Skip to main content

TGS Interview with the Mega Man Double Overload Development Team: Introducing Adorable Girls

As one ofCAPCOM's most representative game series, the last mainline entry in the "Mega Man" series was "Mega Man 11," released in 2018. As the series approaches its 40th anniversary, CAPCOM has finally announced the new title "Mega Man Double Overload."

《洛克人 双重超载》制作团队TGS访谈:让可爱的少女登场

This title not only introduces massive systemic innovations but also makes the popular series character Proto Man a playable character, offering a gameplay experience unlike before.

During "Tokyo Game Show 2026," we were invited by CAPCOM to interview the development team members of this title, including Producer Mr. Hiroyuki Minatani, Game Director Mr. Masaya Ikeda, Art Directors Mr. Shinsuke Komaki and Mr. Yuji Ishihara. We discussed the systems and special significance of "Mega Man Double Overload" extensively.

《洛克人 双重超载》制作团队TGS访谈:让可爱的少女登场

From left to right: Hiroyuki Minatani, Shinsuke Komaki, Yuji Ishihara, and Mr. Masaya Ikeda

Q: In the full version, what is the maximum number of Custom Chips that can be equipped simultaneously? We've revealed types like Rapid Fire, Shield, and Hover. What other special-effect chips will be available? Are there synergistic effects between chips, and are there any chip combination Builds worth deep exploration by players?

A:At this stage, we can only reveal that you can equip multiple chips simultaneously. We can't disclose the exact number yet, but there areover 50 types, including chips that require active activation by the player and passive chips that activate automatically, allowing for various combinations.

《洛克人 双重超载》制作团队TGS访谈:让可爱的少女登场

Q: What factors affect the charge speed of the Overload system? Besides defeating enemies, are there any quick ways to build up the gauge? How long does the Overheat state last after Overload ends, and how does it affect controls?

A:Ways to build up the gauge include defeating enemies, taking damage, and attackingBosses. It is divided into three stages, each requiring a considerable amount of charge time. Reaching the third stage fills the gauge, allowing you to activate the strongest Overload. After activation, you enter a weakened Overheat state for a period, but this duration is not long. Afterwards, you return to normal mode and can start building up the Overload gauge again. During the weakened state, you cannot use chips, fire charged shots, and the Mega Buster can only fire single shots.

《洛克人 双重超载》制作团队TGS访谈:让可爱的少女登场

Q: Among the eight new Bosses debuting in this title, there are cute idol-type characters like "Twinkle Girl," which is quite rare in the classic "Mega Man" series. Was this done to expand the target audience and generate buzz?

A:As you said, we did consciously do this, choosing such a cute image to appeal to more players.

《洛克人 双重超载》制作团队TGS访谈:让可爱的少女登场

Q: The Overload system is very powerful as a super move, even changing the pace of the game—what was the design philosophy behind this system? What role does it play in player combat?

A:In theIn the "Mega Man" series, the usual way for Mega Man to get stronger is by defeating Bosses and obtaining their signature weapons. This time, we wanted combat to have ups and downs and variety even in a plain state before defeating Bosses or acquiring special weapons, so we added the Overload system.

The visual change when Overloaded is quite bold. In the design, we aimed not just for coolness, but also to accurately convey the concept of taking risks to the players.—It needs to be cool, but also make players feel the danger.

《洛克人 双重超载》制作团队TGS访谈:让可爱的少女登场

Q: Proto Man officially becomes the second playable protagonist in this title, which is a first for the Classic series. Why was he elevated from a cameo role to one of the "dual protagonists" in this game? How is his close-range, high-firepower combat style, which utilizes shields, differentiated from Mega Man's in terms of stage design?

A:Proto Man hasalways been one of the most popular characters in the "Mega Man" series—so this time, we really wanted to properly make him a playable character. That was the primary reason for his inclusion.

As for the difference from Mega Man,...As you said, Mega Man's style is balanced, adaptable to both ranged and close combat. Proto Man, on the other hand, focuses on close combat, primarily using shield-based attacks to create differentiation. In terms of progression, Mega Man obtains special weapons by defeating Bosses, while Proto Man enhances his shield and various special moves, such as adding shield techniques and strengthening super moves, following a different upgrade path from Mega Man.

Q: Is the character chosen when selecting a stage, or can you switch characters midway through a stage?

A: Yes,chosen at the start of the game.

《洛克人 双重超载》制作团队TGS访谈:让可爱的少女登场

Q: Mega Man obtains special weapons by defeating Bosses, while Proto Man receives shield enhancements. Why are their progression paths so distinct? Will their playstyles be completely different even when tackling the same stage?

A:For the same stage, we deliberately designed it so that the two characters play in completely different modes. Also, have you noticed that even enemy dialogue and placement differ slightly between Mega Man's and Proto Man's routes?

Q: The stage structure in this title has changed from the previous "one boss per long stage" format to "one boss per three short areas," with each area lasting about 3 to 5 minutes. What was the intention behind this structural adjustment? How does it affect the difficulty curve and encourage players to retry challenges?

A:As you said, this time onethree stage areas per Boss. In the demo, you can freely choose stages, but in the full version, you must unlock and progress through areas sequentially by phase, with difficulty gradually increasing. The final area is guarded by the stage Boss. The other seven unrevealed Bosses also follow this three-part structure, with a Boss in each area, making the total number of Bosses in this game quite substantial.

《洛克人 双重超载》制作团队TGS访谈:让可爱的少女登场

As seen on the stage selection screen, Bolts are placed in each stage. DefeatingBosses also drop Bolts. Bolts can be exchanged for chips. The more stages you clear, the more Bolts and chips you accumulate. You get Bolts for clearing an area for the first time, but repeating the same area won't yield more. Collecting Bolts itself strengthens Mega Man. If you encounter a difficult stage, you can first clear the first area of other Bosses' stages to accumulate Bolts and chips, strengthen yourself, and then return to challenge the tough enemies.

Q: Astro Man from "Mega Man 8" will return as "Copy R." Why was he chosen as the first classic returning Boss to be revealed? How will the "Copy" setting relate to this game's story? Will more popular Bosses return in the future?

A:Boss appearances were first considered based on their fit with the stages. The game's premise involves robots working at a robot expo going berserk, thus reviving old Bosses, which aligns with the game's setting.

Astro Man has the ability to project holographic images of his surroundings, which fits perfectly with the"Entertainment" concept, so he was chosen. Bosses in the "Mega Man" series have always been closely linked to their stage environments, and we followed this approach in our selection. Future revealed stages will also feature diverse styles, and returning Bosses will align with their respective stage themes.

《洛克人 双重超载》制作团队TGS访谈:让可爱的少女登场

Q: Among the eight new Bosses in this title, one comes from a global Boss design contest. What is the current status of the selection process? To what extent will the original creators' ideas be respected and reflected when incorporating submitted designs into the game?

A:Internal company selection has been completed, and we are currently preparing for the announcement. Please wait for further updates on this part. We will greatly respect the original creators' ideas, making only minor adjustments to fit this title.

Previous titles also used submitted designs.—Our approach is to first identify the most appealing aspect of the design. If the appearance is appealing, we try to preserve it; if the abilities are appealing, we keep them and make significant adjustments to the appearance. The specific approach depends on case-by-case analysis. As for which form it will take this time, please stay tuned.

Q: This title was developed using the RE Engine, featuring a distinct cel-shaded look. How did you establish the visual direction for this game? Within the 2D side-scrolling framework, what advantages did the RE Engine bring to the artistic presentation?

A:The advantages of the RE Engine aren't just about creating high-end graphics. "Mega Man" is an IP played by various gamers worldwide, with hardware ranging from high-end PCs to casual devices—and serving such a wide hardware spectrum is precisely where the RE Engine excels.

The texture of the game backgrounds leans towards hand-drawn illustrations, with very detailed rendering and a high level of information. We enhance visual clarity through the contrast between backgrounds and characters.

Characters are highlighted using a cel-shaded style. Even when the screen is filled with information, characters stand out firmly in the foreground, allowing players to instantly identify the character they are controlling.

《洛克人 双重超载》制作团队TGS访谈:让可爱的少女登场

Q: Instead of being titled "Mega Man 12," this game is called "Mega Man Double Overload." "Double" clearly points to the dual protagonists, but what meaning does "Overload" hold as the theme of the work?

A:"Double" refers to the dual appearance of Mega Man and Proto Man, while one meaning of "Overload" is that both Mega Man and Proto Man can activate Overload, hence "Double Overload." There's another layer: have you noticed that Bosses can also activate Overload? That's roughly it.

Q: As the 40th-anniversary title, how has this game prepared Easter eggs or tributes for longtime fans? On the other hand, how will you ensure that new players who haven't touched the series don't find the barrier to entry for an anniversary title too high?

A:This game features an entirely new story, so new players can fully enjoy it starting from this title. On the other hand, the game is filled with many Easter eggs that will make longtime fans smile knowingly, thinking,"That's the reference, isn't it?" Also, as mentioned earlier, even players new to "Mega Man" can progress through stages gradually, develop their characters step by step, and then challenge powerful enemies.

《洛克人 双重超载》制作团队TGS访谈:让可爱的少女登场

Q: Where does this game's story fit within the timeline of the Classic series? Proto Man bore a tragic fate in the early series. How will this game depict his relationship with Mega Man and Dr. Light?

A:We can't say much about the story just yet. As for the timeline, we're still deliberating. The game's story is self-contained, and we didn't刻意 emphasize chronological order during production. New players unfamiliar with the series' timeline can enjoy it easily, while veteran players who know the timeline won't find it unnatural. That was our standard.

Q: Finally, please share a few words with Chinese players.

A:2027 marks the 40th anniversary of the "Mega Man" series. This title is solidly packed with numerous elements that will satisfy series fans, while new players can also experience the joy of progressive completion.

Please look forward to it.