Mighty No. Alpha: here's Keiji Inafune briefly playing an early Mighty No. 9 build—you might remember it as the spiritual successor to Mega Man. The game is not done, obviously, but its still nice to see progress!

Share This Story

Get our `newsletter`


I've actually come to see the loss of Megaman as a good thing.

Megaman has a long and storied history in games and other media. There's been countless games and various representations of the blue bomber out there, and they've explored his world and lore to the point where there isn't that much more to be fleshed out. The thing is, when you get to that point there are still countless stories you could tell, but you are, as a game designer, bound by the limitations of what powers characters have, what technology they have access to, how the story and abilities and tech fit into the timeline or world, etc.

Basically, by making a distinctly-Megaman game that is also NOT a part of Megaman's world or lore, they're now able to do whatever they want with it. They have full freedom to make the world, characters and powers they want in order to put together the best game they can make. By stepping outside that existing universe they are no longer bound by the need to stay within canon.

The nanoblock technology (whatever it was called; forgot the name) the characters and enemies here use is really cool and opens up the potential for awesome transformations and abilities, crazy mechanics and cool plot twists, but such a thing would change the entire world of the actual Megaman, and people wouldn't accept that.

I couldn't be happier to see such a great team able to do what they want to make the best game they can. I have no doubt this is going to knock the socks off anything they could have done under the umbrella of the Megaman IP and/or the supervision of Capcom.