![]() He also accused the Japanese industry of being responsible for “the changing of its creators into salarymen”. In addition to directing the film “Zombrex: Dead Rising Sun”, Inafune would also make controversial statements regarding Japanese game developers, stating that they were far behind Western developers in terms of innovation. Admittedly, his last year at Capcom brought about some unusual changes in his attitude with the company. But then, on October 29 th, 2010, after becoming Capcom’s Global Head of Production, Keiji Inafune decided to step down from Capcom, citing a desire to “start his life over” as his reason for departing the company. He would eventually use this position to facilitate the creation of several other intellectual properties at Capcom, including Onimusha, Dead Rising, Lost Planet and Asura’s Wrath. By the time MM8 released, Inafune had risen to the role of Producer. Partway through the development of the third game in the franchise, Inafune would rise into the role of Planner, which he would also serve in the fourth game in the series. He also designed the characters Adon and Elecman from both games respectively from scratch. The first two titles he contributed to were the original Street Fighter, as a graphics designer, and the original Rockman, converting the spritework into promotional artwork. Inafune first joined Capcom in 1987 as an artist, at age 22. Let’s start with MegaMan’s long-time caretaker, Keiji Inafune. While the story of Akira Kitamura and Takeru was relatively self-contained, I felt it would just be better to handle both of them together, in chronological order.īut before we get to the games themselves, let’s start with a brief overview of what both entities that I’ll be discussing did beforehand. Talking about one without the other would just lead to receiving half the story. I did consider splitting them up, but the truth is… it’s incredibly difficult to discuss Inafune’s post-Capcom career without mentioning Inti Creates, while Inti Creates themselves have managed to keep employing Inafune in various capacities, even to this day. ![]() The topics of discussion this time are Keiji Inafune, the man we knew for many years as “the father of MegaMan” and Inti Creates, a small Japanese independent studio that has gone on to relative success in recent years, while developing several small retro-style titles, both for a variety of clients and their own original intellectual properties. If it isn’t clear by now, over the next two articles, I’m going to be discussing the MegaMan-esque works of two long-time Capcom collaborators that both contributed a great deal to the Blue Bomber’s legacy. Spiritual successors made by people who worked on various games in the series, on the other hand… Not only have I not played all of them – I never even played 20XX! – covering fan-made spiritual successors when discussing the games themselves just felt a bit… off-topic for these retrospectives. As much as I would want to cover every single game that tried to be a true successor to MegaMan, it’s just not feasible. There were many up-and-comers waiting in the wings to fill the void left behind by this bleak period. And while the revival itself has been slow and hasn’t really yielded much in the way of concrete releases, the fact of the matter is that time simply didn’t stand still between the franchise being forced into hibernation in 2011 and the reveal of MegaMan 11 during its 30 th anniversary in 2017. Back when I started these retrospectives in 2017, the MegaMan franchise was just exiting a period that could be described as its nadir, at least in terms of health. While this year’s entries in my ongoing “MegaMan Retrospective” series are anything but, I still feel like they are important to understand in the greater context of the Blue Bomber’s history.
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