E3 2016: Can ReCore Right the Inafune Ship?

During E3 2016, we finally got an opportunity to see exactly what ReCore’s gameplay looks like. Granted, last year’s initial reveal did paint a pretty interesting picture, but it was tough to discern exactly what players would be able to expect when they finally get their hands on Armature’s newest title. After finding out that ReCore sports a healthy combination of shooting and third-person platforming, it’s clear that this is going to be a title that takes a lot of inspiration from the Mega Man franchise (specifically Mega Man X). Still, with all of the negative press surrounding creative contributor Keiji Inafune of Comcept, it’s not outrageous to wonder whether or not ReCore will turn out to be a disappointment as a result of this gaming legend being spread too thin.

Despite the fact that ReCore does look like it can be a ton of fun, there are definitely rumblings around the E3 show floor and the gaming community at large that it feels like it’s one run below the standard AAA space. The $40 price-tag that it’s currently sporting doesn’t do a lot to dissuade this opinion, but this doesn’t necessarily mean that it won’t be a blast to play. After all, one of the best titles of the year so far, Ratchet & Clank, retailed at that same price point. At the end of the day, price and size isn’t nearly as important as concept and execution, and the first impressions of ReCore in these departments are certainly positive. Players will have access to a rotating cast of pets that all utilize the glowing blue orb that has been featured in every bit of promotional material this far, with different companions being unlocked as the main character, Joule, progresses through her story. Combining the different abilities that these companion characters afford with some pretty interesting traversal and combat mechanics could make for a thrilling six-to-eight hour campaign, if everything pans out.


The other interesting tidbit of information that we’ve learned is that ReCore is a shooter not inherently based upon aiming. There’s a fair amount of auto-aiming and locking onto weakpoints, but this doesn’t necessarily mean that control is taken out of players hands. Every enemy will have specific strengths and weaknesses tied to projectile colors, and as players progress through the story, they’ll gain the ability to switch between colors on the fly. It’s clear that the combination of this color-swapping and the aforementioned companion-swapping is a result of the design input from Comcept, as this feels extremely reminiscent of Mega Man.

On one hand, it’s great to hear that Comcept is focusing more on design work rather than working on the actual systems and mechanical implementation of ReCore. After all, considering that the Japanese independent developer already has so much on its plate, it would be rather shocking to hear that they are doing the brunt of the work here. Still, the biggest fear surrounding ReCore is that it could wind up feeling a bit shallow. If it turns out that ReCore winds up being a forgettable September title, it’s going to be hard to hold Inafune’s name in high regard going forward, especially when you consider all of the backlash surrounding Might No. 9 and Red Ash.