly counts and shaders that gave a new look to the characters. Some elements toyed with showcasing how many more objects and people could be placed onscreen at once. This, along with the potential bonus of optional 3D effect, was a boon for the series. The handheld of the modern era also meant the digital distribution of a fully-fledged demo to gauge the market.

Of the scant months the project was running, most of the publishized work was funneled into the demo itself. Mirroring shades of the Legends 2 demo in Japan, the Prototype Version would serve as a prologue to the main game's proceedings and be set as an assortment of missions. The beginning and end would center on a Reaverbot outbreak, leading Barrett to help citizens evacuate before leading to a Bonne mech battle (the fan-submitted Donner Wels) for possession of a Refractor in a flooding chamber underground. The 8 missions in-between would be told in flashback, introducing the Bright Bats as they get into street races, get into chases with the cops, and even do some ruin spelunking. Completing the demo would have unlocked a debug mode to modify gravity for moon jumps as well as alter damage and movement parameters; this act was meant as a means to see behind the curtain in the nitty-gritty details of tweaking numbers for a game's polish. Emphasis was placed on many missions to demonstrate the bike and more open world the engine made capable. Four of the ten missions had Barrett riding his red hoverbike, one in particular escorting Aero to various locations on a pseudo-date, sometimes taking shortcuts to get away from potential fuzz heat. Each included section of the demo served as tutorials for the game, showing the ropes for the new and old content while giving a glimpse at the changes made to the franchise. While Mega Man didn't get a chance to shine, Barrett displayed, at least for his character, more fluid and faster movement, with running and dash moves to speed up the gameplay.

However, in spite of the hype, the streaming, the constant flow of news and content given of the production, the game itself was officially greenlit. The Prototype Version was planned to be sold for a low price on the Nintendo eShop within summer 2011 to gauge interest, but that's when a severe upset hit with Keiji Inafune left Capcom over a dispute and disdain for the company's executive and commercial direction. Very shortly after, the entire sequel was shelved. No concrete reason for the sudden cancellation. Capcom Europe gave a response that it quickly apologized and retracted about a lack of fan input and involvement in the Devroom -- despite the promo video stating just observing the dev cycle was totally fine. Other statements merely mentioned how often it was for projects to be terminated, many times behind closed doors like the then-unheard-of 1st person grim reimagining of Mega Man X. Some speculation was formed about the selected system chosen, as at the time the 3DS was well in its infancy and was faltering in initial sales. Fans would point blame to the internal politics of Capcom wiping their hands clean of Inafune's pet project, or dropping a sequel they didn't wish for now that the head cheerleader for it was gone. Regardless, the company was steadfast in its decision not to follow through with Legends 3, even after the studio CyberConnect2 offered to do the grunt work developing the game; their company's president and CEO Hiroshi Matsuyama was a fan of the series and lamented the loss of a long sought after continuation. Years have passed and no word has been spoken of reviving the project, and the brain-drain of Capcom has only complicated the future potential. It seems as though Mega Man Volnutt will never get off that moon, and the tease of him possibly returning proved only to rub salt on the wound of the fandom. Despite the bickering, many fans have created grass-root online petitions and support to make their voices heard so that the cancellation will be reversed.

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Mega Man Legends 3 (3DS)

Mega Man Legends 3 (3DS)

Mega Man Legends 3 (3DS)

Mega Man Legends 3 (3DS)

Mega Man Legends 3 (3DS)

Mega Man Legends 3 (3DS)

Mega Man Legends 3 (3DS)

Mega Man Legends 3 (3DS)


Additional Screenshots


<<< Prior Page

Next Page >>>

Page 1:
Introduction
Influences, Development, and World-Building

Page 2:
Characters

Page 3:
Mega Man Legends / Mega Man 64

Page 4:
The Misadventures of Tron Bonne
Rockman DASH 2 - Episode 1: Roll-chan Kiki Ippatsu!

Page 5:
Mega Man Legends 2

Page 6:
Mobile Games
Rockman DASH: Adventure to Save the Planet

Page 7:
Mega Man Legends 3

Page 8:
Cameos
Other Media

Page 9:
Red Ash: The Indelible Legend
Tail Concerto

Discuss on the Forums!

Back to the Index