The interview — which featured multiple developers who have worked on the Mega Man franchise — explains the studio’s decision to rebuild Star Force on RE Engine to meet modern platform expectations while working under constrained budgets and schedules.
Developers told Automaton that the development goal was to bring Mega Man Star Force to as many modern systems as possible.
They said a straight port would not have captured the spirit and playability of the original titles, so substantial design work and technical retooling were necessary.
To accomplish those aims within limited timeframes and resources, Capcom assembled an internal team of experienced staff and selected RE Engine for its versatility and strong cross-platform support.
In journalistic terms, team lead Mr. Oda explained that the Star Force sub-series did not have the same commercial momentum as some other Mega Man lines when it originally concluded, so simply porting the games would have failed to convey the full experience.
He said the team needed to make significant design changes but faced tight budgets and schedules, and that RE Engine offered the most practical path to solving difficult development problems efficiently while enabling multi-platform releases.
RE Engine is Capcom’s proprietary engine first showcased with Resident Evil 7 (2017) and has since powered several major Capcom releases, including the Resident Evil 2 remake, Devil May Cry 5, Resident Evil Village and Monster Hunter Rise.
Capcom’s existing track record with RE Engine has demonstrated its ability to deliver high-quality ports and remakes across PlayStation, Xbox, Nintendo Switch and PC platforms — capabilities the Star Force team sought to leverage for the Legacy Collection.
Automaton’s interview provides the clearest public explanation yet for Capcom’s technical approach to Mega Man Star Force’s revival.
Developers emphasized that the combination of experienced in-house talent and an engine with broad platform support made RE Engine the right choice to modernize the titles and prepare them for release on contemporary systems and digital storefronts such as Nintendo’s eShop.