#Capcom Spotlight
Explore tagged Tumblr posts
Text
BREAKING NEWS: Capcom has announced a Capcom Spotlight! It's a 40-minute stream on June 26th and will feature news on:
Resident Evil Requiem
Pragmata
Monster Hunter Wilds
Street Fighter 6

#games#video games#gaming#gaming news#news#playstation#playstation 5#ps5#xbox#xbox series s#xbox series x#capcom#capcom spotlight#resident evil#resident evil 9 requiem#resident evil requiem#resident evil 9#re9#re9 requiem#pragmata#monster hunter#monster hunter wilds#street fighter#street fighter vi#street fighter 6
12 notes
·
View notes
Text
Capcom Spotlight + Monster Hunter Wilds Showcase set for February 4 - Gematsu
Capcom will host a Capcom Spotlight broadcast followed directly by a Monster Hunter Wilds Showcase on February 4 at 2:00 p.m. PT / 5:00 p.m. ET / February 5 at 7:00 JST, the company announced. You will be able to watch it on YouTube (English, Japanese).
The 35-minute broadcast will feature “back-to-back info about all that’s coming from Capcom,” including Monster Hunter Wilds, Onimusha: Way of the Sword, Capcom Fighting Collection 2, and Marvel vs. Capcom Fighting Collection: Arcade Classics, followed by further information on Monster Hunter Wilds with producer Ryozo Tsujimoto, including the latest trailer and details about the second open beta test.
Watch a teaser trailer below.
Teaser Trailer
English
youtube
Japanese
youtube
#Capcom Spotlight#Capcom#Monster Hunter Wilds#Monster Hunter#Onimusha: Way of the Sword#Onimusha#Capcom Fighting Collection 2#Marvel vs. Capcom Fighting Collection: Arcade Classics#Gematsu#Youtube
8 notes
·
View notes
Text
Capcom Spotlight
Capcom Spotlight : Rendez-vous le 27 juin pour des révélations majeures
#CapcomSpotlight #Capcom #Spotlight #Gaming
0 notes
Text
🔴#ZeroStreams IS LIVE!!!🔴 #VTUBER KNEEL BEFORE ZOT! | #CapcomSpotlight then #FinalFantasy 2 (IV) SNES | !throne !patreon !gg !16bw #16BitWinter
https://twitch.tv/Zeromaster
#video games#zeromaster#gaming#zerostreams#gamers#games#16bitwinter#16 bit winter#capcom spotlight#capcom#monster hunter wilds#monster hunter#mh wilds#final fantasy iv#final fantasy 4#ff4#ffiv
0 notes
Text
Gaming Spotlight #19: Megaman X (1993)
Acquired Stardust's Spotlight series returns for the month of May! Larsa takes the reigns this month with an article on standout Super Nintendo title Mega Man X, which has a special place in their heart as a devout Capcom fan. Come read along below the cut!
It may be hard to believe with how infrequently the series gets new games in the present day but indeed there was a point where Mega Man (also known as Rock Man in Japan) was the mascot of Capcom's golden age in the 1980s/1990s. It was thanks to Capcom-created series like Mega Man, Street Fighter, Breath of Fire, and eventually in the latter parts of the 90s with Resident Evil that the company began to be considered by many as one of the best game developers of their time, perhaps a distinction they have earned again in the present day thanks to the continued success of their releases after a period of more middling reception starting in the 2000s. During the best times for the company it feels Capcom had an unmatched level of coolness and artistry to their many works that made their games feel that much more significant than they would have otherwise.
And much like the Capcom of the present day their output of quality games stands out as a particularly noteworthy aspect. It feels there are times where Capcom has discovered the secret cheat code of game development where they somehow find a way to not sacrifice quality while maintaining a high output of quantity; or maybe they can at times be so good at being in tune with their fanbase that they trick us into thinking they have that code. And then well naturally the tide pulls back to reveal in their darker times that Capcom's quantity can often be their undoing by 'flooding the market' so to speak, causing a negative effect which we have seen with Mega Man as well as their fighting game franchises.
No matter the era of Capcom the one thing that seems consistent with them is that they weren't afraid shake up an established franchise to make them feel fresh, sometimes to mixed results.
One of Capcom's most successful examples of a shake up of an established series could be seen with Mega Man X. This game was designed to be the series' first foray into Nintendo's newest hardware at the time, the Super Nintendo. The choice to make MMX was a necessary iterative move on Capcom's part that signaled to consumers distinct difference from the classic series, as they previously released Mega Man titles 1-6 on the Nintendo Entertainment System alone, with Mega Man 6 having released only a mere month before the release of Mega Man X. One could be right to assume a MM7 as their first Mega Man title on the SNES would be a difficult title to sell to the public at the time. MMX originally known as "Super Mega Man", an earlier scrapped working title, would be a big departure for the series as a game.
By 1993 it was time for Capcom's beloved mascot to enter the glorious 16-bit age. MMX was designed with the intention to be an evolution of everything that the original games were before it while feeling all the more new thanks to Capcom's impressive usage of the more advanced SNES hardware. Due to this new leap in technology the game would be designed to be more colorful, faster paced, and overall more complex than the previous series.
Responsible for ushering in Mega Man's official arrival on 16-bit hardware, the development team for MMX featured an all-star of game development. This team would be in part led by a young member of team who had in his hands in many aspects of the game, Keiji Inafune. These days Inafune is perhaps more infamously known than celebrated nowadays due to the various ways he would torch his reputation in the future but he does deserve a lot of credit for the first four games in the MMX series, making important contributions like the designs of characters such as the iconic Zero and his general influence over seemingly all aspects of the game. The development of MMX is often told as story about Inafune's legacy due to the nature of common storytelling on the subject so it would be easy to solely focus on his notable contributions. However there were other talented developers who also worked on the game that in my opinion also deserve some shout outs too.
Developers such as Tokuro Fujiwara (credited as Professor F) helped oversee the project as a producer and would go on to make Tomba. Kazunori Tazaki (credited as Ikki) wore many hats when it came to the art of MMX, whose impact on gaming is still felt today due most notably in recent times for his contribution as the lead character modeler of Bayonetta, Metal Gear Rising and Nier Automata. Hayato Kaji, one of the art designers of the game, would also be responsible for designing the titular main character, X. One would be remiss to not mention the sounds of MMX, created by a team of composers who were tasked to make a game that sounded little like what came before it.
Mega Man X was as much as sequel as it was a departure for the larger Mega Man franchise that existed at the time. Mega Man was already an established icon in gaming just a step below Mario or Sonic at the time that this new Mega Man series was conceived. Being treated as a new series that built on what had came previously before it, the story was darker and more serious in tone in contrast to the original series. Being in a new setting the story would no longer revolve around the rivalry between Dr. Light and Dr. Wily over their differing point of view on robotics. Instead this story would be focused on a new threat.
By the time of the events of MMX take place many years have passed since the days of the original Mega Man series. The original Mega Man series took place in the vague undefined years of "20XX" and now we are set in the years of "21XX" which means MMX would be set around hundred years later. Much of the story within Mega Man X is set up through the game's opening intro scene - perhaps the last log about his research written by Dr. Light, imparting his last will to whomever would one day discover his laboratory. The details of the log, which entirely revolved around his magnum opus: an android who represented a new advanced form of robotic life.
The game's instruction manual acted as supplemental material and would further explain everything the player is meant to know heading into this new adventure often from a in-universe perspective. Much of the plot for this game is written to the player through the journal notes of a new character, Dr. Cain who we will get to later. This method to convey information to a player through a manual is a lost art these days as physical media in the gaming world has became increasingly phased out with each subsequent hardware generation. These days games no longer come with instruction booklets, at most they come with downloadable content vouchers or small pamphlets to advertise other products. Yes, long gone are the days of completely colored and highly detailed instruction manuals that were supplementary material to a player's experience with a video game.
As anyone who played the original series would know, Dr. Light was a reputable genius who believed that robots could do much to benefit mankind if they are to strictly obey the famed "Three Rules of Robotics" as laid out by Isaac Asimov. However unlike his previous creation "Mega Man", who was programmed to strictly follow the laws of robotics, this new creation simply named "X" was beyond these limitations. X was designed to be a successor to Dr. Light's previous greatest creation, Mega Man, whom Light treated as a son. This relationship is even reflected in X's appearance as he resembles a slightly older teenage form of Mega Man.
In order to truly be a successor, X was created to be far more advanced. So much so that he could develop his own emotions and free will, meaning his personality was not bound to any hard pre-programmed limitations like his predecessor. He believes this new creation X would be a being of infinite potential and possibilities - this meant ultimately that X would think and feel like a human being, free to choose his own path in life.
Light was not just simply cautious he was outright afraid of X's potential destructive capabilities falling into the wrong hands, or perhaps worse, his beloved creation willingly choosing to turn against the human race. Further stoking his concerns was that Dr. Light feared that his own life would not last much longer due to his old age and he would not personally be able to guide X in the future to come. Furthermore in Dr Light's last testament he lamented he had nobody else living whom he could trust to carry on his work. So it was for these reasons which Dr. Light took it upon himself to seal X away in a capsule hidden under his laboratory where X would undergo a rigorous diagnostics program to iron out any foreseeable issues.
This testing program which would take 30 years to complete with the goal being that by the end of it all that X would be immune to any viruses or malfunction by his time of waking. X was created in hopes he would decide to live alongside humanity in peace for himself and hopefully as a last resort be able to fight in defense of humanity against catastrophe with his incredible combat capabilities. Ideally he could live out in peace in the future if that same future allowed him to do so.
As feared, it was true that X would be Dr. Light's final gift to the world as he sadly passed away shortly after the automated testing began on his final creation. X would stay in isolation for over a hundred years until he was discovered by another revolutionary mind, the aforementioned Dr. Cain. The man was a scientist much like Dr. Light was in his own time but Cain was more focused on environmental endeavors. Never one to let his time go to waste, Cain was an on an excursion to find fossils of ancient Japanese plants for his research and he instead stumbled upon something else entirely - a laboratory lost to time. The same lab which which once belonged to Dr. Light and where X remained dormant. Dr. Cain would awaken X and immediately be astounded by his advanced technological workings.
Cain eagerly used the schematics he found in the lab in the hopes of using this technology to benefit the state of the world and the human race at large. Dr. Cain would replicate the incredible technology that created X and quickly the world entered a new, more advanced age. This new copied technology gave a birth to a new race of robots known as "Reploids", a name short for "Replicated Androids", a term roughly meaning 'beings copied from X's specifications'. Each of these new Reploids were all customized personally by Dr. Cain on an individual level to handle different tasks alongside humanity and were crafted with the best of intentions to aid the world, much like the classic series' Robot Masters. However in Cain's rush to do great things he would cut corners in the creation of his Reploids. Within short order things took a turn for the worse as many of these Reploids malfunctioned and in turn lost their free will. Before long as the number of malfunctioning Reploids grew they would come to be labeled as "Mavericks" - carriers of the "Maverick Virus", a strain of computer virus which causes Reploids to lose their own thoughts to madness.
Unlike X, who went through decades of testing imposed by his creator Dr. Light, these new copied creations were not subjected to the same testing process, with Dr. Cain rushing them to task and ultimately leaving them vulnerable. As a response to the increasing threat posed by these Maverick Reploids it was then that Dr. Cain would decide to create a Reploid-led police force known as "The Maverick Hunters", led by his own personal greatest creation, a further advanced Repiold with the greatest capacity for combat of his creations named Sigma. Created to bring order to the world before things got out of control, it was by Cain's hand that Sigma was molded to be the commander of the Maverick Hunters, a squad of combat-capable Repiolds with the mission of routing the dangerous Maverick types.
Unfortunately, despite being more advanced than his fellow Reploids, Sigma too would be vulnerable to the virus and turn Maverick himself, declaring war on all of humanity as well as those who supported them. Whether through malfunction or plain fear, other Repiolds on the police force felt compelled to follow under Sigma's command in his new ambitions against the human race. This would be what ultimately kicks off the events of the game itself. Much like his predecessor, X was an optimistic being who detested violence, but would understand the necessity of fighting for the betterment of the world. X reluctantly accepts that his responsibility as "Maverick Hunter" would mean he must put Sigma and the rebel army down to achieve peace, and joining in the defense of humanity would be the few Maverick Hunters left, now led by a red warrior with flowing blonde hair armed with the Z-Buster known as Zero, the now most senior member left in the squad after Sigma's revolt shrank their ranks. Zero serves as a partner of X in the war against the Mavericks, somebody that X looks up to as a mentor figure.
As for the gameplay, this game feels like a treat to play with highly responsive controls on its native hardware. The game wastes no time in giving you chance to learn it as right away you are thrown into the front line, being dropped into the iconic highway stage to defend a city under assault and while tackling this first mission Zero may assist X when necessary. Perhaps your first impression as you control X for the first time is that things may feel familiar yet distinctly different from the original series. MMX is more demanding on the player expecting you to think fast and be ready with more complex inputs. X feels more responsive to player's input, more than Mega Man ever did previously, and his buster cannon, the X-Buster, feels much more powerful as a default weapon by comparison to the classic Mega Buster. This new higher level of action created more of a need for tight controls and as a result X was given the helpful ability to kick off walls. This ability alone changes how you may think of maneuvering around stages natively to allow for more mobility options whether you are in the heat of battle against a boss or attempting to avoid a stage hazard, also providing plenty of opportunities to save yourself during precarious jumps. Often in Mega Man X well timed positioning and movement is even more important than your offensive capabilities. Additionally much like the previous series with the successful defeat of a stage boss you will obtain a new special weapon you can freely toggle through to use at any time. These Maverick weapons are worthwhile to experiment with when given the chance and mastering how to use them will make your time with this game that much more fun. Maybe the most noteworthy innovative feature of Mega Man X is the ability to evolve X's native capabilities and theoretical limitless potential by equipping armor found in mostly optional to discover capsules scattered throughout levels. These capsules too were created by Dr. Light before his passing and allows the genius to support X from beyond the grave. As you collect every individual piece of armor the appearance of X's sprite will change along the way. X will go from heavily resembling an older teenage version of his predecessor to looking more distinct clad in bright colors. These newer vibrant colors of X's first armored form feel like a direct homage to some of Japan's beloved mecha franchises.
The hunting for armor upgrades aspect of the game goes a long way in establishing the story told here. From the point of view of the player these armor upgrades might reflects X's character growth throughout the journey gaining the confidence to truly own his new identity and responsibilities as defender of peace against the Maverick revolt. All in all the armor system is delight, it feels good to be made stronger and the capabilities bestowed by the armor pieces can change how you can interact with the game's world. Thankfully this idea of building power through exploration established in this first title turned out to be so popular that every subsequent MMX released is sure to include the hunt for new armor parts to equip onto our hero for the purpose of overcoming whatever obstacles lay in his way.
As for the armor parts in this game there are the boot armor upgrade that gives X the ability to dash, make longer jumps, and break certain objects with the wall kick, further advancing the platforming aspects of the game. The helmet upgrade gives X the ability to break certain objects with a headbutt and nullifies the damage of most falling debris. The body armor upgrade cuts down the incoming damage X takes from attacks. Last but certainly not least, the buster cannon upgrade powers up X's weaponry which allows him to charge his arm cannon attack even further and this upgrade also allows X to charge Maverick weapons (obtained through defeating the game's various boss characters much like the classic Mega Man series) resulting in even more devastating special attacks. As a fun aside, the idea of MMX's armor parts system apparently came from the surging popularity of role playing games in Japan.
Speaking of special attacks, there is even a hidden Dr. Light capsule containing a special final upgrade. This last capsule is where X can learn how to do the Hadoken, one of the signature moves from Capcom's megahit Street Fighter series, which Dr. Light claims to have learned by personally training under a waterfall in the background of the stage where you can find the capsule. To perform this attack you must do the actual input for the special move as featured in the fighting game series it hails from. I have to say that I thought this easter egg was awesome and when I was a young kid, it made me feel like that perhaps the Mega Man games may theoretically take place in the same world as Street Fighter.
The Hadoken is hugely satisfying to pull off and the massive power of the attack is unmatched. There are few things that feel as delightful as getting X to throw a well-timed Hadoken at an enemy at the last possible moment before you take a hit. Like so many other elements that comprise this game it reinforces that Mega Man X is a game that feels fantastic to play and the basis of this gameplay will be drawn on for many future titles in the series.
On my most recent revisit I found that the gameplay of MMX still holds up well to this day and it is still one of the best action platformer games there has been to date in my opinion. I think to add to it all is the feeling of your skills as a player growing alongside X as he gets more confidence and becomes stronger too. To further illustrate the leap between Mega Man games up until this point, you could say the real-world technological leap between the hardware of the original series and the X series mirrors the fictional technological hardware leap between Mega Man and X.
After successfully clearing the opening stage you will be brought to the iconic Mega Man stage select screen. The eight Maverick commanders represent one of the game's eight opening stages, representing a key locale in their world they seized and hold under occupation. These Mavericks leaders being Chill Penguin, Flame Mammoth, Boomer Kuwanger, Sting Chameleon, Spark Mandrill, Storm Eagle, Armored Armadillo, and Launch Octopus. Each of them make for memorable challenges to overcome as their designs are fascinating and their animations in combat full of personality. Something that makes these Mavericks stand apart from the Robot Master bosses from the original series is that the Mavericks tend to have been built in the image of animals, allowing a lot of variances in their designs.
Each of the stages these Mavericks occupy must be liberated from them before you are able to invade Sigma's Fortress at the end, in a formula familiar for players of the classic series. One of the key things that make this first game in the Mega Man X stand out from the crowd are the stages themselves. Every stage in MMX feels like a character all its own with distinct visual flair and adrenaline pumping music. The stages are a blast to play and serve as a great canvas to employ the more complex gameplay elements of the series, and still hold up will against any example found in the series or even genre up to the present day. Of course one shouldn't forget these areas are also ripe with secrets such as the previously mentioned armor capsules as well as heart containers to increase your max health bar.
The stage select formula featured here is very much like the classic Robot Master stages of the older series but like with many aspects of MMX there is an evolution on the previously established formula of the series at play here. Traditionally in Mega Man you find whichever stage you think you can best tackle with the buster cannon and clear that one first, then using the weapon you earn from defeating that stage's boss to make an informed choice of which boss to challenge next, by estimating who is weak to the weapon you earned previously in a manner reflecting rock-paper-scissors. You repeat this until you get through all eight stages and then go to the final boss's lair, typically Dr. Wily's castle in the classic series, where you will fiercely battle through a gauntlet of new extra stages and after a climatic final boss fight ultimately save the day.
However in MMX, while the core formula remains intact, there are now even more choices because you have new engaging ways to interact with the game itself. Some boss weapons can open up new means of traversal, and as mentioned earlier the same goes to some of the armor upgrades. The thing that makes MMX1 stand out in this regard from other Mega Man games is that occasionally you may find that a Maverick weapon like Boomer Kuwanger's "Boomerang Cutter" can actually cut off the parts of a few enemies, altering their combat behavior even though the weapon in these instances itself isn't doing bonus damage, and this aspect may change your routing through the nonlinear stage select.
Another innovative measure is that even the stages themselves can change depending on the order you are able to take down the Maverick bosses. By defeating Chill Penguin at his snow research facility for example you will receive the dash boots armor upgrade, and the resulting climate change will cause Flame Mammoth's burning factory to cool down. This choice makes an otherwise difficult stage like the factory much easier to traverse due to the lava hazards being removed and now opening up new routes to otherwise unobtainable items.
For instance if you decide to deal with Flame Mammoth first that will give you access to the Maverick weapon "Fire Wave" which is the strongest weapon to utilize against Chill Penguin, as fire is his weakness. Despite not being the weakness of Storm Eagle, you can make the battle against him more manageable with proper use of the boots' dash ability. Furthermore if you decide to take down Storm Eagle then afterward the airship that you fight Storm Eagle on will crash to the ground, causing a power outage in Spark Mandrill's power plant stage, resulting in blackouts throughout the stage altering the hazards found in it. There are even more effects than this one can make on the world depending on how you play, not all of which will necessarily make the game easier, but I will leave that for you to discover for yourself one day.
The art team did a fantastic job of creating a dark futuristic world that still feels very much alive but not unfriendly or overly grim, and certainly not too far removed from the classic series that came before it. There are a great amount of graphical effects done through smart use of sprite techniques that are utter eye-candy, such as the shattering glass in Storm Eagle's stage. To speak on another aspect of the art of course the character designs are incredible, characters such as X and Zero are still being widely recognized to this day as gaming icons even for those who have never played these games before. Just as well, each of the Maverick bosses are also very visually memorable.
But as much as I praise the visual design this is a game that is as delightful to listen to as it is to look at. The weapons have such cool sound effects and even the movement sounds cool which creates a positive feedback loop of trying to get the most out of your gameplay. The soundtrack is strong, bringing high energy and urgency as the mood requires. Songs such as Spark Mandrill, Chill Penguin, Storm Eagle, and more populate my playlists to this day. MMX radically shaped my taste in art as a whole as I am sure that it has for some people reading this spotlight.
All these aspects that made up this title really resonate with people and Mega Man X has become a cult classic, fondly looked at long after the days of its initial success as a best-selling Super Nintendo title. Even for its time Mega Man X as a video game was a massive success for Capcom selling over a million SNES carts, which for the time was a smash hit. Following this first game would result in several direct sequels to follow it up over the years, turning it into a full blown series proving the team behind it was able to get Mega Man X to step out of the original Mega Man's shadow.
Eventually over a decade after the original release Capcom would remake the initial Mega Man X as Maverick Hunter X, a game with perhaps a more fitting title for the series, on Sony's Playstation Portable. The remake would serve as a reboot for Mega Man X as a whole, intended to be a new starting point for the series. As a game it featured more bells and whistles, including a fearsome fan favorite character, the Maverick known as Vile, becoming playable for the first time. Sadly this reboot sold poorly and Capcom has since seemingly abandoned the series outside of bundling the games up into collections. Unfortunately these collections, while nice, do have significant extra input lag not present in their original releases which could hamper the experience.
Despite the setbacks the series have faced over the years it still feels like the legacy of Mega Man X is still strong to this day. It is a title still held in high regard and the proof of that is everywhere as other games still draw to it for inspiration such as the Azure Striker Gunvolt, The Messenger, Shovel Knight and a slew of other indie game titles created decades after the first MMX game. Kohei Horikoshi, the creator of the ultra popular My Hero Academia manga and anime series, has also cited the MMX series as a point of inspiration from his childhood which you can really feel in his art.
Even the sounds of the game have stood the test of time, and its soundtrack has been the subject of countless remix and arrangement albums in the years since. MMX would in more recent times go on to be a staple of the speed-running community and for me it was the first game that I got wrapped up in myself, attempting to speedrun MMX because the game is so appealing to play. The first MMX is a standout hit, even among a series known for outstanding titles, and it should be on every gamer's bucket list to try out for themselves.
In closing Mega Man X is an incredible game in my opinion well worth the time for anybody of any age to play. The challenge of the game can feel harsh yet fair, without much in the way of "cheap deaths" or timer wasters. For those looking for a higher level of difficulty I recommend you try a "X-Buster"-only playthrough, this challenge run can greatly change how you approach each boss battle. And while the story of the game itself is simple enough, the world which Capcom created still holds up as one of their best efforts.
A gem hidden among the stones, Mega Man X is undoubtedly stardust.
-- Larsa
#gaming#video games#written post#retro gaming#games writing#written posts#game spotlights#games blogging#long reads#video games writing#essay#writing about games#game review#game recommendations#games journalism#nostalgia#spotlights#90s#1990s#nintendo#super nintendo#snes#capcom#mega man#mega man x#mmx#megaman x
19 notes
·
View notes
Text
i really wish that resident evil 8 or 7 was from mia's pov. like objectively 8 is a great game and i love ethan winters and seeing the shit he's been thru but i also want development for mia ......she literally got kidnapped and replaced by another mold person lmaoz
#spacie spoinks#mia deserves a spotlight beyond ''i am the mother of rose winters and also ethans wife''#honestly i feel like she was gone for most of the game b/c capcom didn't know what 2 do with her. she just became damsel in distress again#it would have been really cool to see her not be that#re8 is literally ''wheres my wife'' pt 2 ;(
35 notes
·
View notes
Text
Felicia back again, basking in the spotlight like the star she is.
22 notes
·
View notes
Text
Capcom hire me right now I literally have an entire hypothetical Klavier Investigations game in my head and it's so cool i promise
#apollo justice#i have entire new characters for it an cameos and an underlying mystery capcom you need to let this man have the SPOTLIGHT#HE HAS SO MUCH POTENTIAL PLEASE#sighs so hard. my funny jokes within the game shall never be appreciated#klavier and ema become better friends. blackquill and klavier bond. klavier gets a snake.#klavier gets a huge family with little menace cousins that follow him around and cause problems on purpose#klavier gets a fun mechanic that's a sort of mix of athena and apollos abilities bc i cant think of anything better but with a musical twist#klavier gets to return the favor to apollo#apollo and klavier finally get accused of murder. bc theyre the only main cast that hasnt#IT WOULD BE SO GOOD CAPCOM LET ME INTO THE WRITERS ROOM RIGHT NOW
13 notes
·
View notes
Text
youtube
Capcom Fighting Collection 2 - Game Spotlight Trailer #2
#youtube#capcom#capcom fighting collection 2#plasma sword: nightmare of bilstein#power stone#power stone 2#capcom vs. snk: millenium fight 2000 pro#project justice#street fighter alpha 3 upper#capcom vs. snk 2: mark of the millennium 2001#capcom fighting evolution#game spotlight#trailer
2 notes
·
View notes
Text
Something about Klavier's breakdown that I think warrants more discussion is how young the animation makes him look, and the fact that there's an unused breakdown sprite for 17-year-old Klav that's exactly the same aside from using his 17-year-old design.
The animation itself isn't used much. Usually if something upsets Klavier enough for him to react during a trial (because he is very much like Kristoph in that way; he doesn't really strongly react much during trials), he uses some variant of this sprite. His actual breakdown sprite (the one where he holds the sides of his head and shakes his head in disbelief) is used 5 times in Turnabout Serenade and once in Turnabout Succession (keep in mind this count might be inaccurate).
It's used when Lamiroir first accuses Daryan of being LeTouse's killer
It's used when it's revealed the true time of LeTouse's murder was during The Guitar's Serenade, so Daryan doesn't have an alibi
It's used when Apollo points out how exactly the headsets used on stage during the Gavinners' concert work
It's used more lightheartedly when Lamiroir makes a comment about Klavier needing an interpreter
It's used when Lamiroir first clarifies how she heard Daryan and the gunshot that resulted in LeTouse's death
It's used when Vera mentions that she forged a diary page, incriminating Kristoph and explaining to Klavier how Kristoph knew about the forged diary page
Now, this animation makes him look younger, but the time it's used in Turnabout Succession makes him feel younger because of the dialogue it's paired with; "Nnnno! I don't... No!!!" To be clear he knows Kristoph's a piece of shit. He implies this as early as Turnabout Corner, where he refers to Apollo as "the little boy who bested my brother" (which implies, to me at least, that he knew Kristoph used underhanded tactics in court, and I think the fact that he was ever suspicious of Kristoph's knowledge of the forged diary page in the first place also makes it evident that he knew, or at least suspected, that Kristoph used underhanded methods in court. Additionally he doesn't seem all that upset about Kristoph being in prison). But the "Nnnno! I don't... No!!!" dialogue combined with Klavier's breakdown animation almost makes it feel like he's younger than he actually is. It's almost like a reminder that Kristoph is the only person Klavier has left because Capcom decided to dismantle his support system then throw him in the basement (thanks Capcom).
I'm actually curious, now that I'm really thinking about it, if his celebrity status at the age of 17 fucked up his maturity by forcing him to grow up too fast. It's not all that uncommon for that to happen when you're young and get thrusted into the spotlight. I wouldn't be surprised if Kristoph also had something to do with it (something like him being a celebrity, therefore a role model, and needing to act like an adult because of it maybe) but Klavier feels like he was forced to grow up too fast. Like he wasn't given the chance to be a kid. Makes me wonder what would happen if he truly hit a breaking point.
#ace attorney#klavier gavin#character analysis#klavier breaks my heart. i want to hug him so damn bad
75 notes
·
View notes
Text
Hear me out. Instead of aa7, I'd rather have two different games that follow on after aa6 - an athena cykes game, and an apollo justice game
It would finally give athena her chance to shine in the spotlight !!! and also i think it would work well since the athena game would be in japanifornia and the apollo game would be in khura'in since he now has his own law office.
I don't really see how a potential aa7 could work?? Like I don't see how they can reuse the whole, playing as apollo, athena, AND phoenix in a game anymore (which is terrible btw i hate that you dont just play as one character). Unless they just completely retire apollo and give us an athena cykes game which icl I would still be very happy with because I think she deserves to have her own game
They should retire phoenix as a playable protag. Bringing him back as a playable character was one of the worst things imo. He should've stayed as both athena and apollo's mentor. I dont mind the fact that he becomes a lawyer again after aa4, I just really REALLY dont want to play as him again. I love phoenix but theres really no reason for us to play as him again anymore.
Also having an apollo justice game would, hear me out, maybe give capcom a chance to perhaps... make an actual sequel to aa4??? Even if its something like a small flashback sequence where we get to see more of apollo annd kristoph's relationship as student and mentor before turnabout trump. And also I think that klavier should be a part of the main cast, maybe not as the main prosecutor but i defo think him and apollo deserve to have their own turnabout goodbyes moment if you know what I mean. I just want to see more of apollo and klavier interacting together and just MORE KLAVIER IN GENERAL.
It's an idea that I don't really see happening but also I personally think it's the best way to carry on the mainline games after aa6, and also the only way I can think of having a game that is a kinda? sequel? to aa4 or at least actually addresses some of the unexplored details in aa4, without having to completely scrap aa5 and aa6.
If anything I'd just love ace attorney to stop doing the "you don't have to play the previous games to play this one!!" thing. The reason why aa3 is so good is because there are so many elements and characters and events that are introduced to you in both of the previous games and it's so satisfying to see it all come together in an amazing final conclusion by the end of aa3. AND I MISS THAT!!! :(
#celeste rambles#ace attorney#ace attorney spoilers#aa7#apollo justice#athena cykes#thinking about what aa7 could be is really interesting#and they still have to resolve apollo and trucy finding out that they are siblings#im just very concerned?? as to what aa7 would be like#i think it would be really fun for ace attorney to kinda have like a split route if that makes sense??#start making games for each of the lawyers !!! (except phoenix)#give us an athena cykes game !! give us an actual apollo justice game !! maybe even introduce a new lawyer and give them a game !!#i just really hope that we dont get another game where we have to play as 3 different lawyers.#because i really dont know how capcom can make an aa7 without completely ditching apollo#BUT THEN YOU STILL NEED APOLLO IN AA7 BECAUSE HIM AND TRUCY DONT KNOW THEYRE ACTUALLY SIBLINGS OUGHJJWKFHKWJFS#icl my memory of the ace attorney games is a bit foggy especially with aa5 and aa6#its been a few years since ive played them (aa4 is forever ingrained in my memory tho 😭😭)#i really do want to replay all the games sometime soon
51 notes
·
View notes
Text
Capcom Spotlight set for June 26, featuring Resident Evil Requiem, PRAGMATA, and more - Gematsu
Capcom will host a Capcom Spotlight broadcast on June 26 at 3:00 p.m. PT / 6:00 p.m. ET / June 27 at 7:00 JST, the company announced. You will be able to watch it on YouTube (English, Japanese).
The 40-minute broadcast will feature “the latest news on highly anticipated upcoming Capcom titles along with developer interviews,” including details on the newest update for Monster Hunter Wilds. Featured titles include Resident Evil Requiem, PRAGMATA, Monster Hunter Wilds, and Street Fighter 6.
Watch a teaser trailer below.
Teaser Trailer
English
youtube
Japanese
youtube
#Capcom Spotlight#Capcom#Monster Hunter Wilds#Monster Hunter#Resident Evil Requiem#Resident Evil 9#Resident Evil#Street Fighter 6#Street Fighter#Pragmata#Gematsu
5 notes
·
View notes
Text
I honestly don't know how I feel about the new dmc series
They at least kept "Humans can be worse than demons" aspect, but there's things that I don't like.
I don't like that they made Lady this person who just follows orders even when she knows that they're wrong. while in one episode, we get to see her have a change of heart or have some form of epiphany. I actually thought she was going to be a cop like character that goes by her own rules and using her resources to search and pursuit Arkham, while I thought the rabbit was going to be arkham, who of course was working "with" vergil.
I don't like how they made Dante stupid, like comically stupid. He's silly at times, but he's not dumb as people think he is. I didn't mind the "potential growth" of Dante's abilities, but I don't like how they made him oblivious to his past. His whole character is hating his father's side and protecting humanity for the love of his mother. He doesn't know much about Sparda, cause he doesn't want to. He buries that so much that it can't come up, but because of what was happening in DMC3 he had to come to terms of sparda and accept his demonic heritage. I don't like how they just say his devil trigger like an actual thing, they could've said "Dante must get in touch of his demonic blood" or "use his demonic potential" in that kind of beat.
I knew that the show is going to be a reinterpretation of the series like Trigun Stampede, but even Trigun Stampede's Vash felt like Vash.
The humor is alright at best, but I felt like Dante's quips could be better. The voice acting was great, I think Johnny Young Bosh did a great job switching to Dante, and Scout Taylor-Compton did a great job, too. It was nice hearing Kevin Conroy being a power-hungry bible thumping lunatic, like if batman actually lost his mind. But almost every insult I heard had to be a swear addition where it's not even needed. I felt like insults could be a little more creative.
The early 2000s era aesthetic choice was actually a nice creative touch. It complemented the hysteria of the early 2000s in America, along with the release of the series started. The music licenses they chose were pretty peachy as well
All in all, I'll say this. If know bits of Devil May Cry and this is your first step into the franchise? I think you'll kinda enjoy it. If you know the series and play the games? I'd say watch it with no complete attachment to the games.
If you want to play the games? I have a small list of advice for you to follow and let you know that capcom is doing a 75% sale of all the games till the 24th of April.
I'll most likely keep watching because of a certain character I want to see step into the spotlight.
#video games#video game#capcom#devil may cry#devil may cry netflix#dante#lady#vergil#johnny young bosh#scout taylor compton#kevin conroy
34 notes
·
View notes
Text
Capcom, can you just have them team up?
I would love for anything to have Phoenix and Edgeworth working side by side, and not across the bench. Like there's a case where Edgeworth can't be the prosecutor, so he's the assistant of this trial instead of Maya.
Heck, why not a spin off game where they work together in cases (they did that with the layton spin off)? Edgeworth got his own games, had a lot of old familiar faces helping him but Phoenix wasn't one of them. I get it, it's his game so he's in the spotlight, but I would have loved an opportunity for Phoenix to step in and help at least once. I'm willing to give Capcom so much money if they make it happen.
51 notes
·
View notes
Text
Game Spotlight #9: Mega Man Legends (1998)
It was the year 1998 and my parents took me to Blockbuster after I begged them to allow me rent a video game. The game that I picked out would be my first experience with the Mega Man games and arguably the most atypical title in that series. Hey it's Larsa here and this time I'll be discussing the very first 3D Mega Man game: "Mega Man Legends" also known as "Rockman DASH" in Japan.
Before some of the other major titans of gaming in the 1990s went in completely new directions another iconic series led by a mascot already reinvented itself years before the larger competition. Though in the shadow of these colossal series while still being iconic itself, many the world over knew about the series of video games "Mega Man" aka "Rock Man" (ロックマン ) in Japan. Mega Man series starred Mega Man, a chibi robot who now should need no introduction. After several years of success eventually Capcom's beloved Mega Man franchise went in a bold new direction with "Mega Man X" in 1993. This new Mega Man X featured more gorgeous detailed sprite work supported by the more advanced technology on the SNES console, it told a more cohesive story, and featured more fast paced action-oriented gameplay than the original main series. Capcom's 'Blue Bomber' was successfully reinvented for the Super Nintendo but Capcom did not abandon their original blue boy and in fact Capcom continued developing titles for both series of Mega Man games side by side throughout the next several years. While Capcom had two separate main titles of Mega Man games they treated as big deals, they were looking to release Mega Man 8 and Mega Man X4 on the new consoles that came out after the SNES. These two titles would be developed for both the Sega Saturn and PlayStation putting their flag down with two strong titles on the newer consoles of the mid-1990s.
However while this console transition was happening it did not stop Capcom from reinventing the wheel yet again when they re-imagined Mega Man for three dimensional gaming. "Mega Man Legends " was a big departure from either previous two established ongoing series featuring Capcom's then-favored mascot. Instead of sprite based artwork we were now officially going to see Megaman in the world of polygons which was an exciting fresh prospect for many gamers of the time. Even though it bore the same name as a notoriously difficult franchise, this new series would be forgiving and more aimed at players of all ages according to producer Keji Infaune. For this title the Mega Man series would be focusing less on an intensive gameplay challenge and more on seeing and experiencing the world. Instead of being a challenging platformer the game would be an action-adventure title.
The new tone of "Mega Man Legends " is immediately communicated with one look at our new lead, "Mega Man Volnutt". Volnutt is a new cuter take on Mega Man than the then-newest interpretation featured in "Mega Man X", who is an inexperienced kid looking for the world's treasures known in this setting as a "digger". You see he is not a 'Super Fighting Robot' or a hunter of dangerous virus-infected robots bound against their own free will. Our boy Volnutt is a part of a traveling family searching for secrets of the world from ages long past. His family is made up of his dependable sister Roll Casket, a dancing monkey known as "Data", and lastly his grandpa Barrell Casket all living aboard a ship by the name "Flutter". The game starts off right away setting the stage for its brand new location "Kattelox Island" and why you the player will be staying there. At the time of your arrival a group of pirates known as "The Bonne Family" have been spotted scoping things out on the island which has made the denizens of Kattlelox anxious. Teisel Bonne, Tron Bonne, and the Servbot army serving them are real scene stealers without giving away too much. "Mega Man Legends" is an ambitious game with an emphasis on the world being a sandbox in which Volnutt can travel to a various points at essentially any time. There would be much to do on Kattlelox Island and even merely talking to the various townspeople would become interesting as they change location and gain new dialogue as the events of the story progresses. As a player it makes the world feel that much more alive when NPCs potentially talk to you about the giant robot you thwarted recently.
The entire game formula has changed in this new 3D title with an emphasis on exploration. "Mega Man Legends" has more in common with "The Legend of Zelda: Ocarina of Time" than any previous game in it's own series. Many people compare Volnutt's adventures to "Ocarina of Time" naturally but it is important to note that "Mega Man Legends" actually game out several months before Zelda's debut on the N64 console. Unlike the other "Mega Man" games which were divided into stages this new take on the series featured a town that acted as a hub and underground ruins. The winding underground ruins are vast and they all connected through various obstacles that Volnutt can knock down to create new routes connecting locations which he can do as he gains new special weapons throughout the game. Speaking of weapons, you can utilize over a dozen special armaments in addition to the traditional Mega Buster which Volnutt can equip one at a time as a "Sub-Weapon". You don't need to defeat bosses for these weapons like one would normally expect in this franchise, instead to encourage exploration you discover weapon parts from various locations on the island. Likewise Volnutt can discover parts through the mass of ancient scrapped parts that enhances his armor in various ways giving the game some light RPG elements. This game was very experimental with the things it attempted to do. A hard to notice feature of the game is a morality system that changes the color of Volnutt's armor depending on your choices on the adventure though this feature is woefully underdeveloped but it does show the dev team were shooting for the stars with this game.
The character designs feel like they would be right at home in the late 1970s animations and overall the artstyle of "Mega Man Legends" heavily resembles old Tasunoko cartoons. I feel the inspiration is obvious for any who is familiar with series such as " Yatterman ". As a result of putting focus on such a highly stylized designs the game's look doesn't feel as aged as some of the other titles released in this time period. I believe the original musical score still sounds great to this day the music can go from whimsical to heroic depending on the scene. The songs associated with the Bonne family are my favorite tracks in the game in part because they are just plain awesome and additionally because of how much they compliment the current mood of the scenes they play during. Now with that said at times some classical scores such as " Waltz of the Flowers " for example by legendary composer Tchaikovsky make it into the game. No offense to one of the greatest musicians of all time but hearing songs like this can be a little disappointing and distracting when you enjoy the original sounds so much and feels like it undermines the setting a bit. This is the most minor of nitpicks though and it doesn't truly detract from the game. At the same time it poses an interesting question for us all to ponder over while playing this game: Such as is Tchaikovsky actually still alive in "Mega Man Legends" and producing musical bangers on Kattlelox Island?
"Mega Man Legends" has some flaws and can come across as slightly primitive even for the time. Thankfully the game gives you a very endearing experience which does not overstay its welcome by becoming a game that is overly long. You could feasibly clear this game in under ten hours which is a good thing in this case because by the time you finish the game you may kind of miss it. It is the kind of game that leaves you wanting more without feeling like it didn't give you enough in the first place and the lovable cast that play role in the story stay with you as well. Capcom would eventually create a sequel title and it would also get it's own spin-off that we may discuss someday.
A gem hidden among the stones, Mega Man Legends is unquestionably stardust.
-- Larsa
#gaming#video games#retro gaming#retro games#playstation#ps1#psone#psx#capcom#megaman#mega man#mega man legends#megaman legends#acquired stardust#game spotlights#Larsa
26 notes
·
View notes
Text

Monster Hunter Wilds Showcase airs immediately following tomorrow's Capcom Spotlight!
Today, Feb. 4 starting at 2pm PT/10pm GMT for the latest #MHWilds news, including a new trailer and more info about Open Beta Test 2.
👉 http://bit.ly/CapFeb2025
#Monster Hunter#monsterhunterwilds#monster hunter wilds#mhwilds#MHWilds#monster hunter#monhun#monsterhunter#mh#モンスターハンター#モンハン#monsterhunterofficial
39 notes
·
View notes