Before Resident Evil or Street Fighter, Mega Man was the shining star for Capcom. The Blue Bomber was hugely popular on the NES, and the developer pushed what the system could do. It spawned several sequels, but the one-time mascot’s star faded over time.
Fans have demanded another Mega Man title, and Capcom is delivering on that request with Mega Man: Dual Override, an upcoming entry that’s every bit an old-school platformer but cleverly updated. I had a chance to play it as part of Capcom’s Gamescom preview.
New adversaries
I jumped into a level starring Twinkle Girl. Unlike previous games, the stage was separated into three sections. Before taking them on, I was allowed to pick a custom chip that gives Mega Man a power-up that activates with R1. I had to build up a meter for it, though.
One chip created a barrier to protect the robot from attacks. Another doubled his firepower, allowing him to fire off two charged shots. The no-chip option allowed Mega Man to call for Rush, his robotic dog that lets him jump higher when the protagonist hops on his trampoline-like back. Unlike the other custom chips, Rush is available after a short cooldown.
In addition, I had an Override option, which acts as a super for the Blue Bomber. It boosts Mega Man’s attack, but it has a penalty. Once it’s over, the protagonist is left in a weakened state, and he can’t fire off charged shots.
Lastly, I experimented with a Special Weapon that was presumably obtained from another boss. It gave Mega Man slick fins and allowed him to crash forward and pulverise enemies. It had the advantage of allowing him to lurch forward, extending jumps and knocking annoying enemies off a perch.
Three-phase stages
I had to use all these powers to navigate the different rooms and enemies. The first stage set the tone, and it reminded me of how Mega Man games have a distinct feel. There’s a lightness and forgiveness in his jumps. He has a distinct move where he can dodge a bullet with a herky-jerky pirouette before landing with a kill shot on a damaged foe.
That move is in Mega Man: Dual Override, and though I jumped into the game cold, it felt natural. The experience was like riding a bike. I knew all the moves, including the slide. The timing and patterns of the moving platforms felt right, requiring just enough patience and pattern recognition to advance. The enemies even respawned if I missed a jump, fell down and climbed back up.
After finishing a stage, I was graded and scored. The second stage had a mini-boss fight against a character named Astro Bot, which seemed illusion-based. Fighting the adversary was like battling Dr Wily in Mega Man 2 and figuring out what was really damaging the Blue Bomber.
The third stage was more difficult than the first because of platforms that don’t give me much time to land before jumping again. That gets more difficult with enemies shooting and approaching Mega Man. It took a lot of trial, error and experimentation before I realised the Special Power was perfect for the obstacles and bad guys.
In the boss fight against Twinkle Girl, I noticed that these confrontations feel more complex than what fans have come to expect. The boss had several moves and patterns that included fireworks that rained down on me. I had to seek out safe spots and quickly counterattack because Twinkle Girl zipped around and didn’t stay still for long unless I managed to daze her by smashing her against the wall. The fight had nice touches, and it’s a great sign that Capcom is pushing the powerful tech to give Mega Man an adventure worthy of his 40th anniversary.
Mega Man: Dual Override is scheduled to release in 2027. – The Mercury News/Tribune News Service
