Capcom & Replayability

I’ve been on a big Capcom kick lately. From finally playing the Resident Evil 3 remake to falling back into the Monster Hunter grind to finishing Devil May Cry 5 just a few nights ago, it’s been a very Capcom filled couple of months. After finishing DMC 5, I was met with a familiar scene, a sort of Capcom special, a long list of costume unlocks, new difficulty modes, and perks for starting up another playthrough of the game. Replayability always comes to mind when I think of a Capcom game. They seem to specialize in shorter games that incentive players to play through them multiple times. This can be seen in all of their major series, but most interesting is how each one offers a different reason to replay a game. So here’s a breakdown of four of Capcom’s most well known series and what they offer for players who just want to keep on playing them.

Megaman / Megaman X

The Megaman series debuted on the NES and was one of Capcom’s first console games successes. This is due, in no small part, to the introduction of the level select screen. In the days of linear platformers like Super Mario Bros and Castlevania, being able to choose the order you completed levels in was a very innovative idea. It’s a small amount of freedom to the player, but it helped the series standout so much from other games on the system. Add to it the fact that defeating a boss grants you their weapon, which other bosses will be weak or resistant to, and you have a system that encourages experimentation from the player. You could go with the recommended order for the easiest time, or you could go your own way and see what you can discover.

When the SNES came out, Capcom reimagined the Megaman series as the Megaman X series. While the bones of the X series are the same skeleton of the classic series, the more serious tone of the game and some new additions breathed fresh air in the games’ lungs. The level select screen was back, but with the addition of armor parts, subtanks, and health upgrades (some of which you need the boss weapon from another level to grab) the player has more reason than ever to experiment with the order they complete levels. In the first X game, beating some bosses even create ripple effects on other levels, making them easier to traverse and beat.

Resident Evil

Capcom helped Sony introduce the original Playstation with a brand new IP: Resident Evil—a foundational game in the survival-horror genre. I’ve been a fan of the series ever since playing Resident Evil 4 a few years ago and that was my first real taste of Capcom’s recipe for replayability. After beating the main story, you will unlock Mercenaries mode, a more arcade-like horde shooter, and the Separate Ways campaign, a shorter play-through as Ada Wong who’s story parallels Leon’s throughout the game. Complete these unlocks characters for Mercenaries mode and outfits and weapons to be used in the main campaign like the suit of armor that makes Ashley invincible to enemies and the Chicago Typewriter, a tommy gun with infinite ammo.

But RE4 wasn’t where the series focus on replayability started, it’s just the first in the series I played. Additional customs and weapons to use during the main campaign have been offered in every game since the first installment, but the earlier games offered more than that to encourage players to play the games again. Both Resident Evil and Resident Evil 2 offered two different characters to play as, both with different attributes and scenarios that happen in the story. While the overall games’ structure and story remains the same, it’s a nice little incentive to do another playthrough since things won’t be exactly the same and can offer a different experience. 

Devil May Cry

The Devil May Cry series’ approach to replayability is a lot like Resident Evil’s, but instead of unlocking new costumes and weapons, you unlock higher difficulties to play the game on. This works well because the combat in the DMC games is very intricate, varied, and very open to expression. The player is rated at the end of each chapter based on how well they played, which encourages practitioning and replaying in itself, and players who push themselves to get better at the game will welcome the higher difficulties unlock to test their skill. Starting with DMC 3, Capcom created a difficulty mode named Heaven or Hell where Dante will die in a single hit, but so will every enemy. This is such an interesting take on difficulty because it’s such a high risk/high reward style of gameplay. Later games would introduce a variant on this mode called Hell or Hell for the truly masochistic players, where the player character dies in one hit, but enemies take normal damage. 

Monster Hunter

Lastly we come to the Monster Hunter series, which is probably my favorite series of Capcom’s. The Monster Hunter game shares some DNA with the Devil May Cry series in the sense that the combat is extremely deep and nuanced. On top of that, there are over a dozen weapons in Monster Hunter World and Generations Ultimate (the two newest games in the series and the ones I have the most experience with) and all of them play very differently. A player could spend countless hours learning the differences and intricacies of each weapon type. 

But by far the biggest reason a Monster Hunter game is such a replayable one is because the core gameplay loop is such an iterative one. Any game in the series is about getting a little better after each and every hunt. The core loop is simple: fight giant dragons and dinosaurs to get item drops to make into better gear and weapons so you can fight even bigger monsters. Since there is no leveling system in the game, acquiring new gear is the only way to increase your attack and defense stats. But the only true way to get better at a game in the series, however, is to just learn it. Things like the correct items to bring on a hunt, a monster’s attack patterns, what needs to be broken to get certain item drops, all need to be learned by the player and this is the real reason why the series is so replayable. It rewards the player based on how much they themselves put into it.

These are just the Capcom series I’m familiar with too. I hear they have some fun incentives to replay games in the Onimusha series, but I haven’t completed any of those, and they also make the Street Fighter series which, similar to Monster Hunter, has many characters and extremely deep combat that takes forever to learn and master. Capcom’s focus on shorter, but more replayable titles seems to be a core focus of the company and it’s one I respect and appreciate highly. As I grow older, my time becomes more and more limited, so the longer a game is, the less eager I am to replay it—even games like Breath of the Wild and Persona 5, which I absolutely love, paralyze me when I think of replaying them. But a short campaign like the Resident Evil 2 remake or a game broken in bite size chunks like Monster Hunter are much easier to run through again. There’s a strength in offering a shorter, more concise experience and earning the closure of finishing a game quickly over an arduous journey spanning dozens to hundreds of hours sometimes.

Mega Man X & Level Interconnectivity

I first played Mega Man X about a year ago and I had fun with, but when I recently replayed, I had an absolute blast. It was thrilling to dash jump pass enemies and using boss weapons to dispatch of enemies enemies. It’s the type of game that warrants multiple playthroughs after the player get used to the stiff controls and learns the layout of the levels, which can be tricky the first time with obnoxious enemy placement and hazards. The game is very replayable since the levels can be competed in any order and the upgrades collected along the way will help makes certain parts easier. There is a great sense of interconnectivity between the levels, but there is one smart aspect of the design on Mega Man X that is criminally underutilized.

First, I want to discuss boss weapons. The most basic and obvious benefit of  boss weapons is that every boss is weak to a certain weapon. This has been a staple of the franchise since the very first Mega Man released on the NES in 1987. This directly guides the player, who will most likely want to go against the boss who’s weakest against the weapon they just acquired, but there are also more subtle ways these weapons incentivise players to complete levels. 

Some basic enemies throughout the levels are easier to beat with certain boss weapons. The turtles and sea dragon mini bosses in Launch Octopus’s level die in a snap with the Storm Tornado acquired from Storm Eagle and Boomer Kuwanger’s Boomerang Cutter is useful against the Hoganmer enemies whose shields will block every projectile coming from the front. This helps experienced players choose what level to play next if they have a good idea of what enemies to expect and nudges newer player to experiment with weapons to see what works best. It also works as a guide similar to how it was handled in the older NES Mega Man games where it was sometimes best move to a different level if an obstacle or enemy was too tough because there was probably a weapon or upgrade in another level that will make it much easier, like the Magnet Beam in the original Mega Man.

During my most recent playthrough, I wanted to get the Buster upgrade as early as possible. To do so, I got the helmet upgrade from Storm Eagle’s stage and then went to Flame Mammoth’s stage. It was interesting to see that the levels were set up in such a way that both the helmet upgrade to break the blocks to the Buster upgrade and the effective weapon against Flame Mammoth were found Storm Eagle’s stage. Since I started with Storm Eagle, instead of Chill Penguin as usual, I also remembered that Flame Mammoth’s level is supposed to have fire throughout the stage.

Chill Penguin’s stage is the easiest Mega Man X stage and it is also where you get the most important upgrade: the leg’s upgrade, which lets you perform a short, quick dash. This upgrade is so useful and important to the game, that the developer’s didn’t even hide it in the stage. It’s right in the open on the only route through the level. I believe that the creators of the game intended Chill Penguin to be the first stage of the ideal playthrough because it is relatively easy with one of the most simple bosses in the game to defeat, there’s an important upgrade that impossible to miss, and it even has a new feature to the series being the ride armor. Another interesting thing that happens after defeating Chill Penguin is that the rivers of fire in Flame Mammoth’s stage completely freeze over.

There are a number of ripple effects that defeating certain bosses will have on other stages in the game and they are the most interesting thing about Mega Man X. Most notably of these is when defeating Storm Eagle. The boss fight takes place on top of an airship and, after defeating the boss, the ship comes crashing down onto Spark Mandrill’s level. This cuts off the electrical currents running through the floor in the beginning of the level  but also causes blackouts later in the level that momentarily hide the bottomless pits. Another example of this would be defeating Launch Octopus and flooding a pit in Sting Cameleon’s stage, which is needed for a health upgrade. 

These changes based on boss defeats show a lot of interconnectivity between the level and not only helps to encourage replayability, but also makes the world of Mega Man X feel alive and functioning. It feels like the world exists without the player, like it’s a clock with its gears turning to keep it ticking, and that the player is actually disrupting the natural pace. It’s a very uncommon feeling for a SNES action, in my experience, and is more akin to an epic RPG like Chrono Trigger.

While these changes across levels are brilliant, they are sadly underutilized. There really aren’t that many examples of them in the game. In fact, I named the three biggest ones in this post. I would have loved to see more like if defeating Flame Mammoth caused the trees in Sting Chameleon’s level to be on fire, exposing new enemies and making the player dodge periodic stampedes of frighten robots. Or is beating Spark Mandrill electrified the ocean in Launch Octopus’s stage, making the water dangerous and creating a more standard platforming level above the surface of the sea.

Mega Man X is a game I love and is a perfect example of why sometimes leaving the player wanting more is the smart option. While the interactions between levels due the boss weapons and stage changes give the game great replayable and help it feel alive, it’s hard not to want every boss defeated to affect the overall game in some way. The effects of defeating bosses like Chill Penguin and Storm Eagle are great, but they are so few and underutilized, it leaves the player wanting more in the best way. If nothing else, this is an aspect of the first game for Capcom to expand on if they ever make Mega Man X 9.