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How would you even make a Protoman campaign work? His only distinguishing feature in MM9 & 10 was him having the moves that got taken away from Mega Man (for no good reason, removing the slide and charge shot was just a bad move). I guess there was also the proto shield, which was almost entirely useless. Bass would be cool though.
I'm pretty sure IIRC Protoman does slide, it's Bass who has the dash.
Taking extra damage and firing one less buster shot is not enough to warrant a separate character. There needs to be something that actually makes the characters feel unique and make you approach the game in different ways. The proto-shield has never been legitimately useful in any of it's usable iterations in the series so far, and that's really the only unique thing Protoman has. Other than he's functionally just another Mega Man (which only worked in 9 and 10 because again, they took away key moves from Mega Man himself for no good reason).
Bass is basically the opposite situation. He's not all that different from Mega Man either aside from the fact that he's actually easier to play as. Four shots at a time, can aim his shots diagonally and straight up if need be, and because he dashes instead of slides he can keep momentum when he jumps out of it. His playthrough is basically just easy mode. Nothing super unique about him compared to Mega Man either.
Treble Boost, being able to him his shots at the expense of having no charge shot as well as the dashes differentiate that playstyle quite a fair bit from Mega Man (at least in MM10, he is easy but his playstyle is entirely different).
If you want a hard mode, then just add a hard mode. The entire purpose of a new character is to provide a different gameplay experience, not to be a hard mode. (also removing the double gear system as a gameplay gimmick would just be terrible considering it's half of the reason why MM11 is so good)
In Mega Man 9/10, he slides, but in his first playable appearance, he dashes:
https://youtu.be/Vl29l06hE8E
Ideally, you'd make him pretty unique, but there's no reason to just not bother.
The same things that make Bass a different experience also make Protoman a different experience, just in the other direction. Protoman's moveset might resemble Mega Man's much more closely, but the differences have a big impact on how you approach each situation. Protoman is more vulnerable, but can protect himself with the shield. As such, you can either try to avoid taking hits altogether, or you can learn to make the most of the shield and actually jump into enemy fire and risk taking a hit when you would never do this as Mega Man. Protoman's moveset is designed to both challenge and reward already skilled players by punishing them for taking hits, but rewarding them for making the most of what's given to them to help them excel.
I agree that the double gear is a fantastic addition, but that doesn't mean that if there were multiple playable characters, every single one of them would need to have it. A character not having it doesn't remove the double gear from the game, it just forces that specific character to make due without it. Though, of course, it could always be a post-game bonus as well.
Alternatively, it could be split between the two bonus characters until post game. For example, Protoman could have the Speed Gear to help him avoid taking hits while Bass has the Power Gear to help him make the most of not having a charge shot.
In that game, Proto Man only fired charged shots as his default attack, had the shield, jumped higher, and could slide, but took twice as much damage and didn't get any special weapons.