Mega Man Star Force Legacy Collection Director and Producer Discuss Player Feedback, the Possibility of a Mega Man Legends Legacy Collection, and More

Mega Man Star Force Legacy Collection Director and Producer Discuss Player Feedback, the Possibility of a Mega Man Legends Legacy Collection, and More

Later this month, Capcom will launch the Mega Man Star Force Legacy Collection worldwide for consoles and PC platforms. Ahead of its release, we had a chance to speak to Mega Man Star Force Legacy Collection Director Koji Oda and Producer Shingo Izumi about the Mega Man brand, lessons from prior collections, a potential Switch 2 release, the possibility of a Mega Man Legends Legacy Collection, and more.

RPG Site: What lessons were learned from developing other titles like Mega Man Battle Network Legacy Collection and Mega Man 11 in the creation of Mega Man Star Force Legacy Collection?

Koji Oda:
 The Mega Man series has often been perceived as being difficult, so with Mega Man 11, our goal was not to raise the barrier unnecessarily. Instead, we focused on ensuring that players who got the game could enjoy playing it comfortably and see it through to the end without giving up. This philosophy was a key consideration throughout development.

Similarly, with the Mega Man Star Force series, we felt that there were many elements that could be discouraging, even for fans who were already familiar with the series at the time. With that in mind, we developed the game by constantly asking ourselves how we could help players become more familiar with all of these systems and more easily reach the hidden depth and enjoyment they offer.
RPG Site: What have been some of Capcom's takeaways from the fan feedback given to Legacy Collections so far? Was there any fan feedback that excited or surprised you?

Koji Oda: 
We've realized that fewer players today have the time to fully immerse themselves in a game, even when it is a title they truly love. While helping players reconnect with a sense of nostalgia is certainly important, we also felt that simply porting the game as-is could result in repeating the same experience as before. In that case, players might once again be unable to overcome the hurdles they couldn’t surpass at the time.

To give players a real chance to finally break through those barriers, we strongly felt that a straightforward port alone would not be acceptable.
RPG Site: Why do you think Mega Man has endured as a franchise for nearly 40 years?

Koji Oda: 
I think it’s because, whether it’s an action game or an action-RPG, every series consistently offers a challenging level of difficulty and also allows players to truly feel the growth of their own skills as they overcome those challenges.

Shingo Izumi: I believe it’s because these games can be picked up with confidence by a wide range of generations, and because they feature a wealth of characters and stories that are able to deliver dreams, hope, and energy to players.
RPG Site: Various versions of the original Star Force games received some benefits if you had a Battle Network game in the GBA slot of the DS. Will these be included in the collection and if so, how will they be accessed?

Koji Oda: 
Since meeting MegaMan.EXE is an important event for Geo, we have implemented it in the game. However, because it is no longer possible to insert the cartridge, we provided a trigger for the event within the Options menu instead.
RPG Site: Will Star Force 2 include the 2-7 players Sky-Hi Coliseum multiplayer mode?

Koji Oda: 
This time, we chose to omit it. At the time, online environments were extremely limited, so we believe those extra mini-games outside the main story were intentionally implemented to encourage players to bring their devices together and experience the fun of multiplayer firsthand. The goal was to introduce as many people as possible to the joy of playing together in person.

However, times have changed. Communication infrastructure has greatly improved, and rather than gathering face-to-face, players can now enjoy quick and convenient matches from the comfort of their own homes. Taking this shift into account, we determined that our goals have been accomplished.
RPG Site: Will the Touch Command System for the Wave Command Cards be included and if so, how?

Koji Oda: 
It has been implemented. However, we chose to omit the element that required players to touch the screen in sequence and judged success or failure based on correct input, as we did not feel there was much meaningful enjoyment to be gained from that aspect. Instead, we designed it so that players can quickly access and obtain what they need directly from a list-based menu.
RPG Site: The Secret Satellite Server was exclusive to the Japanese version of the Star Force 3 back in the day, but you have teased that this collection may allow English-speaking players to check it out for the first time. Is this the case, and if so, were there any challenges in recreating it for this new audience in the collection?

Koji Oda: 
Even in the original Japanese release, certain features were hidden, making “discovery” a key part of the experience. They were also closely tied to touch-based controls. Because of this, we put a great deal of effort into adjusting the UI and explanatory text so that players could understand the gameplay through minimal, straightforward changes, while still preserving the original sense of discovery rather than completely taking it away.
RPG Site: What are your favorite noise form changes from these games?

Koji Oda: 
All of them are appealing, but if I had to choose one, it would be Rogue Noise. The probability of it being selected is extremely low, so changing into it can be quite difficult, but it allows players to enjoy a unique playstyle derived from Rogue.
RPG Site: What cards would you include in your own brother band profile?

Koji Oda: 
I’m a big fan of powerful cards, such as those that were distributed through special events. However, if we exclude these kinds of special cards, then my choice would be the Bushido series—one that I’m sure many players are fond of as well.
RPG Site: With the Star Force Collection releasing, is there any chance we will eventually see Rockman.EXE Operate Shooting Star or the DS version of Mega Man Battle Network 5 released?

Shingo Izumi:
At the moment, we are fully focused on delivering this title to as many players as possible, so we are not yet in a position to think too far ahead. However, when we do consider future ports or new collection projects, titles such as Rockman.EXE Operate Shooting Star and Mega Man Battle Network 5 (DS version) would likely be among the candidates.
RPG Site: Are there plans to bring Star Force Legacy Collection (or any Legacy Collection) to Nintendo Switch 2?

Shingo Izumi:
This title can be enjoyed without any issues on Nintendo Switch 2. As such, there are currently no plans to release a separate version specifically for Nintendo Switch 2.
RPG Site: Mega Man Star Force 2 notably has the Tribe On feature, where Mega Man can transform to the specific version's Tribe form, but he can also mix other versions' Tribe forms under specific conditions. Since this collection includes all three separate versions (Zerker, Ninja, & Saurian), we are wondering if we can now apply all three Tribes on our own, or will we still need to connect with an online friend to do that?

Koji Oda: 
The design remains the same as before. In this title as well, Tribes are still fundamentally powered by borrowing the strength of Brothers—this core concept has not changed.
RPG Site: I have to ask this. You will have now released Mega Man Legacy Collections of the Classic, X, Zero, ZX, Battle Network, and Star Force series. Only the Mega Man Legends series remains. Are you also planning to release a Mega Man Legends Legacy Collection?

Shingo Izumi:
At this time, there are no plans to do so. However, as mentioned in a prior response, when we consider new collection projects in the future, a Mega Man Legends collection would also be one of the possible candidates.