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#and then like my 3ds is a Time Capsule to 2015 when I figured out I can use the internet on this thing
pebblezone · 1 year
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#hellsing#hellsing ultimate#seras victoria#alucard hellsing#walter c dornez#a#those like 2 seconds of dialogue between Walter and seras hands down best scene like DUUUUUUDE#*seras interacts with literally any character* ‘omg they have the best dynamic in all of hellsing’#I LOVE HER SO MUCH AHHHGHHGGH every dynamic is great because she at her core is such a loving and passionate person that it bleeds into all#other facets of her life like FUCK man even after the betrayal she thanks Walter like she’s been through hell and seen the worst in people#yet she still sees the good in them!!!!!! what the fuck!!!!!!!!!!!!!!!!!!!!#unrelated but currently very emotional about my 3ds and Pokemon and the beauty of existing authentically#I found my first (caught) shinies!!!!! I found a rattata when I first got heartgold and my brother tried to coach me through but I killed it#so then I’d been playing b2 and was in the ranch and I got this patrat and azuril within 30 minutes of each other#and then seeing other Pokémon that I transferred up or that I got from my brother and the ones my friend traded me#and then like my 3ds is a Time Capsule to 2015 when I figured out I can use the internet on this thing#girlie was on ao3 and I’ll keep some of my dignity but it’s endearing in a sort of way. that was my life once!#people and the passage of time is so sexy. being able to grow and see yourself change as a person. Pokemon.#I got like this a few months ago going through the camera on my 3ds. I have like no photos of me from 8-12so it’s like. woah!! that’s me!!!
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kyotakumrau · 6 years
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京個展~子宮で視る脳排泄~
kyo’s solo exhibition ~Observation of the brain excretion in the uterus~ 2018.05.09-19 report
The gallery LE DECO is located a few minute walk from Shibuya station so it didn’t take long to get there (only if you use the right exit though 😂). But on the first day we got quite bad weather, so it was a relief when staff let us in. On the side note, kudos to the staff member who had to announce ‘people who came to see [Observing of the brain excretion in the uterus] please line up to use the elevator’ over and over. He definitely made passersby do a double take hearing the event name 😂
The entrance floor - 6F
Once in the building we were told to wait for the start of the time slot. There was a screen with a projector showing the live footage from DIR EN GREY mode of VULGAR tour and sukekiyo, followed by the short interview (it will get a separate post). I actually didn’t notice it at first, but on the second day I went with a friend who is Toshiya’s fan and she pointed out that DIR’s footage was a perfect 'Kyo’s angle’ - the most you could see of other nembers was Toshiya’s or Shinya’s arm 😂 At some shows that’s exactly what I see… sukekiyo’s footage was from Kyo’s birthday show at Mynavi Akasaka BLITZ, I really hope it will be released at some point! I really enjoyed seeing this performance again. *On the 13th dir mode of kisou*On the 15th there was footage from sukekiyo’s 2015 The Unified Field tour instead of DIR’s. *on the 16th there was DIR footage from the mode of TMOAB.*on the 19th VULGAR again (inside joke - and we couldn’t become one).
The stamps for goshuin books were also located on this floor and some people used them when we were waiting (and no one was actually checking if you used a goshuin book or not). There were two designs, Zemeckises one with Hui and Kyo’s picture drawn by Junji Ito.
When it was finally time for the time slot to start staff started to call people one by one. On the first day people were surprised as they didn’t deduct that the 1st slot numbers start from 101, but staff quickly changed the way of calling from number 1 to 101 ;) Over the number 50 they changed to calling by 5s. Upon ticket check we received a small water bottle with a label with a event logo and a silver plastic bag. When checking the bag later I saw it had 'Kyo’s mask’ and a memorial ticket inside. Each mask had a small curse omikuji glued on the back, there were five kinds (collected all to be happily cursed!😍):
◆平等とは平等で非ず・ equality is never truly equal ◆己を決めるのは己のみ・only I decide about myself ◆時間は必ず貴方を良くも悪くも変えてくれる・the time will always change you, be it for better or worse ◆噴き出す感情はそのままで良い、より人間らしく・it’s fine to just let strong feelings out, it’s more human ◆状況を変えられないのではなく変えないだけ・it’s not that one cannot change the situation one just don’t And from this point we used stairs to move between floors.
The Zemeckises floor - 5F
This floor entrance greeted us with a dark red curtain, The Zemeckises sign over it. On the second day they added draped brown curtain with decorative tassels over the plain red one (was it one of the things that didn’t arrive on time? *on the 15th I noticed there were two additional panels! (CHAOS one and 'cute guy’ one)). Inside we could enjoy various panels with what I’m guessing were scenes from the upcoming picture book. It was so lovely to see Hui so much! One of them had Hui-chan standing in front of the bridge leading to a small street, on the buildings and shop signs we could see sukekiyo name and their various songs titles.
It was also nice to see the set of 4 TVs previously used at Madaraningen shops and sukekiyo shows. This time they played three Zemeckises videos in the loop. First one that was used to promote VITIUM (introducing family living in the dark forest), Second was the promotion of PERSUASIO - Mama murders someone, Penyu is being persuaded he should bear darker intentions towards humans and older bro introducing sukekiyo as their footage was on TV Third had all family members saying what they are missing: Big bro: DIR音源がない Raimi: 心がない Mama: sukekiyoのライブがない Baby bro: ダブルチーズバーガーがない Papa: ママのご飯がない Penyu: お菓子がない Penyu held a book and walked through the forest, his whole family following him closely. He ended up on the ground, family jumped on him, there was a light flashing from his eyes and… cliffhanger 😂
I liked here how '3D-ish’ the panels were, for example there was a standing figure of family members in front of the panels creating a scene together. The figure of Mama who was sitting with Raimi even was sat on the chair in pieces so if you looked from the right angle it looked very good! There was also a proper figure of Papa with his eye lit up in red connected to the panel with dressed up Mama (it was in front of the TVs). I don’t want to explain panels too much, Kyo said in the interview that it was hard preparing this floor because the book is not out yet, but some of them were also used as the designs for goods.
The Shikkaku floor - 4F
It was absolutely brilliant ♥♥♥ From the first view - after going through the first black curtain with exhibition name on it, this exhibition entrance was done in the form of red PVC strip seethrough curtain and before entering a staff member handed each of us a torch. Because this floor was quite dark, there was enough light to walk around safely, but to be able to observe photo prints you had to use the torch. There was a white cloth draped from the ceiling, hanging loosely at some places, and there were some metal fixtures that were painted black, but overall the room was kept quite simple; all added to the atmosphere. With the industrial music in the background it created an incredible effect! 
Photos were hanged in black wooden frames around the floor. I was really impressed with the time span that photos came from! (*confirmed by yahoo news that it took over 4 years) Shikkaku vol.2 will be a delight for our eyes and hearts. There were so many styles and ideas. The ones that really stood out to me was Kyo sitting in a seated venue (this one was moved to a lower spot on the wall on the second day, I don’t know why), black hat photoshoot and one with his hand on the first plan. And the ones near the dam. And the ones with the eye. And… they are all so good!😂 
The really big surprise when going for the first time was noticing the 'faces wall’ that was around the corner. Interesting, morbid, fascinating, meaningful, shocking, so very much Kyo! Silicon casts of Kyo’s face were displayed in two ways. Four of them were hanging on huge hooks. One was pinned in a glass case like a butterfly. But the one that probably caught everyone’s attention the most was a plaster casting that was put in a rectangular dish filled with fake blood. Quite slimy and sticky fake blood. I don’t know if it was deliberate, but as a woman I couldn’t help thinking about the uterus in the exhibition title seeing the consistency and color of the fake blood… The dish had a sign 'ご自由にお触りください / please touch freely’ and. It felt so weird to touch the cast of his face, even more if you touched the blood. In the beginning of the 1st time slot the face was clean, but later people covered it with blood. It was absolutely fascinating to be able to see how it changed through the day - during the last time slot on the second day the silicon face casts on hooks had some bloody streaks as well and there were many 'spills’ around the dish. It was also fascinating to watch people’s reactions - so many didn’t like the slimy texture or got freaked out when discovered it was quite sticky. And compared to the previous exhibition’s box with a casting of the hand hid in slimy balls - there was no staff with wet tissues nearby ;) The 2nd time I visited I went straight for this floor when most people went for goods to have few minutes alone with it :3 *on the 15th I went for the 1st time slot and the fake blood was much more jelly like at first, but as people touched it and it got warmed up it got more sticky. Also the face in the dish of blood was cleaned but it stayed slightly pink in some places. *on the last day (the 19th) it was so jelly like you could take a chunk in your hand, it was still very fun to play with! 😁
There was one more point of interest on that floor. Kind of hidden behind the wall was a tiny tiny room, more of a box that had a short video footage with Kyo from the photobook cover photoshoot. It created quite a line on the first day. But on the second day the video footage was moved from the hidden box and displayed on the wall, the image was quite distorted because of the angle and the uneven wall. My guess is that Kyo wanted to avoid people queuing inside.
The merchandise floor - 3F
I simply followed the person in front of me first time I visited and they went to the goods floor first; it actually turned out to be a good choice as some items got sold out (I got the last black Junji Ito shirt that time), same in the next time slots - as soon as the word that some items are in quite limited quantities got out they started selling out faster. They had 3 tables - from the right - for ordering photobooks, picture books and reprints, for purchasing goods and for using capsule toy machines. I think the 'hottest commodities’ were Junji Ito’s collaboration t-shirt, capsule toys and plushies. And if you spent over 3000 yen (?) on The Zemeckises goods you received a cute clear bag as a present :3 I’m glad I got the goods I wanted at the first try as later I could enjoy the exhibition more freely. On the same floor there was also a huge panel with a photo of Kyo that we were allowed to take photo of (and with, if someone was so inclined ;)).
And an extra: Madaraningen POP UP SHOP - B1F
A nice accent when going down the stairs to the basement was the neon Madaraningen sign waiting for us at the bottom. As we entered there was a projector display and three panels with Kyo wearing various new items on the left. Turning right there were racks with clothes, some tables (with postcards and for placing orders). I only got postcards as I’ve already ordered some stuff after sukekiyo shows. There were two sets - one with 4 postcards (A) and one with 3 postcards plus a random 'kinda-polaroid’ of Kyo (B).
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almostarchaeology · 7 years
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A Lesson Plan for Videogame Archaeology in the Museum
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By Adrián Maldonado
I didn’t wake up that morning thinking I’d be playing an original Street Fighter II Championship Edition arcade console in just a few hours. It turned out to be a very good day.
So I was on Long Island recently for our annual, far-too-short family visit to America. It was also my daughter’s second birthday but it was raining and we needed an indoor activity. She loves planes, trucks and trains, and we were assured that the Cradle of Aviation Museum in Garden City has all that plus good hands-on activities and a toddler room. We were not disappointed on any of those fronts.
But unbeknownst to us, the Cradle of Aviation Museum also has a major videogame history exhibition on at the moment. And this was no ordinary rinky-dink travelling exhibit.  I’m talking all the consoles, or at least 60 different ones, all playable, alongside some 30 original arcade cabinets. Whose birthday was it again?
It’s been a minute since my last post, so get ready for a nerd onslaught. This post will attempt three things: a straightforward review of a videogame history exhibit; some sense of the wider context within videogame museums I’ve been to recently; and finally, something a bit different: a lesson plan for teaching kids about videogames in the museum. I should probably change the blog title to Things No One Asked For, Ever, but in the meantime, do enjoy the blatant work avoidance.
Capsule review
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This exhibit is actually a sequel. It began life as a temporary event called The Arcade Age in December 2015, which focused on recreating the experience of arcade gaming using some 50 playable cabinets. The recreated arcade was only accessible in three daily 90-minute sessions. The layout showed the influence of superhero arcadologist Raiford Guins, who was consulted for this exhibit, in its attention toward recreating the dark, cramped, noisy ambiance of an arcade. Judging by photos of the original exhibit, it also had a cool sideline on related material culture like Street Fighter II action figures and Pac-Man lunchboxes. It originally ran through April 2016, and was then extended to September 2016.
After its success, it was redesigned as a more comprehensive exhibition, From the Arcade to the Living Room: A Video Game Retrospective 1972-1999 in November 2016, now including a full history of home gaming consoles alongside a reduced but still impressive list of arcade cabinets. The website doesn’t say whether this will become a permanent exhibit, but they are selling season tickets for hardcore gamers until December 2017. It was this exhibition I stumbled upon one fateful day in June.
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Wall of ancestors
The games are laid out in roughly chronological order, beginning with the carcass of a Computer Space cabinet from 1971 at the start. Curator Seamus Keane has been damn near exhaustive, going beyond the usual focus on ‘Golden Age’ arcade games and providing real working examples of lesser-performing systems like the Neo-Geo and the Atari Jaguar. Fulfilling the dream of a 90s indoor kid, it was perhaps the first and last time I’ll ever play a CD-I and a 3DO (note to me 25 years ago: neither was worth the wait).
Besides the snippets of information provided next to each console, historical context was a bit light and there was no clear aim or agenda for the exhibition. Media surrounding the opening fleshed it out a little more, but not much: for curator Keane, it was “a concept I had in my head of telling what I felt was somewhat of a lost history about the social culture and the popular culture, as well as the technological history of the arcade game itself and of the arcade as a social setting.” Hope you caught all that between rounds of Marvel Vs Capcom.
There were only a few thematic displays but they worked well – a wall of ephemera included a Nintendo Power Pad, several strategy guides and a Game Genie (!). A wall display on the Great Video Game Crash of 1983 included a screen playing the documentary Atari: Game Over (2014) next to an Atari 2600 with an ET cartridge you could load yourself, a crucial part of the home gaming experience you rarely get to experience in a museum setting. A cabinet of dead peripherals was also eye-opening in an unexpected way; the juxtaposition of Sega 3D Glasses and a Sega Dreamcast mouse from a decade apart made me think of how Sega was so often ahead of its time, and yet somehow lost the console wars. In the tech world, it doesn’t always pay to be first.
Videogames in the Museum
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Touch the artefacts
I’ve been to several videogame museum exhibitions now (and even some videogame museums!) and can confidently say that this was one of the most fun. There was a wall of NES games and a wall of Atari games, but the core of the arcade was in a long, low-ceilinged dark hall. There, the half-assed display cards dwindled to a minimum and the game was the thing. Original cabinets, many of them with fucked-up decals from years of play, were ready to rock, no MAME here. Aside from the usual Golden Age of Arcade stuff, there were plenty of classic 90s cabinets from my era, and even some left-field entrants like Michael Jackson’s Moonwalker, which I thought was a masterpiece when I first played it in 1990 and has accrued tremendous baggage since then.
Best of all was the chronological row of home gaming consoles buried deep in the bunker-like arcade hall. Here in glowing cubicles of glass but not out of reach were the venerated SNES and Genesis games of my formative years, alongside the also-rans like the Sega Saturn. I showed my 2 year-old daughter her first game of Super Smash Bros for the N64. She picked up the control and held it up to her ear like a phone. I have never loved her more.
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The ragtag army of 90s CRT veterans
Each console was hooked up to a full-on CRT TV, no messing about with flatscreens, as I’ve groaned about previously. As the exhibition website puts it, they are “all on old school TV tubes!” Each TV was different from the next one, as they had clearly been scavenged piecemeal from various Long Island attics. Some had flatter screens, some bulged out lewdly, but all were hard-bitten survivors from the 90s. They are the real heroes here.
How does this rate? While the Computerspielemuseum in Berlin clearly wins out in almost every way in terms of playability, historical context and design, there was something about the scale of the recreated arcade and lack of interpretation here that charmed me. As Guins has pointed out, the material presence of the cabinets and the consoles are part of the gameplay; they are designed to draw you in and beg you to grab them, and whatever their flaws, their physical interfaces shape how the game is played.
Beyond Retro-Nostalgia: A Lesson Plan
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Ready player one
At one point I was able to play technician: I was able to revive a blank TV screen by switching it to channel 3. I felt like a wise elder. I also may have felt very old because I was surrounded by schoolkids. It was a weekday, and we shared the exhibit with a group of fifth-graders (Year 6 for UK readers). For once, it was genuinely interesting to share a museum with a school trip. There have always been children in the videogame exhibitions I’ve visited previously, but they’re always there with their aging nerd parents (of which I am now very much a number). It is certainly worth recording the stories told to a new generation about their cultural heritage. But it was enlightening in a different way to hear what kids said to one another when playing these games.
What I heard blew my mind. I was playing the Double Dragon (1987) arcade cabinet (I’d only ever played the NES version, so this was very exciting indeed), when two boys walked behind me – one of them said to the other, “Double Dragon! I love that game!” How did he know? What else did he know? Has the Internet already made everyone like Wade from Ready Player One? Other kids swapped stories about the games they’d tried, and I felt almost compelled to start writing these candid observations down. They were like little archaeologists unearthing the artefacts of my past and puzzling over what they might mean – but also making more interesting connections with recent games than I could with my nostalgia specs on.
On my way out I ran into one of the schoolteachers and thanked her for taking the kids here, and congratulated her on how well-behaved they all seemed to be even though they were surrounded by a hundred flashing screens. I asked whether this was part of a specific class, and she said no, they usually take the kids to the Cradle of Aviation Museum because science and whatnot, but they dropped into the arcade exhibition because it was there. I asked if they would follow it up in class at all, and she said no.
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The Atari Jaguar: and alternate future of 64-bit gaming
That struck me as a bit of a missed opportunity. Here were a few dozen kids having a great time in a museum, handling the technological ancestors of their favourite devices and games. The kids I heard were knowledgeable about videogames, native to them. For all the action in teaching history through videogames, there are no easily accessible resources out there to teach videogames as rare artefacts of a meaningful past. In what other museum exhibition are you allowed to handle, let alone grab and generally get all up in, the archaeology? What better way to learn than by playing?
Don’t get me wrong – museums with videogame exhibitions often provide their own series of educational resources and programmes for school visits, but a quick and very unscientific search shows little coherent agenda for dealing with the historicity of videogame and the material cultures of gaming. As more videogames end up in museums, we do the next generations a real disservice if the whole message is just about how videogames used to be pixellated and now they’re not. The game is not just the visual but the physical, and every console and medium enabled and constrained ways of playing, creating cultures of gaming. To get beyond nostalgia, we need to draw out the untold stories which will engage kids who are playing these objects for the first time.  
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There’s at least a PhD thesis in here
Digital archaeology guru Jeremy Huggett recently reminded us about the need to deal with the historicity of technology: as the workings of our gadgets inexorably disappear into smaller and more efficient packages, we know less about how our devices work, and think little about why they are built the way they are. So break open a few controllers and cartridges to teach the history of computing. We assume a linear progression from worse to better technology on the basis that the invisible hand of the market chose the best products over time. So tell the story of the Sega Dreamcast, recognised for its merits only long after its demise. The market of ideas is always in conflict with the actual market, and real innovation is always pitted against the chance for real profit. Teach the Great Video Game Crash and its mountain of destroyed cartridges; debate the value of excavating the recent past, and what else of theirs will remain to be excavated.
It’s not all about the tech, either. You don’t have to wait for Assassin’s Creed: Cuban Missile Crisis to teach kids about the Cold War and why we’re (still) not playing nice with Russia. You can start with games like Contra and Missile Command and talk about ways in which war found its way even into children’s bedrooms in the 1980s. Maybe have a frank discussion about all those Battlefield games they’re playing now. Play the first ten seconds of Double Dragon to introduce the term ‘toxic masculinity’.
There’s a million ways to sneak learning into a trip to the arcade. Teach the kids how to critically read the artefacts; what could be more archaeological?
More photos here.
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comic-watch · 6 years
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He’s Back! Mega Man turned 30 on December 17, 2017, and Capcom definitely kickstarted the celebration with the big announcement of Mega Man 11. While we wait for the game, we at Comic-Watch would like to discuss a brief history of the Blue Bomber and the road to Mega Man 11. Plus, other highly anticipated Mega Man products, cartoon series, and the movie adaptation all being released to celebrate the Super Fighting Robot’s 30th birthday!
What You Need to Know:
Mega Man is known as Rockman (ロックマン Rokkuman) in Japan was created back on December 17, 1987, by Capcom. The fathers of Mega man, developer Akira Kitamura, and designer Keiji Inafune created this mighty “Blue Bomber” for the NES (Family Computer) which became a massive hit in worldwide. It was not after the release of the 2nd game that the series became one of the most iconic characters in video game history.
For the past 30 years, the game had released multiple spin-offs, each one and everyone continuing the spirit of the original game but adding a twist to it. These series were, Mega Man X, Mega Man Legends, Mega Man Battle Network, Mega Man Zero, Mega Man Starforce and Mega Man ZX.
A lot of the younger generation wouldn’t have even played a Mega Man game much like most of the younger folks don’t even know what a walkman is. These days he retains his relevance as an easter egg or as a guest character featuring in games like Marvel vs Capcom, Tatsunoko vs Capcom, and even in Super Smash Bros. 4. Aside from video games, Mega Man has been popular in other media forms too. In Western television, he appeared in the late 80’s animated series “Captain N: The Game Master.” During the mid 90’s Ruby-Spears Production produced the popular Mega Man animated series (Admit, I know that catchy “Super Fighting Robot” theme song is playing in my head right now!.) Japan also had their fair share of animated adaptations with the 3 part OVA, which was also an educational way to teach kids a few things about Japanese culture, and also the popular Mega Man NT Warrior series.
But, I guess most of your readers why am I talking about a video game franchise on a website that focuses more on comic books? Well, Mega Man was also adapted in the comic book format too. Adaptation of the Blue Bomber was mostly dominant in Japanese manga format. Some of these mangas were so popular that even got a translated into English and released Internationally. A few popular ones were Hitoshi Ariga’s Mega Man Megamix books which are now published in English by Udon Entertainment,  Mega Man NT Warrior by Ryo Takamisaki which was translated in English by Viz Media and Battle Story Rockman.EXE by Keijima Jun and Miho Asada. But Mega Man comics were not only published in Manga format, there were a lot of countries that produced their comic adaptation too. From the disturbingly strange Brazilian Mega Man comics and trust me you don’t want to know about this adaptation. To the former Dreamwave’s short-lived Mega Man series, which was good in its own way despite taking its own liberties with the story but sadly the company had to shut down before it could even release an issue 5 and after teasing a Mega Man X adaptation. And finally to the recent critically acclaimed Archie Comics adaptions written by Ian Flynn. Trust me the Archie adaptation was really well written, even with the major cross-over with Archie’s adaptation of Sega’s Sonic the Hedgehog, the quality of the story was still great.
The Dark Times:
But before Mega Man 11 was revealed, fans were already losing hope with the franchise after Mega Man 10 was released and after co-creator, Keiji Inafune left Capcom back in 2010. Things spiraled down for the Blue Bomber’s franchise, 1st with the character being absent in Marvel vs Capcom 3 plus it’s expanded Ultimate version, then the online side-scrolling game Mega Man Universe was canceled on March 31, 2011. Then the last straw for the fans was the cancelation the highly anticipated Mega Man Legends 3 which was canceled on July 18, 2011, followed by Mega Man Online being canceled in March 2013. The worst part of these cancelations was how all games were still in production. The only thing that kept the franchise alive were other  3rd party merchandises like Kotobukiya’s Plastic Model Kits, Bandai D-Arts Figures, Udon’s Tribute Book and English Publication of Ariga’s mangas, Archie comics’ comic adaptation and the fans.
Capcom, however, did try to release a few Mega Man game after Inafune left the company. Back in 2012, they released the mobile game Mega Man Xover which was received poorly and ironically officially published a fan-made PC game, Street Fighter X Mega Man during both franchise’s 25th anniversary. Despite being developed by a fan, the game gained a favorable response from the fans.
Then on August 31, 2013, Keiji Inafune announced his company, Comcept’s Kickstarter project: Mighty No. 9.
Fans of the blue bomber got so excited that the co-creator of Mega Man is finally creating a spiritual successor. Kickstarter campaign was an unexpectedly a huge success and was able to meet the goal in a short span of 2 days. However, the production of the game was very controversial since the release of the game were delayed multiple times. When the game finally got a release, it was met with poor review and backlash from the fans. The game was poorly developed and felt incomplete. Aside from that, the gameplay did not capture the essence of the Mega Man franchise and also felt flat. Not only was that the issue but those who supported via Kickstarter had reported that the freebies and other exclusive items for backing up the project were either delayed or never arrived.
What You’ll Find Out: 
On December 4, 2017, Capcom held a Mega Man 30th anniversary live stream to celebrate the iconic character’s 3rd decade in the gaming industry. With the announced the live stream, fans speculated that a potential game would be announced. But due to the countless of disappointments for the past 7 years, most fans had low expectations.
Capcom came prepared this time. First, they announced a new Mega Man X collection to be released for modern gaming consoles. After a few interview about Mega Man X series, Capcom then showed a video of 8-bit Mega Man running forward detailing the games released throughout the years. After watching the Blue Bomber passed 7 years of no new games and reaching Dr. Wily, He entered a room with the capsule displaying 2018. The super fighting robot reached out the capsule and we then see the future of the series.
Mega Man 11 is finally announced! After years of fans fearing that Capcom is no longer prioritizing one of their company’s mascot, the Blue Bomber is finally back! Aside from this fans are excited to see that the sequel is not another 8-bit sequel like 9 and 10 but a 3D side-scrolling game (but most people would consider this as 2.5D)
Game Informer is currently doing exclusive updates with the game highlighting the development during their time at Capcom Japan HQ. Aside from that, they had released their January 2018 issue with an awesome cover celebrating Mega Man 11’s announcement and the Blue Bomber’s anniversary.
But Mega Man 11 is not the only product we should be looking forward next year. I’ll list down the most anticipated Mega Man merchandises to be released next year.
Things To Come:
Now, it’s obvious that Mega Man 11, Mega Man X1 – X8 Ports (Collection) and Mega Man Legacy 1 & 2 for Switch is one of the highly anticipated games in 2018. But here are some of the few Mega Man related stuff we are looking forward in 2018, in celebration of the Blue Bomber’s 30th anniversary:
Mega Man Animated Series (Cartoon Network) Release Date: TBA – 2018
Back in 2015, it was announced that Man of Action (creator’s of Ben 10) was going to produce an all-new animated series based on the Blue Bomber for Cartoon Network. Some teasers were already shown this year and the series itself is scheduled to be released next year!
Mega Man Mastermix (Udon Entertainment) Release Date: January 24, 2018
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Next month, Hitoshi Ariga’s critically acclaimed manga based on Mega Man is getting released in an all-new colored re-mastered version from Udon Entertainment. The colors will be done by Josh Perez, well known for his work on IDW’s Transformer series.
You can pre-order the 1st issue at Udon’s Official Store. Also keep an eye on our review for this comic next month as well.
Nendoroid Zero Release Date: July 2018
Good Smile Co. is finally releasing a Nendoroid figure for X’s best friend, Zero and is one of the highly anticipated in the Mega Man Nendoroid series too!
Nendoroid Roll Release Date: TBA 2018
Zero is not the only one getting the Nendoroid treatment. Roll, Mega Man’s sister was announced to be released sometime next year sporting her new design. The figure was announced back in Tokyo Game Show 2017 and her design was one of the clues Capcom was teasing for the upcoming Mega Man 11 (which was not announced then.)
Mega Man Collector’s Plush (Pop Buddies) Release Date: TBA 2018
Pop Buddies announced that they will produce new Mega Man Plushies coming out next year. Aside from that, more designs are teased and will be announced at the Toy Fair in Nuremberg Germany in 2018.
There are more Mega Man related products that are coming out in 2018, like Bandai’s new Rockman X: Mega Missions 4 trading cards. But what everyone is asking now is the upcoming live-adaptation movie by FOX. Mid this year, the studio announced that they had found the directors for the movie. The recent biggest news, however, was Disney buying out FOX which also happened this month. After the Disney-Fox merger, the talks about the movie is still unknown as of the moment. But if ever it is still in the works it is interesting to know that Disney is now the movie rights holder of the Mega Man movie franchise.
At the end of the day, it’s good to see that Mega Man is getting back to the spotlight again and it’s good to know Capcom has big plans for the series again after a long hiatus. Here’s to hoping that Mega Man Legends 3 gets a revival and Archie comics will continue its comic book adaptation again soon!
For now, let’s all wish Mega Man a happy birthday and here’s to more of the Super Fighting Robot’s fight for everlasting peace!
#MegaMan turns 30 and is back in action! What are you looking forward the most for franchise? He’s Back! Mega Man turned 30 on December 17, 2017, and Capcom definitely kickstarted the celebration with the big announcement of Mega Man 11.
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