Showing posts with label Legacy of Kain. Show all posts
Showing posts with label Legacy of Kain. Show all posts

Thursday, May 16, 2013

Month of Characters: Top 10 Heroes I Wish I Were



Sometimes in games, we have power fantasies about the heroes we're playing.  We wish we could be him because he's so cool or we want to be strong like that one...it's escapist entertainment, so this is only normal.  For me though, I kind of respect certain heroes because I enjoy hearing their stories.  I don't want their stories to be my own.  However, other heroes I really wish I could be, just because their lives and their persona really gel with my own.  So, for those interested in power fantasy, here are the top 10 heroes I wish I could be.  Needless to say, there will be spoilers

SPOILER WARNING!!!

Kain (Legacy of Kain Series)
I love Kain.  He's a different kind of vampire who could just as easily be a villain instead of a hero, but his actions are carefully calculated to be of net gain to not only himself, but to the world.  Kain is arrogant, but wisely so.  He has enough power, wisdom, and foresight to allow himself to be a little confident.  What I love most about Kain is how Shakespearean he can be.  He is masterful with his language and very dramatic, using his words to great effect in both his musings and in arguing to justify his actions.  Having lived for thousands of years, he proves his intelligence not just through cunning but through philosophy, as he often waxes on what a king should do, condemn himself to death for the good of the world and in doing so destroy his race, or live, rule an empire in a dying world, and quietly await the end.  Kain believes that while fate may normally be immutable, there is always a better way, having long since set into motion a plan to cheat fate.  Kain is a vampiric messiah as well, being forever at odds with a being who aims to keep the world in an ignorant spiral of death and decay for his own profit.  Kain also never lies.  He can be cruel and wicked at times, as needs demand, but Kain will never go back on his word.  Those who betray him are damned by their own treachery, as Kain is still noble, at his core.  I wish I could be as commanding, confident, and intelligent as Kain.  Only someone truly amazing could aim to cheat fate and have both the courage and the audacity to move forward without hesitation.  Plus, he's a vampire.  That doesn't sparkle.  Bonus.

The Vampire has lived for countless ages.  He can afford arrogance, for it is juxtaposed by his cunning, his strength, and his drive.  Fate is his plaything.

Demi-Fiend (Shin Megami Tensei Nocturne)
The Demi-Fiend is an avatar for the human players in Shin Megami Tensei Nocturne.  He has his own look and powers and what have you, but he is mostly silent and his choices are made by the players.  Get used to those in this list.  So, why did I pick him?  Well, the Demi-Fiend is an amazing character.  He is caught up in the destruction and rebirth of the world and gets trapped in the inbetween world, partway between recreation, where a mysterious child implants a magatama, a demon worm, in him, transforming the normal school boy into a half human, half demon warrior.  His skin is grey and covered in pulsating tattoos and his eyes glow golden.  Only his shape even resembles human anymore.  Along with his new look, the Demi-Fiend is given new powers, such as breathing fire, causing great bursts of wind or ice to appear and the ability to heal and revive his friends.  Speaking of friends, the Demi-Fiend also gains the ability to talk to demons and by bargaining, begging, or threatening them, he can recruit them to fight for him.  This character would be amazing to be, for his insane level of power, quirky demon friends, and all the crazy sights he sees.  The Demi-Fiend travels around a Japan turned upside down by the end of the world, seeing its natural beauty turned horrific and fantastical.  An apartment complex turned into a demon prison?  Check.  A shopping mall inhabited by demons?  Check.  A palace to an unholy demon god?  Double check.  And all along the way the Demi-Fiend is hounded by fiends, monsters hunting him as a way of proving their mettle.  These include the four horsemen of the apocalypse, the whore of Babylon, and the trumpeter, among many others.  Once defeated, they can even serve the Demi-Fiend.  What I love perhaps most about the Demi-Fiend is he personifies choice.  With the world ended, he is given the choice of supporting some differing philosophies of how the world should be reborn, such as a world for each of us, survival of the fittest, or elitism.  Or, he can reject all these reasons and save the old world, recreating it just as it was before the cataclysm.  For all these reasons and more, I would love to be the Demi-Fiend.  Master of demons, who walks between two worlds, the chooser of destiny, he is the wild card planted in the middle of a battle between angels and demons.

The Halfbreed shows true power.  Not through strength or cunning, but through choice.  He holds the power to guide the world into a new age...or free it from its hidden oppressor. 
Dark Souls Hero (Dark Souls)
This is kinda cheating, if you think about it, but I like Dark Souls alot.  The fact that they let you make your own hero shouldn't be any room for its disqualification, because the reason I wish I was a hero in Dark Souls is based more around the world than the character.  First, there is the immortality.  Heroes in Dark Souls are undead and will always be reborn at a bonfire when they die.  While others may go insane, turn hollow, and attack people, as the hero, that will never happen to me.  Plus, I get to wield all sorts of amazing powers, from slinging spell bolts, tossing fireballs, and hurling lightning spears to healing myself, turning invisible, and casting clouds of poison out in front of me.  Perhaps the most attractive thing about Dark Souls though is it makes you feel like a hero.  Players face insurmountable odds, like dragons, gargoyles, giant demons, huge wolves, undead monsters, cursed spider women, etc. and these things can be many times our size.  But, the immortality, coupled with a few tricks discovered through experimentation, means we can inevitably find a way to win.  Nothing inflates your ego more than taking down a giant iron golem even after it's whooped your ass several times.  There are lots of beautiful places to visit and cool weapons to wield in Dark Souls.  It's kind of a fantasy for all of us who wish we could be Stallone or any other action hero.  In Dark Souls, we can be powerful.  It would be a lonely existence, but Dark Souls is a game about personal betterment and striving.  You can find friends if you so desire, but the goal is self improvement and making a choice to either cling to the past or move on to the future, and all the risks that entails.  Being a hero with all that power, all that potential, and immortality?  Sign me up!

The Undead face the world in abject despair, bereft of all hope...yet still they continue onwards.  Cursed with everlasting life, forever bound by pain, they will fell dragons and bring the gods low to find their destiny.
Link (LoZ Twilight Princess)
This might seem sort of like an odd choice, considering that Link is kind of another avatar for players, wears a green skirt, and spends alot of the game cleaning up a giant mess.  But Link is so much more than that, in my opinion.  Link is almost an adult, physically fit and attractive, has his own horse, and is gifted with lots of friends as a support group.  When twilight engulfs the land, rather than becoming a monster or being rendered helpless, he turns into a powerful wolf and meets Midna.  And right there are some huge reasons to want to be Link.  The wolf form is cool, but Midna really sells it.  Snarky and sarcastic, but also tender, helpful, and even vulnerable.  Midna's a friend like you seldom ever get in a Zelda game and I'd love to have a chance to be there for her.  But that aside, you also get a ton of cool tools to play with, from iron boots that magnetize to steel walls, to a skateboard like cog, to a rod which allows you to give life to ancient statues.  Link's amazingly versatile and also a master swordsman.  There's also the beautiful land of Hyrule to explore, with snow mountains for snow boarding, rivers for rafting, farms and mountains for sight seeing, and a bustling castle town, full of fun places to visit, like Agatha's bug palace, the local bar, and even a real life haunted house.  Games abound as well, such as hook shotting around a cage to collect rupees or holding onto a chicken as you use it to glide onto a platform.  Let's not forget that Link also gets to meet amazing people.  How many of you can say that you've sumo wrestled a goron or had hot pumpkin soup with a yeti?  Not many, I can bet.  Link himself is a great guy too, doing everything he can to help out his friends, especially Midna, since her kingdom was taken from her.  Who wouldn't want to be him?  A great world to explore, fun toys to play with, neat people to meet, and the best little side kick ever?  Yes, please!

The Hero never fights alone.  It is for his friends that he fights and it is his friends who give him the strength to battle.  The world is always more fun to explore with company.
Frederick Chopin (Eternal Sonata)
Eternal Sonata was an interesting title for featuring Frederick Francois Chopin in a fantasy dream world, which he created as he lay dying.  And honestly...that's kinda what I love about Frederick.  He knows who he is and where he is, but goes along with the dream anyway, since he has nothing else to do.  He sees amazing sights, meets people, makes friends, and shares his piano music with the world.  And when the time comes, he must fight his friends to give their world substance as he loses his hold on life.  In death, he is able to save one of his friends, Polka, and offer a brilliant epitaph in the form of his piano playing and words that postulate that life is what you make of it, just as a flower can be named for something depressing or something uplifting.  It is all about perception.  Frederick as a character doesn't go through much growth or leave too much of an impression, but I'd love to be him and explore the crazy, musical world he spends his last moments in.  His sacrifice and piano playing are especially moving and often I wish I could see the world as he came to.  Even in death, he found something beautiful worth believing in.  So beautiful, he asked the question, "Which of my worlds is real and which is truly the dream?"

The Dreamer revels in his fantasy.  Though he know the sun will rise and his dream fade, he clings to it...for it is beautiful and more real than any truth he could find in the world we know.
Hero (Dragon Quest 8)
Another hero who you have to give a name to.  I probably am cheating, seeing as a ton of these entries are silent protagonists, but the Hero of Dragon Quest 8 is someone I really wish I could be.  In a world where death basically means going back to the last church you stayed at with half your money, the Dragon Quest universe is just fun.  I'd be strong enough to fight monsters, but I might be too busy laughing as the Hero.  The monsters in this world are so smiley and happy and goofy.  Hero also loves and is loved by a cursed princess, who when cured is a knockout, and Hero frequently makes reliable friends.  He converts a bandit to be his vassal and cures a lecherous knight of his philandering ways...to a degree.  He's kind hearted and honest, loves his friends, his lord, his lady, and his pet mouse.  He's immune to curses of any kind and has supernatural powers...and he's also a dragon.  Did I forget to mention that?  The Hero is a bastard child born of a tryst between a female dragon and a prince.  He holds dragon's blood in his veins and is also a member of royalty.  Is there any reason to not want to be this guy?  Friends, safety, a beautiful world to explore, royalty, cool abilities...the Hero is someone I'd love to be.  And on top of all that, he's a great guy too.

The Knight holds the heart of a dragon and the soul of a saint, forever seeking sanctuary and solace for his lord and lady.  He does so with a smile and without need of thanks, for he is justice itself.
Rudy Roughknight (Wild Arms)
Rudy was one of my first big RPG characters and I loved his soft spoken demeanor, his skill with guns, called ARMS in the series, and how he did what was right, even if it meant that he was going to be ostracized or suffer for it.  It very much felt like Rudy and I were kindred.  Then it turned out Rudy was a cyborg.  So much for that.  Rudy, despite his differences, is beloved by his friends and plays the part of a true wild west gun slinging hero.  Perhaps one of the best scenes for me in the game is where he cuts off his own arm to prevent himself and his friends from being pulled into a death trap.  And this is how he's revealed to be a cyborg.  Rather than being freaked out, his friends pull out all the stops to find someone to help fix him and even the girl who liked him before still cares for him after knowing.  For being so somber and quiet, but so moving, strong, and stoic, I wish I could be Rudy.  I wish I could be a gun slinging hero with my friends close by my side.  Rudy was the outcast who was chased away for his power.  But despite that, he always held hope.  He went back and saved the people who hurt him, showing them what a true hero was, and when the final guardian of the world, the dragon Zephyr, the west wind of hope, was trapped, it was Rudy's artificial heart which saved him.  If I had even a fraction of Rudy's strength and hope, I could rule this world.  But I wouldn't.  Cause Rudy wouldn't.

The Gunslinger is ostracized for his beliefs and feared for his power.  Yet he never loses his pride or his principles.  His aim is sharp, his heart strong, and his spirit as free as the wind.
Adol Christian (Ys Series)
Adol Christian, or Adol the Red as he is sometimes called is quite possibly the ultimate adventurer.  He's saved the world eight times and each time he does, it seems like there's a beautiful maiden waiting for him to settle down and be her beloved.  But each time, Adol continues exploring, looking for new vistas to see and new challenges to face.  And a good thing to, since he's one of the few swordsmen who not only routinely battles gods and monsters seeking to destroy whole countries or the world, but who is also genuinely likable.  Despite being ruggedly attractive, Adol never comes off as a cheat or a player and there's an air of tragedy to his departing those who love him.  But part of his journey is knowing he can always come back to visit.  I'd love to be Adol.  Skilled with both blade and mind, a kind hearted soul, handsome to the point of ridiculousness, has an amazing roster of friends who will always look out for him, and gifted with wanderlust, which guarantees adventures for him for the foreseeable future, Adol Christian is the kind of wandering swordsman we all dreamed we could be since we were kids.  I adore Adol because he does all the things I'd want to do if I could just sling a sword on my back and head towards the horizon.

The Adventurer's greatest weakness is his wanderlust.  Forever seeking new quests and people to save, he is never still and always on the move.  Those he leaves behind mourn for his departure, but the adventure continues...and some day, he shall return.
Hyakkimaru (Blood Will Tell)
This is actually kind of an odd choice, all things considered.  Hyakkimaru has lived a terrible life, with his father selling his organs to demons before he was born.  He would have died as a babe if an advanced herbalist had not healed him, given him a new body, and installed weapons in his limbs to go hunt the demons who took his organs.  Hyakkimaru is the kind of bad ass we all wish we could be.  He's a Japanese samurai, in feudal era Japan, with detachable arms which hide blades, a machinegun in his elbow, a rocket launcher in his leg, and on top of all that, he's a master swordsman in his own right.  He takes down demons every day, some the size of mountains, and doesn't even blink.  What's more, though, is that Hyakkimaru is always experiencing new things.  His life starts out bad, but when he gets his eyes back, he sees the world for the first time.  When he gets his nose or ears, he can hear and smell.  When he gets his vocal cords, he marvels at the sounds he can make.  His life is always getting better.  Coupled with a rapscallion named Dororo who keeps him honest, Hyakkimaru is an interesting twist on the samurai archetype and one I wish I could be.  Also, interesting note, Dororo is actually a girl and full grown by the time the game ends.  What can a world weary samurai and his friend for years, now a full grown woman, do together, I wonder?

The Cripple is born without hope or a future.  His weakness shall become his strength as he plods forward against the tides of destiny.  He shall protect the weak and fight for his lost youth.  He shall be a samurai.
Sora (Kingdom Hearts)
Kingdom Hearts is a whimsical little series, where the magical world of Disney works hand in hand with the grittier, more mature Final Fantasy series.  At the heart of Kingdom Hearts is Sora.  This kid is like an adventurer's dream.  He grew up on a tropical island most of his life with his best friends, sought out adventure in a bigger world, and was gifted with the power to wield the Keyblade, the greatest weapon of all.  He is the bridge between worlds for other characters, a pure hearted, honest youth who's greatest goal is to save his friends, and despite all this, is one helluva fighter.  Whether soaring through space in a gummi ship or exploring the sands of the desert outside of Agrabah, Sora is like all our childhood dreams, fostered by movies and imagination, rolled together.  Partnered with the comedic pair of Donald Duck and Goofy, Sora is prepared for any situation, no matter how grim, because he knows he can count on his allies.  To the point where even if it goes against their mission, Donald and Goofy refuse to abandon their friend.  Sora's also extremely powerful, shown to not only be nimble enough to dodge around large enemies and use their strength and smaller foes to his advantage, but also strong enough to cleave through whole buildings with his Keyblade.  Face it, at one point in life we all wish we could pal around with the Disney gang and later on, gamers often wish they could meet the Final Fantasy crowd.  Sora gets to do all this and more.  To a child of any age seeking adventure, he's a dream come true.

The Keymaster holds the ultimate weapon.  He wields the key to the hearts of worlds.  He unlocks the hearts of his friends.  He restores the hearts of the fallen.  The true power he wields is kindness.
            And these are the power fantasies of a simple gamer.  Many of us wish to visit strange new worlds or take to the road with sword in hand and a song in our heart, but society has changed from the medieval settings or the wild west archetypes we see in movies.  You really can't get anywhere in the world without identification, money, and connections...it's not possible to really go wandering, as these heroes do.  Which is why they're so precious to me and why I'd like to be them.  I've lived my life vicariously through these heroes and would love a chance to see their worlds first hand.  If nothing else, these heroes and their worlds are just fun.  They're worth exploring more than once.  To me, that's the sign of a great game and a great character.  Someone we want to be in a world we can't help but revisit.

Friday, November 23, 2012

Ignorance is Idiocy. AKA, Use it or Lose it

Well, crap, it's been over a month since my last post.  Life has basically given me a swift kick to the nether regions in this absence, but, hey, I'm back with more insight into the wonderful world of video gaming.  Enjoy.



Ignorance is Idiocy.  AKA, Use it or Lose it

            In the current era of console and even PC gaming, there is little that holds more power than a sequel.  Sequels are signs of success and comfort for many gamers, as they bring back stories and game concepts that enraptured players from the start.  Sequels are not free money...however, they almost always have an audience, no matter how small.  They do not need to prove themselves in the same way that original property does.  A Bioshock sequel, no matter how poor, has a greater audience by far than an original property which uses the same concepts, even if it is superior.  However, in this era of sequels, there is a disturbing trend.
My thoughts exactly.
            Halo.  Call of Duty.  Far Cry.  All of these games are, in their own right, very well made and with a specific audience in mind.  They cater to gamers who enjoy war games and in sequels offer them more of the same.  They have proven themselves.  However, countless other games mimic and copy the successes of these titles, but without even a modicum of the same originality, polish, or passion.  In fact, as sequels keep going into larger and larger numbers, many gamers collectively grown because there is stagnation.  They do not bring back great gameplay or tell epic stories, it is merely more of the same.  A game such as Fracture or Turok copy from the Halo formula in hopes of cashing in on its success, but ultimately glut the market.  Ironically, however, this glut is not, in and of itself, the trend I was speaking of.  What I refer to is the tendency to ignore one's own property in favor of chasing after someone else's.
Damn right
            Let us return to my previous example.  The original Turok: Dinosaur Hunter was a Nintendo 64 game about a time traveling and dimension hopping Native American warrior, equipped with outlandish weaponry fighting aliens and dinosaurs with everything from probes that bored into enemy skulls to magic tribal arrows fired from a regular bow.  The newer version of Turok rips off countless things from Halo, such as regenerating health, guidance markers, character archetypes, etc. It makes Turok a space marine, removes his interesting character traits, and gives him samey, boring weapons.  It is essentially, a clone trying to cash in on a previous game's fans.  No different from the atrocious Golden Axe: Beast Rider game for the Playstation 3 and Xbox 360 or the mediocre Altered Beast game for the PS2.  They take the original game's concept and completely alter it to fall more in line with modern trends, hoping that name value alone will sell titles, ultimately creating a generic experience with a thin veneer of the original coating the property.
Believe it or not, this is the good one.  This is the FUN one.
            And that is really the biggest shame of all.  Turok: Dinosaur Hunter was not a smash hit, however it garnered a cult following and earned a sequel on the Nintendo 64.  However, many of the fans probably felt betrayed by this new game, which used name value only to try and sell its property.  This is one of the bigger problems in the game industry.  Ignorance.  Many companies either forget what made their titles superb and beloved in the first place in favor of following modern trends.  Or worse, game companies forget that they even own said properties and leave loyal fans who are willing to pay money out in the cold.
Say it ain't so!
            There are a number of examples for this.  So many it is actually quite depressing.  Capcom is perhaps the most egregious offender.  Capcom is often known as the house that Megaman built.  However, when Keiji Inafune left the company, so to did much of its love for the blue bomber.  Megaman has been around for over two decades, yet lies almost completely forgotten of late.  The main series, Megaman X, Megaman Zero, and the countless spin offs are things of the past.  New Megaman games are practically nonexistent past 2010.  There was talk of Megaman Legends receiving the third game which fans had craved for almost a decade, however it was canceled at the last moment.  Capcom is letting the franchise that built them die.
Capcom...with all due respect...are you out of your damn mind?!
            To be fair, if a franchise has outlived itself or grown stagnant or had a satisfactory conclusion, it may be fair to allow it to rest.  The Shadow Hearts series created a nice little timeline for itself and ended with a satisfying conclusion, having only  one spin off that was mostly inoffensive tacked on at the end.  However, Megaman fans still cry out for sequels.  And Capcom ignores them.  It is not only Megaman, however.  Breath of Fire, a staple RPG series from the SNES era into the Playstation 2 era has withered and disappeared, last seen as a poor PSP port of the third game in a series of five.  Other series get drowned before they have a chance to flourish.  The Okami series had room for sequels, but after just one it seems a lost cause to hope for more.  The same can be said of Viewtiful Joe.  This habit of abandoning the properties that make game companies money is baffling to me.  There are fans.  Megaman has fans.  Breath of Fire has fans.  Viewtiful Joe has fans.  Yet save for cameos, these series remain dormant.  To release a game with one of these names would guarantee at least a few thousand sales, if not tens or hundreds of thousands, which is more than many original properties can guarantee.  So, why not revive them?  Gargoyle's Quest was a series which only lasted for three games, but which disappeared after the SNES era.  Why not bring it back?  Fans remember.  And fans are loyal.  Not to companies, often enough.  Capcom has proven to be quite ruthless with on disc and frivolous DLC releases, lock out procedures, and policies meant to enrage their own customers, but fans are loyal to games.  If you make them, they will come.
It's been almost 18 years since Firebrand's last solo game.  Isn't it time for a comeback?
            However, like developers following modern trends, game companies seem bound and determined lately to forget what made them so successful to begin with.  While not as apparently blind as Capcom, Konami has let Castlevania rot, of late.  Castlevania has always been popular in its 2-d iterations, yet there has not been a 2-d release for years, unless you count the storyless, rehashed multiplayer fair that is Harmony of Despair.  Instead, the closest thing we get is a "reboot" called Castlevania: Lords of Shadows, which is more interested in stealing ideas from God of War and Shadow of the Colossus than rewarding the loyalty of fans.  True, it had unique ideas and was a fine game in its own right, but it is following the trend of cramming what sells into any game with fan recognition.  And this is a terrible idea.  Betraying fans means losing potential sales in the long run.  Sales in the long run are everything for game companies.  Short term sales are needed to keep it afloat at the moment, but to have any longevity, game companies need to think in the long term.
Remember when you made games like this, Konami?  Fun, colorful, insane games?
            Perhaps worse than sequels which betray the concept of the original, however, are sequels that only aim to tease the fans, rather than placate them.  Franchises often build up a large shared universe, with rules that must be followed.  Even the disconnected Final Fantasy series has many elements in common, such as the character Cid, summoned beasts like Bahamut, and monsters such as Tonberries, Behemoths, and Ahrimans.  However, trying to copy these elements into a bastardized version of a game may only enrage fans rather than placate them.  They ask the question "Why isn't this in the world or in the style that I know and love?"  And when that question is asked, the game is already lost, no matter how fine a product.  Suikoden Tierkreis is a fine example of this.  It is not a bad game on its own merits and stays true to some of the styles of the Suikoden series, however it is set in an alternate universe.  There are none of the alliances or relationships, none of the recurring characters or elements, and no continuing story from previous games.  This is almost like a slap in the face to fans of the series, who wait patiently for a new iteration to a favorite series of theirs only to be rewarded with something that looks similar, plays similar, but isn't what they want.  It is akin to trying to buy a Halo game but coming out with Turok.  All the elements are there, but it is still lacking.  This plays into ignorance of what made the game in the series enjoyable to begin with.
What don't I see here...ah, right, Tierkreis.  Take the hint, Konami.
            In that same vein, I must reluctantly point out that Square Enix has followed a similar pathway.  Final Fantasy has seldom been a sequelized property.  Each new game has additional numbers beside it, but each is its own story.  The games have evolved with the times, keeping a strong story, music, and gameplay that the fans have recognized.  However, Square, after its merger with Enix, ignored all that and started fresh.  Final Fantasy 11 and onwards have followed the gameplay of MMORPGs and while financial success has followed, it has been with even more bloated development costs, critical pandering, and the scorn of long time fans.  If you wanted to make a new game series, why not make a new game series, rather than enrage fans?  The point I wish to make to all game companies is to ignore your properties, either what made them good to begin with or to ignore them entirely, is rank stupidity. 
Go back in time ten years.  Would ANYONE have thought this was a Final Fantasy game back then?
            Many games have fans slavering for a sequel.  The Legacy of Kain series, which Square now owns, ended after five games with several plot lines unresolved and a canceled game to follow.  If fans were shown that they still matter with a collection or a finale, then it would doubtless be at the very least a modest success.  However, the time for sequels and franchises passes quickly.  Legacy of Kain as a series was released in the 1990s and held power into the early 2000s, but has been dormant a long time.  Many of the voice actors who provided the performances that made it so memorable are either dead or growing too old to wait for a sequel.  The same is true of any franchise.  There are still many who yearn for Megaman, for the old Final Fantasy games, for Gargoyle's Quest, Breath of Fire, and Suikoden.  However, these gamers are getting older.  They are doggedly staying loyal to old favorites or they are moving on with their lives.  If Capcom, Konami, and many others do not move soon, they risk losing the power their franchises once had.  In twenty years time, the name Megaman may be worth less than nothing, when in the 1980s, it sold games without a second thought.
Time is running out for this Legacy, sadly.
            Many game companies have horded rights to franchises or sequels through acquisitions.  Through mergers, seizures, and purchases, many of these companies have a large library of names that they simply ignore.  And some defunct companies, like Quintet, have great titles that are fondly remembered whose rights could be bought for a pittance.  However, if these rights are shelved and sat upon, waiting for their value to appreciate, then eventually...they will stop being worth anything at all.  An Action Comics #1 is worth a great deal these days...but only to those who are willing to pay for it.  If the companies wait too long, people will give up hope on a Megaman 3...or build one themselves.  And then where will Capcom be?  They will have lost fans and by extension, lost sales.  Worse, they will be hated by their fans for not being more faithful to them, the people who pay their bills.
Hording rights is like hording comics.  They're only worth a crap if someone actually wants to pay for them.  Wait too long and eventually...no one will care.
           In the world of game development, modern trends can be useful.  Showing what is possible and what is profitable, they can be a great way for smaller companies to follow the big boys while still making something that is theirs, something special and enjoyable.  However, ignoring past successes just to chase modern trends is utter folly.  When it comes to game franchises, names, and sequels, you need to either use it...or lose it.