Showing posts with label Mega Man Neo. Show all posts
Showing posts with label Mega Man Neo. Show all posts

Friday, January 1, 2016

Makoto Tomozawa: Exclusive Interview w/ Former Capcom Music Composer (Mega Man, Resident Evil (1996) + RE1.5)

(Originally published at the now-defunct DASH Republic in March 2012. Re-edited and expanded for Tumblr in 2013. Finalized for January 2016 on The Game Informant.)
Makoto "V. Tomozo" Tomozawa adjusts
audio equipment during the 
production of
Street Fighter IV, circa January 2010.
Under the pseudonym V. Tomozo, as it was Capcom's policy to obscure talents' names back then, Makoto Tomozawa became well-known for composing music for several of the more popular early titles in the Mega Man franchise, including Mega Man X and Mega Man 7 for Super Nintendo (while also supposedly lending a hand in Dr. Wily's Revenge for Game Boy). He would later be best known for his work in the two main Mega Man Legends entries years later.

He continued to be credited under the pseudonym until Resident Evil in 1996, when 3D polygonal games were becoming the norm and the talent it took being more valued and recognized. Tomozawa would work briefly on the first draft of Resident Evil 2 (Resident Evil 1.5) right until it was scrapped. As soon as that game entered redevelopment in 1997, Tomozawa would be reassigned to compose music for Mega Man Legends, the first major 3D Mega Man game for PlayStation.

His other work consisted of titles from other well-known Capcom properties, including the Dino Crisis series on PlayStation. Tomozawa returned to the Resident Evil franchise one last time as a co-composer for the remake in 2002. One year later, after the release of P. N. 03, he left the company to join the Dimps Corporation and work on the highly-celebrated Street Fighter IV. In 2010 he would reunite with the Blue Bomber in Mega Man 10, composing Strike Man's stage theme.

Around the time of the Mega Man Legends 3 cancellation catastrophe in summer of 2011, I had a chat with Makoto Tomozawa on Twitter. Being the huge fan of the Legends series and some of the Resident Evil games in particular, I wanted the opportunity to speak with him about his past years at Capcom. He gladly accepted and over a period of months, he and I replied back and forth in an on-and-off manner to the point where he unfortunately dropped out on the middle of Legends 1 portion of our chat.

But from what I did gather, he didn't hesitate to admit that the Mega Man Legends projects were among the higher points of his time at Capcom.
Arron - OKeijiDragon: Hello, are you Makoto Tomozawa (友澤 眞) who worked at Capcom Co. Ltd (カプコン)?
Makoto Tomozawa: Yes, I once worked at Capcom, but I retired from the company.
Arron: Oh hello, Mr. Tomozawa! Pleased to finally meet you. I am a big fan of your work in Mega Man Legends. =)
Tomozawa: Thank you very much!!! It was one of my favorite works.
You can catch how the interview unfolded by clicking the jump!


Thursday, April 2, 2015

Rockman Neo [Mega Man Legends demo] Analysis Video (With Annotations)

(Originally published at the now-defunct DASH Republic and Tumblr in 2013. Now I'm posting this again, refined, on my own blog because goddamn it I can, that's what.)



At a time when the third dimension was taking over the gaming landscape in the mid-1990s with 3D polygonal-based consoles, 2D-native characters of previous generations were making the leap to 3D, often to mixed results. Franchises like Super Mario, Zelda, Final Fantasy made the jump to 3D and closely followed their 2D gameplay concepts. Mega Man's transition wasn't familiar. 

In what could be called one of the boldest transitions to 3D gaming ever, Capcom completely re-imagined the very core of Mega Man for his first major entry in the world of triangular-shaped polygons and textures. No longer did you select your level on a menu. No longer did you jump and shoot across side-scrolling stages and fight eight robot masters and anthropomorphic robot animals, or fighting evil scientists and rogue reploids. It wasn't gonna be the same Mega Man we knew. Not anymore.
Pictures by GodDamnProtoman.

Ah, hell nah. This was Mega Man Legends. You explored inside abandoned ancient dungeons. You shot at creepy bloodthirsty robots that live in said dungeons. You talked to goddamn talking monkeys and legomen. You live in an airship that crash lands on an island that becomes invaded by pirates who gave you psuedo-Team Rocket vibes. You fought a vaguely effeminate, psychopathic cyborg that wants to invoke a skynet-like apocalypse on humans that aren't even humans but "Carbons." You can kick cans over to a bakery and get free money. You could kick animals if you wanted to. In 3D.

So you have these awesome concepts that don't fit into the traditional Mega Man formula and yet it identifies itself as such. How do you market this game to your core fanbase, and the mainstream at large? Well, you create a demo and you include it in the same demo disc of a highly-anticipated sequel to your biggest-selling PlayStation game, with the director's cut release of that game in Japan. Enter Rockman Neo.



Capcom included this demo in the second disc of first edition copies of the Japanese version of Resident Evil: Director's Cut in 1997. The video above demonstrates the several major differences in gameplay, audio and visual content in this pre-release that the annotations in the video will elaborate over.

Mega Man Legends went through many name changes in its development. First, Rockman Neo in Japan, whereas the English name would officially be known as Mega Man Neo when it was showcased at E3 1997 in Atlanta, Georgia; followed by the final Japanese name Rockman DASHMega Man Nova (really?) was a likely candidate before someone at Capcom USA or Japan recalled a boring lecture from their astronomy classes in school and figured how lame the name sounded, and finally settled upon... you should know by now.

Yes I know its 35 minutes long (!) but it's full of information, tons of beta facts, and fun stuff that supplements background to this demo. Plus, there's references to TauVertex's Mega Man Legends Abridged series. So take a seat and enjoy all the juicy details this demo has!

If you're even more interested in Rockman Neo, you should check out the Rockman Neo page give at The Cutting Room Floor! Lots of fascinating material found inside the games you thought gave you everything it offered!

Wednesday, January 14, 2015

Buried Game Treasure: Next Generation Magazine CDs

(Originally published on 1UP.com and Tumblr. Now I'm posting this again, refined, on my own blog because I don't give a damn anymore.)

The front disc envelope of
Next Generation (Sept. 1997)
featuring Cupid probably praying
for a giant meteorite to drop on
to Mother Earth anytime now.
Remember those times when you bought a shrink-wrapped magazine from a supermarket or a bookstore, and you got a free disc of cool stuff inside them? Back then, the internet was this underdeveloped, yet still awesome tool to find the latest news on anything in general at the time, especially gaming news. Yet, anything through a crappy dial-up connection (remember that too?) would take forever for things — like videos — to finish downloading onto our PCs, so for a lot of us we resorted to these discs that came with image and video previews of upcoming games.

A few years years ago, I discovered an ISO on my hard drive called the Next Generation - September 1997, an example of disc containing such cool content. These were discs that were distributed in copies of Next Generation Magazine when you bought the magazine at the time. Included in this particular disc were lots of low-quality 320x240 MOV videos of PlayStation, Sega Saturn, & Nintendo 64 games that were featured at the Electronic Entertainment Expo (E3) at Atlantic, Georgia in mid-June of 1997.

I've found many clips of many different games in their prototype forms, including Crash Bandicoot 2: Cortex Strikes Back, Mega Man Neo (Mega Man Legends), and Sonic R, all in their pre-release glory. The following videos have been edited to correct the contrast issues the videos had when it was first produced. They looked terrible (view this comparison: twitpic.com/9d1v6q).


This old early prototype footage of Crash Bandicoot 2 features several differences that indicate how early into production this game was when it was first announced at this convention. The video above features brief annotations that go over said differences, including the original HUD font used from Crash 1, different object placements, etc. There's more footage where that came from too (give it a watch too).



This footage of Sonic R features what appears to be a slightly (don't quote me on that, watch and decide for yourself) stage layout at the end of the stage. Different HUD (this was a common beta trait from those days, wasn't it?), and character icons, camera angles, etc. There might be a better quality version on YouTube somewhere, but I didn't find it until after this video was uploaded then.


Next up, sp,e old prototype footage of one of my closest-to-heart games ever, Mega Man Legendswhich was known at the time as Mega Man Neo. Just like the first two, this video includes annotations that accentuates the various rudimentary differences that indicate just how early into production this 3D Mega Man title was when it was first quietly announced at the time. It's amazing seeing how much content and concepts were experimented on this game, it doesn't even strongly resemble the final game know today.


Last but not least, another valuable video I found was an video interview of former CEO of Nintendo of America, Howard Lincoln. Topics discussed in this interview include the Nintendo 64's early performance in the west of that year and their strong relationship with Rareware, the developers of Donkey Kong CountryKiller InstinctBanjo-Kazooie, and GoldenEye 007. You know, really great games.

Backside.
As the internet grew to become the multimedia world it is today, the necessity of CDs packed with videos shrank as sites like YouTube and Google Video took over to allow users, fan communities, and media and game companies to upload videos without worrying about their own bandwidth and file sizes. I remember Nintendo Power coming packed with DVDs of trailers and such, but that was like in 2006 just as YT got around. YouTube and the internet has really made our lives easier.

Before I forget, I can't remember where I found the ISO in the internet originally, but in case the download source is no longer available, here's an ISO of the disc that's now readily available at the Internet Archive. I hope you guys get something neat out of this.