Right... still don't have a login set up for the revived Gamenikkiinexile Site... so... here. I just, in relative terms, finished playing around with the #RedAshPrototype
. To set up my thoughts on the prototype I need to cover two other topics first.
The first factor is the Legacy. Josh and I had bit of back and forth on the exact legacy of the game; mostly centering around the claims that #MegaManLegends
was one of the first, if not first, third person shooter open-world title. As best as both of us could determine; there wasn't actually any game prior to 1997 that tried to do what Mega Man Legends attempted; roughly stated as: "there's a difference between a big-ass world and an open world."
Only, I hated Mega Man Legends; or at least the PSX version. I was never happy with the control scheme which seemed to have been lifted from Tomb Raider. Then again, most early PSX games suffered from what I termed "faux 3d"
control schemes created by the limitations of original PSX controller.
With that in mind I ran Mega Man Legends on a +Sony +PlayStation #PS3
console with the DualShock 3 controller; while running the Red Ash Prototype on a Windows system using the #PS4
controller. At the very least the placeholder system certainly feels better. It's not as intuitive... or as well animated... as #DyingLight
mind you... but it the Prototype certainly felt more like the control scheme Mega Man Legends should have had.
The second factor is how the Kickstarter itself has been handled. First in the handling was the timing of the Kickstarter. I've seen more than a tiny bit of negative feedback from gamers upset that +comceptjp
is pushing "yet another"
title before #MightyNumber9
actually hits retail release. On one hand I do find it a bit tacky that Comcept turned to crowd-funding before their first crowd-funded game was actually completed. Not to put too fine a on the subject; but of the 4 games I have previously backed on Kickstarter... none have reached a release state yet. While, as admitted in a previous post, I have allocated some money as a KS backer, I can't fault other potential contributors from being more than a tad bit nervous.
On the other hand; I understand that Comcept is a small studio; and that their previous project is wrapping up. I "get"
... or "grok"
if you will... that in order for all of Comcept's employees to continue to get paid; they have to either find or create more work for themselves. For all of the team-members whose tasks are effectively finished in relation to #MN9
; of course it makes sense to get started on the next project. It is my considered opinion that Comcept did not do that great a job of communicating within the Red Ash information that MN9 was in the hands of a release team that would not rob MN9 of any development resources.
Second in terms of handling was the vague outline of the game's scope. It wasn't until the update on July 17th that the entirety of the game's scope, both prologue and main-game, were revealed. Quite honestly, when I think of a modern successor to Mega Man Legends; I'm thinking of a shooter with the scale of Skyrim. You know, what Destiny was supposed to be. #YesIJustWentThere
Third in terms of handling was the revelation of all the development parties involved. A significant amount of work in game development is often performed by quote/unquote "White Label"
studios. Most white labels normally go without credit; and in that respect Hyde is no exception. That being said; Hyde has worked with Atlus and Nippon Ichi, two studios with long histories of amazing and compelling games. In some aspects; knowing that some of the game's development was going to be done outside of Comcept should have been something that was stated up front; which would have helped with both the implied scope and the concerns over detracted resources from MN9's launch.
What it all boils down to, at least for me, is that Comcept's KS feels, and felt, like it was launched way too early. To frame it this way: several of the KS updates have basically been the equivalent of a development log. I'm not saying that's a bad thing since I appreciate; if not want to encourage; more developers interacting with their player base.. Which is where I can now finally get back to talking about the prototype.
If the simple Prototype with Hyde's models had been available on day 1 of the Kickstarter... I think the average reaction would have been far more positive. For what it is; the Prototype is one of the best marketing bits Comcept could have come up with.
Case in point for me is that I noticed that the character models appeared to have different weights for jumping in terms of height and distance. My mind immediately leapt towards thinking about multiplayer possibilities; something far outside the scope of the game as is. The more I thought about it though, the more I really wanted a Mega Man Legends successor with Borderlands style multiplayer, and Skyrim's sheer scope. Playing through the prototype; I couldn't help but feel that maybe somebody at Comcept was already contemplating how the game would handle different avatars of different sizes... and more importantly... how the game would handle level design to accommodate differently sized avatars.
Is the Prototype enough to gain enough interest and make the push with only a few days left? That's still a good question. It is, however, something quite tangible.
It also worth noting that Comcept and Hyde managed to produce this tangible taste within only a few days. That's kind of impressive and might set some potential backer fears aside.