Okay, so... I have a LOT to chime in on for the Megaman 11 discussion and wanted to make my own post here.
First of all, I'd like to say that I'm 100% at odds with James' Megaman fandom, as I feel like the Inti-creates stuff gets too bogged down in it's own obsession with ranking the player for doing these diehard challenged runs that sap the fun from first-time playthroughs and rob repeat playthroughs of their replay value for the sake of replaying them. Inti-creates also asks a LOT of it's players in a way that gets a bit TOO manic for my tastes. It wasn't until the ZX games where I feel like they really figured out a good balance of what they wanted to do with the Zero games and make them not feel like AS big of a chore (there's a sidequest in ZX that literally has you grinding one level to go through, get a medkit, and bring it back to Guardian HQ like... 5 to 7 times.) Classic Megaman will always be the place where my heart rests with. I think I've documented before to Neal that my favorite Megaman game, possibly much like Dr. Metts, is Megaman 6.
You need only really listen to the Megaman 3 RetroActive episode to understand my love of Classic Megaman.
Also, you're talking about the Maverick Hunter prototype, which was a Megaman X FPS where they kinda went full-on robot. I would have been down for that if it was pulled off right, but the plug got pulled on that VERY early.
It's probably what lead Armature to make ReCore.
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With all that preamble out of the way, let's get down to brass tacks on MASB's email and the Megaman 11 discussion.
First off, Megaman Games as a service exists. although James might have just been referring to the dreadful iOS Megaman X port with redrawn graphics and touch buttons, there's an endless runner Megaman game called Rockman X-Over.
Rockman X-Over used a new design for Megaman who is this time traveling model of Megaman meant to be able to incorporate techniques from classic Megaman all the way to Volnutt in order to combat the combined forces of Dr. Wily, Sigma, Dr. Vile, Master Albert, Serpent, and whoever else they put in that game. It is an endless runner type game where you have a jump and shoot button as well as the ability to activate cards you've equipped to Over-1 ala' battle chips from the Rockman.exe games. the battle chips, of ocurse, are acquired much like any other EA Ultimate Team/Gachapon style game. Rockman X-Over is Megaman Games as a service, and western fans RIOTED at Capcom-Unity so bad that Chris Svenson was like, "Okay, Okay! we won't release it in the west, you win! no Megaman for you!"
To look at Megaman 11, first I think it's important that we know the Japanese title of the game.Rockman 11: Unmei no Haguruma!! , as I've copy-pasted from the Megaman Knowledge Base, has a subtitle that roughly translates to "Rockman 11: The Gears of Destiny!!". Thanks to the team over at GameXplain (whom we only interacted with a week ago thanks to the Telethon!) they've broken down that the 3 gears underneath Megaman's UI seem to be able to activate a super mode if you have all three. one seeems to make all buster shots charged shots, one seems to increase Megaman's Movement speed, and... mayhapps the third is some sort of defense buff or helath recovery? some sort of screen nuke attack ala' the earlier X games' Giga Attack? regardless, at the end of the trailer, Megaman activates the gear ability and is able to fire off 3 charge shots as the logo for the game gets in the way. there's also a powerup icon that looked like a gear that's in the trailer as well, meaning the gear mode might just be a pickup the developers put around the level kinda in the style of an e-tank, and thus design levels accordingly.
As someone who's actually currently designing Megaman-style levels for a fan game right now,I tried to very carefully examine the trailer, and nothing particularly offensive like with Megaman & Bass is happening there so far. I do have faith in capcom to pull this through, and do so with far more passion than anyone in Yoshinori Ono's teams have left in them.