How We Almost Got a Mega Man X "Maverick Hunter" FPS

Former Metroid Prime devs worked on sending Rockman in a new direction

Hey, it worked for Samus, right? That might have been some of the thought process behind Maverick Hunter, a Mega Man X first-person shooter that was being created at Armature Studio, home to some of the developers behind the Metroid Prime series. The Blue Bomber was primed to get a similar treatment—taking the lore of Mega Man X and filtering it through more realistic, first-person 3D action—but it was cancelled before it could see the light of day.

 

This all comes from a really interesting feature over at Polygon. It details how Mega Man X gameplay concepts were being developed and tweaked to work in an FPS, and showcases plenty of video of what could have been.

 

 

Much like the Metroid Prime games, Maverick Hunter would have taken those familiar MMX moves—the X-buster arm cannon, dash, wall-jump, and so on—into a new dimension. According to Capcom sources, Armature's game was prototyped and playable, but was quietly put to rest in 2010, prior to Keiji Inafune's departure from Capcom. Like many of Mega Man's other potential exploits of recent years, from Mega Man Legends 3 to Mega Man Online, Maverick Hunter never made it out of the gate, and was considered a significant gamble. 

 

 

Ben Judd, producer of Grin's fully 3D Bionic Commando game, as well as Bionic Commando: Rearmed, was lined up to oversee the development of Maverick Hunter. Despite strong internal support, the proof of concept build never made it past greenlight meetings. Be sure to hit up the full Polygon report for a fascinating read and a look at another shelved take on Mega Man. 

 

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Joseph Luster is the Games and Web editor at Otaku USA Magazine. His blog can be found at subhumanzoids. Follow him on Twitter at @Moldilox.

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