Board Thread:General Mega Man Discussion/@comment-35095415-20191218010606/@comment-33173-20191218232606

In the book MM25 MM & MMX Official Complete Works, Tatsuya Yoshikawa has some comments related to it in an interview and in the X8 section:

"We had to tweak the designs because "Mega Man X8" is a game with polygon-based graphics, and having too many collisions made the production process harder than it needed to be for everyone. I joined the "Mega Man X7" project when it was already underway, so I didn't get to do much for that one."

"I was mainly assisting with 'X7', but I got a more main role in 'X8'. As far as the coloring went, I didn't want to put too much of my individuality in there, but I did want to express some new concepts through the art, and that's why the arms and legs turned out thinner than the traditional designs."

"I redesigned the concept of the characters and mechs for 'X8' by considering what they would be like as toys. For instance, I wanted to think about how the kinds of toys that come in blister packs would feel in the hand, and what kind of mobility they would have. I even took the construction of the joints into consideration, thinking about the revolver joints of Revoltech figures and standard double joints. It was my hope that such trains of thought would lead to designs that would make an easy transition into polygons."