A New Mega Man Game Should be Exciting, But I’m Not…
After seven long years, Capcom finally announced a new Mega Man game. Seven years. That’s how long it’s been since Mega Man 11 graced our screens in 2018, and in that time, Capcom has repeatedly promised they want to revitalize the Blue Bomber the same way they’ve breathed new life into Resident Evil and Street Fighter. Those words rang in my ears as I watched the reveal trailer for Mega Man: Dual Override, initially with excitement. But as the familiar 2D platforming unfolded on screen at The Game Awards, I felt something I didn’t expect: nothing.
This should have been a moment of celebration. Instead, it feels like Capcom learned absolutely nothing from their own success stories. Resident Evil didn’t revitalize itself by making Resident Evil 7 look like a prettier version of the original game. Street Fighter 6 didn’t become a critical darling by simply adding a fresh coat of paint to Street Fighter II‘s formula. These franchises evolved, took risks, and emerged as modern masterpieces. Mega Man: Dual Override? It looks like every other classic Mega Man game since 1987.
The Mega Man That Could’ve Been

When Capcom said they wanted to revitalize Mega Man there were so many directions I felt would’ve been great. If Capcom wanted to maintain a modernized classic feel while offering something fresh, a fast-paced 2D action-platformer could have been incredible. Picture the tight shooting mechanics and boss battles Mega Man is known for, but in an interconnected world where you can tackle areas and bosses in any order, and exploration is rewarded. Hollow Knight, among others, have proved there’s still a massive appetite for 2D innovation.
Or why not go bigger? A third-person action shooter in the vein of Lost Planet or Returnal could have been the perfect vessel to revive Mega Man Legends. Imagine piloting the Blue Bomber through sprawling environments, engaging in frenetic combat with satisfying gunplay, and experimenting with different weapon configurations on the fly. The DNA is already there; it just needs modern execution.
If Capcom really wanted to take a swing, a Metroid Prime-style first-person action-adventure could redefine what Mega Man means to a new generation. The series has always been about precise shooting, environmental challenges, and memorable boss encounters—elements that translate beautifully to first-person gameplay. But instead of any bold vision, we’re getting the same song and dance as Mega Man 11.
Left Behind in the Dust

Here’s what stings: Mega Man‘s contemporaries didn’t settle for nostalgia. Mario, Zelda, Metroid, Kirby even Kid Icarus—franchises born in the same 8-bit era have all received premier glow-ups that redefined them for modern audiences. Super Mario Odyssey and Breath of the Wild are considered genre-defining masterpieces. Metroid Prime brought the series to a new dimension with critical acclaim. Kirby finally got their long-overdue 3D glow-up with Kirby and the Forgotten Land. Kid Icarus: Uprising showed that even long-dormant franchises can be reimagined brilliantly. Hell, even Sonic continues to attempt to make ambitious, premier titles.
Mega Man? We got Mega Man Legends, a flawed but charming attempt at 3D that showed real promise. It wasn’t perfect, but it was ambitious and proved the franchise could exist beyond the 2D plane. Then Capcom killed it after two entries and a cancelled third game that still haunts fans. Since then, we’ve never had that moment—that one AAA-level game that makes the franchise feel premier.
Mega Man 11 was genuinely solid. The double gear system added strategic depth, the visual style was bland but charming, and it felt like a proper return. It should have been the starting point for Mega Man‘s renaissance, the first step toward reclaiming his place among Capcom’s elite. Instead, it was the endpoint. Since 2018, all we’ve gotten is an endless parade of collections. Capcom has been content to sell us our memories rather than create new ones.
The Wrong Mega Man

I understand that asking for a massive AAA Mega Man game right out of the gate might be unrealistic. Budgets are huge, risks are real, and Capcom probably wants to test the waters before committing serious resources. I get it. But here’s what makes Dual Override feel like such a missed opportunity: they chose to make yet another classic Mega Man game.
Not Mega Man X, with its darker tone, more complex movement options, and upgrade systems that could translate beautifully to modern game design. Not Battle Network, which combined tactical grid combat with collectible elements and has a built-in audience literally begging for its return. Either of these would have generated infinitely more excitement and offered more opportunities to expand and evolve. Instead, we’re getting the safest, most conservative choice possible—another entry in a series that already has eleven mainline games that all feel remarkably similar.
The spinoffs are where Mega Man‘s most interesting ideas live and where the franchise’s most passionate fanbases reside. A new X game could have incorporated modern action-platformer sensibilities. A new Battle Network could have tapped into competitive multiplayer in interesting ways. Even a new Zero series entry would have been more exciting. But Capcom looked at all those possibilities and went with the most boring option.
Mega Man Deserves Better

Maybe I’m being too harsh. Maybe Mega Man: Dual Override is exactly what a portion of the fanbase wants. I love Mega Man, and I’ve been waiting years for Capcom to give this franchise the respect and resources it deserves. That’s why this announcement hurts. It’s not that I think Dual Override will be bad—it’s that I know Mega Man could be so much more. I’ve seen what Capcom can do when they’re willing to take risks and reimagine their classics—how Resident Evil 7 and 2 Remake redefine survival horror. I’ve seen Monster Hunter World bring that franchise to unprecedented heights.
And here’s the thing that makes this even more frustrating: Capcom just gave us Onimusha: Way of the Sword, a gorgeous return for a franchise that had been dormant for two decades. They took Dragon’s Dogma—a cult classic at best—and turned Dragon’s Dogma 2 into one of their most ambitious open-world RPGs. These are franchises with a fraction of Mega Man‘s name recognition and legacy, yet Capcom was willing to invest real money and creative energy into making them feel modern and essential. Meanwhile, Mega Man, one of their most iconic mascots, gets another retread of the same formula we’ve been playing since the beginning. The Blue Bomber deserves that same treatment.
Hopefully, Dual Override is just a small, safe step toward something more ambitious. Hopefully, Capcom is planning the game that will finally give Mega Man his moment. Because after 37 years and countless adventures, the Blue Bomber has more than earned a blockbuster. I want the best for the blue bomber. I just don’t think this is the best Capcom could have done.
