Ben Veress is a Contributing Features Writer at DualShockers based in Melbourne, Australia. He has been covering games professionally since 2021, with experience writing features, lists, reviews, and news across gaming, tech, culture, and entertainment.
Before joining DualShockers, Ben wrote for Kotaku AU, Gizmodo AU, Vice AU, Pedestrian.TV, Quest Daily, Blunt Magazine, Impulse Gamer, and Inkl. At Pedestrian.TV, he served as the publication’s sole tech and gaming writer, leading coverage of major gaming releases and events for one of Australia’s major youth publications. He holds a Bachelor of Communications in Media from RMIT University and was nominated for Best Branded Content Journalist at the Australian Samsung IT Awards in 2025.
It's been eight long years since an original Mega Man game was released, but now Capcom is ready to bring the character back into the spotlight. Mega Man: Dual Override is Capcom's next installment in the action-platformer franchise, promising new abilities, high-risk high-reward level design, and a second playable character.
Admittedly, I'm not the most familiar with the Mega Man franchise. Compared to other great legacy franchises like Sonic and Mario, it was one that always escaped me. In saying that, I've loved its contemporaries like Hollow Knight and Cuphead. I also grew up obsessed with Metroid Fusion, which always felt spiritually aligned with with Mega Man.
Thanks to Capcom, it was finally time to stop stalling and finally dive into the franchise I had put off giving a fair go for so long. At this year's Tokyo Game Show, I was invited by Capcom to play an early version of Mega Man: Dual Override in their media room. In this limited preview, I got the chance to play as both Mega Man and Proto Man, Mega Man's pseudo-older brother, and embarrass myself in front of several respected games journalists far better at the game than me.
In saying that, the game's skill curve wasn't too hard to pick up, and we had a generous amount of time to clear the preview. I came out of it fairly impressed with the game, and how distinct the two playable characters felt. Both had some similarities, though there's enough differentiation in their playstyles to make replaying levels as Proto Man feel like an entirely new experience. So much so that I'm still torn on which character I preferred days later.
The first part of our preview focused on playing the titular character himself across three levels, all with their own distinct boss fight at the end. These levels aren't too tough unless you're aiming for the best score and run time you can get. Dying either to gravity or to enemies puts you back to the nearest checkpoint, and they're all fairly forgiving, so I was never kicking myself for being sent too far away for a misadventure.
Before loading into any level, you get the option to select Mega Man's build. The three options available were a shield to block a single attack, a chip that auto-charges your attack, which can also allow for double-charge shots, or no chip at all for those looking for the original Mega Man experience. I went with the charge shot chip because who doesn't want to deal big damage?
سەرچاوەی فەرمی بە زمانی ئینگلیزی: https://www.dualshockers.com/tgs-2026-mega-man-dual-override/