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Mega man project zero
Mega man project zero







mega man project zero

He made a special request towards the end of X6's development to add a scene where Zero seals himself away, or "dies".

#Mega man project zero series#

I speculate that while Inafune was not formally involved with X6's development, that the Zero series being given the green light lead to him looking in to what X6 was doing and finding out that they already brought Zero back to life. While it can be reasonably taken as a call forward to the Zero series, it has horribly rushed art (even for X6) and contextually doesn't fit at all with the rest of the game's story. I have no information as to whether Inafune was present as a Capcom rep, or if he was on his own time scouting out what other devs were up to.

mega man project zero

X6 was also at E3 2001, and many sites seem to say that Inafune had absolutely no involvement with X6's development. DeleteĪFAIK, Takuya Aizu of Inti Creates pestered Inafune presumably at E3 2001 (according to Aizu, who said also that X5 had just released when the interest was expressed). Therefore, not hard to see that the concept art saying that Zero sealed himself was just throwing around ideas for his game that got used for X6 as a way to transition into it (and officially placed at some point in X's future rather than right after X6 to account for Zero's presence in X7 up besides Command Mission). And so I'd always planned to make Zero come back to life in the Zero series, but then X6 comes out sooner from another division and Zero comes back to life in that, and I'm like, 'What's this!? Now my story for Zero doesn't make sense! Zero's been brought back to life two times!" I'm really excited to start Zero series.' Here's Zero, you know, he's kind of dead, and you power him up and he comes back to life, right? In my mind, in X5, Zero died. That series is now closed off, now let's start Zero. "I really expected that to be the ending. >"I was originally planning on ending the series at around X4 or 5," Inafune reveals. Inafune already said he intended Zero to be revived from his death in X5. But, man I really want to learn more about this pre-Inti Creates era now. It really puts into perspective the original plan of ending the X series with X5, then transition to Zero.Īnd while X6 initially threw Inafune for a loop, things worked out in the end. I don't know about you, but I have a new appreciation for Inafune's shock (and frustration) when he learned Mega Man X6 was going into production. We're not too sure when Inti Creates took point.

mega man project zero

In other words, Mega Man Zero's development was relatively concurrent with X5. Interestingly, Mega Man X5 was also several months away at that time (November 30, 2000). The game itself wouldn't hit retail until April 26, 2002. His comment about Turn A Gundam wrapping would place this piece around April 2000. Pink Head can't elaborate on the timeline further, it stands to reason that Mega Man Zero actually started development *at* Capcom before Inti Creates became involved (Pink Head worked at Capcom at the time didn't jump to Inti). Worth a mention, but the enemy's design here veers more closely in the direction of Mega Man X, too.

mega man project zero

Enemies would materialize out of data screens, perhaps due to the electronic contamination. The opening stage was titled "Laboratory 0", and this is where Zero interred himself as "research material" upon learning he carried the Maverick Virus. Pink Head's handwritten notes (translated by Midori) offer a glimpse at a some early story elements, too. Pink Head says the design of the Transerver and some walls carry on the torch. The Mead inspiration bled into the final game only a little, though. He was really into Syd Mead's work at the time (Mead did the mechanical designs for Turn A Gundam), and that influenced the stage's appearance. According to Pink Head, he drew this piece after Turn A Gundam aired its final episode in 2000.









Mega man project zero