"Mega Man 9" is a risk. It marks a return to a style long since abandoned by the industry fused with the advancements of today.
One of those includes the ability to sell consumers additional game features through downloadable content. "Mega Man 9" on WiiWare, Xbox Live Arcade and PlayStation Network are all rigged for additional content -- but at a cost.
This is a stark contrast to the last time Capcom tried to reinvent "Mega Man" in a remake of the original, PSP's "Mega Man: Powered Up," whose downloadable content was free. But PSP games are also threatened by piracy.
That's not the case with "Mega Man 9." Some vocal consumers have cried foul at Capcom's decision, but let's break down exactly what you're paying for and examine whether previous games that tried similar models (remember the "Lumines Live!" debacle?) found success. Then, tell us what you think.
"Lumines Live!" launched on Xbox Live Arcade in October 2006 to controversy. The idea of downloadable content was still new, and Q! Entertainment tried something different with the Xbox 360 port of their PSP puzzler. 1200 Microsoft Points -- later cut to 800 -- bought you the "base pack" for the game. You had access to the traditional Arcade mode and the Puzzle, Mission and Vs. CPU modes, but with only a handful of challenges within each. The rest had to be paid for. The handful were teasers for the download packs.
Tetsuya Mizuguchi, creator of "Rez" and "Lumines Live!" defended the decision at the time. "The way we're providing content to users is changing," he said to IGN. "We're talking about games, but if you look at the last time you went to Amoeba or Tower Records and bought 10 CDs, versus when you're at the airport or at home or wherever you download music and downloaded songs, you're really only going to buy the songs you want. So, it's really up to you, the user, the gamer, the listener, what you want to buy, play, or listen to. It's up to you as to what you're comfortable with spending."
"Mega Man 9"'s approach is not entirely different. The base pack costs $10 and includes the complete "Mega Man 9" adventure. If you want to access the additional game modes and what essentially amount to skin packs (i.e. Proto Man), you need to purchase the optional downloadable content.
Capcom did not responded to MTV Multiplayer's request for comment on their approach to downloadable content for "Mega Man 9," but we know most of their plan, thanks to a complete listing of the content featured in the manual for the WiiWare version. The content will be rolled out throughout October.
* Endless Attack, 300 Wii Points: "Test your skills on a stage without end. Try to break the record for getting the farthest. Results will be displayed in the Rankings. Not compatible with Challenges."
* Proto Man Mode, 200 Wii points: "Play the game as Proto Man. You can use the shield while jumping. Some of Proto Man's abilities may differ from Mega Man's. There is no story for Proto Man. Not compatible with Rankings or Challenges."
* Hero Mode, 100 Wii Points: "Play the game with a more difficult level of enemy distribution. Not compatible with Rankings or Challenges."
* Superhero Mode, 100 Wii Points: "Play the game with a super difficult level of enemy distribution. Not compatible with Rankings or Challenges."
* Special Stage, 100 Wii Points: "Gives you another Time Attack Stage to try, including a new Boss at the end! Results will be displayed in the Rankings. Not compatible with Challenges."
For the complete "Mega Man 9" package, that's $18. It would make sense that Capcom will adopt the same strategy with the PlayStation 3 and Xbox 360 versions, albeit with possibly different release schedules.
There are still the standard eight robot bosses and weapons and a complete suite of Dr. Wiley stages -- in that sense, it's a complete 8-bit "Mega Man" game, just as Capcom promised.
However, none of the downloadable content brings any sweeping changes to the already released $10 package. You aren't getting access to more rankings or challenges, but you are able to play as a new character -- Proto Man -- and see a brand-new, still unrevealed robot boss. "Mega Man 9," arguably, isn't gimped to make way for this downloadable content. There are still the standard eight robot bosses and weapons and a complete suite of Dr. Wily stages -- in that sense, it's a complete 8-bit "Mega Man" game, just as Capcom promised.
I've made the argument on MTV Multiplayer that "Mega Man 9" is the hardest "Mega Man" game ever. Would gamers have been happier with a more expensive "Mega Man 9" base package that included the ultra hard game modes from the start, or should "Mega Man 9" have included those and remained $10? What if Capcom had completely dissected "Mega Man" and allowed you to choose which bosses you bought? Okay, may not that last one.
If you were Capcom, what would you have done, readers?
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