Mega Man has returned with a new title for the first time in years. It is a comeback about eight years after 'Mega Man 11', which was released in 2018. Scheduled for release in spring 2027, 'Mega Man: Dual Override' carries on the 2D action of the existing series. On top of that, it introduces "Custom Chips" to add or enhance abilities, and an "Override" system that unlocks a robot's limits for a limited time.
The protagonists are Mega Man and Proto Man. As is well known, Mega Man focuses on ranged combat using his Buster. Proto Man is more specialized in close-quarters combat using his shield. At the TGS 2026 Asia media hands-on demo, both characters were playable. The only playable area was the stage leading to the recently revealed "Twinkle Girl."

Twinkle Girl's stage is divided into three sections, with a boss-level enemy appearing at the end of each section. On the way there, cute enemies, evil platforms, and treacherous chasms await the player. No matter how many new systems were added, this aspect remained unchanged. As expected of Mega Man.
'Mega Man: Dual Override' isn't significantly different from the previous series. If anything, it's a title that holds quite firmly to the franchise's identity. Even after decades, our Mega Man still can't shoot up or down. Players push through stages using familiar actions like the Buster, Charge, Jump, and Slide.
While there are some quality-of-life improvements in this title, such as moving the slide control to a dedicated button, the core feel remains classic Mega Man. Series fans will adapt immediately, but current-generation gamers accustomed to modern, fluid action platformers might find it ever so slightly jarring at first.

That's not to say there are no new elements. The demo confirmed that playstyles have expanded in various directions. Before starting a stage, Mega Man chooses a "Custom Chip" to gain additional abilities. Equipping a survival-focused chip allows players to deploy a protective barrier in emergencies using the R1 button on PS5. If focusing on firepower, players can select directly offensive effects like Auto-Charge or Double Charge Shot. If you found holding down the button to fire charge shots tedious in the past, Auto-Charge alone made playing noticeably more comfortable.
There is also a transformation. Building up the gauge during combat and pressing the L1 button triggers the "Override" state, allowing players to unleash even greater firepower for a short duration. The basic attack changes into a rapid three-round burst. Depending on the charge level and equipped chips, powerful attacks like the Double Charge Shot or Final Charge Shot can also be used.
Of course, transforming mindlessly isn't recommended. Once Override ends, a penalty briefly restricts certain abilities. It seemed best used when you have a clear opening to chunk down a boss's health.


Additionally, signature boss weapons—a hallmark of the Mega Man series—play a key role. In the demo build, "Jet Stinger" was available alongside base-form Mega Man. Using it performs a rapid forward dash that delivers a heavy attack to enemies. Regular monsters sometimes get launched straight off-screen from a single hit, which is surprisingly satisfying.
Jet Stinger proved even more useful when traversing stages. Since it covers a long distance forward in an instant, it was handy for bypassing maliciously placed platforms and crossing over to the next terrain. Of course, Mega Man would never let players off that easily. Colliding with an enemy while dashing cancels the skill and causes a slight knockback. Touching an enemy while trying to cross a pit was a sure recipe for falling to your demise.

Because photography was prohibited for Proto Man gameplay, images cannot be shown. Still, the difference in combat style within the same stage was quite clear. As a character wielding a shield, he blocks enemy projectiles while jumping. By using shield actions, he can perform uppercuts or dash forward, making his repertoire more demanding than Mega Man's, but also more versatile. Unlike Mega Man, who dispatches enemies safely from a distance with his Buster, Proto Man frequently had to close in and fight up close.
However, it would be a mistake to assume Proto Man is the easier character just because he has a shield. With his shorter basic attack range, dealing with distant enemies was actually trickier than with Mega Man. Furthermore, unlike the protective barrier available via Mega Man's chip, Proto Man's defense requires precise timing with incoming attacks.
Personally, playing as Proto Man felt significantly harder than Mega Man. Even so, the fun of tackling the same stage in a completely different way—such as intercepting enemies on upper ledges with an uppercut or dashing in to close the distance—was genuinely appealing.

Though my playtime was brief, 'Mega Man: Dual Override' felt like a title aiming to preserve the exact Mega Man experience fans expect while adding fresh elements of fun. After seeing the crisp, clean visuals, Custom Chips, Override, and two distinctly different playable characters firsthand, the direction of this first new entry in eight years was clear. Above all, the challenging platforms and bosses that ignite the desire to overcome them are alive and well.
Unless you are a fan of the platformer genre... this game might serve as a very effective cure for low blood pressure. Even in a short demo, looking at those brutal platforms naturally brought to mind: "Ah, this is what Mega Man is all about."

