In terms of Kickstarter success stories, Mighty No. 9 is undoubtedly in the top tier. With last year being an anniversary year for the Blue Bomber and Capcom making no moves to produce an official game, Keiji Inafune rather cleverly gauged the mood and seized the moment. As the figurehead well known for the Mega Man series, his announcement of a spiritual successor naturally captured the imaginations of thousands of games and ensured a major success in the crowdfunding campaign.
Stretch goals reached included versions for both the Wii U and 3DS eShop stores; Inti Create is developing the former alongside Inafune-san's Comcept, along with the PC and home console iterations. Development is progressing ahead of a still-distant April 2015 target release — with early screenshots and video emerging — and Inti Create's President and CEO Takuya Aizu has used the game's podcast to explain a little more about the processes currently going into the game. His comments, translated by Siliconera, are below.
Usually, in normal development, we usually create the intro stage first and then create the last stage next, and we were taught that that’s how you make good games.
That’s how we’ve been doing it in many situations, but in current days, we’ve been in situations where we’ve been asked to submit a vertical slice. So basically, if we start creating the intro first, we’re not able to show a good vertical slice.
So, what we do is—and this is what we’re doing in this case—we pick one of the normal stages and we create it, and we create it in a way that you could play it over and over again, so people can judge what the game is going to be like. And then we move on to the intro stage, and then create the last stage.
That’s the ideal way of moving, but a lot of times, the designs for the last boss comes in later during development, so sometimes we’re not able to do the ideal case of making the last boss stage after the intro boss stage, because the designs aren’t ready.
The Mighty No. 5 stage is the level being put together first, as outlined above, with Inafune-san being presented with a new build to play at least once a month.
Inti Creates certainly has quite a pedigree, having developed both Mega Man 9 and Mega Man 10, as well as doing some work with lead developer WayForward on Shantae And The Pirate's Curse. Are you looking forward to Mighty No.9's arrival next year?
[source siliconera.com]
Comments 10
April '15 sounds so far away!
It reminds me of Mega Man Powered Up so far
My 3DS is ready.
@WaveBoy
What do you mean by "another" year? This game was announced and funded less than 6 months ago. >_>
this and persona 5 are my 2015 games so far
Looks interesting.. I'll have to pick this up, as I LOVE Mega Man. Kenji needs to take all the time in the world for this one, as It's popularity could convince Capcom to start doing more Mega Man....
... Or regret firing the man
@WaveBoy
The game just started development. It's going to be at least an 18 month cycle for this game, especially considering it's coming to every platform under the sun- PS3, 360, Wii U, PC, Mac, PS4, X1, 3DS, Vita... that's alot of work.
Did you see the video of the gameplay that was shown a month ago? It looks sick in motion, it really does.
IntiCreates also did the Mega Man Zero series, which is my vote for overall strongest set of games in the Mega Man Universe.
And they did ZX and ZX Advent, which maybe weren't quite as well-received, but I loved them.
In other words THIS GAME IS GOING TO BE AWESOME YOU GUYS
Meh. I still don't care. If it ends up being THAT good, then sure.
@Philip_J_Reed - Agreed, it's a shame the ZX series went largely unnoticed, the gameplay in those was amazing, I think compared to the X-series and even the Zero series, they were far superior. But the Zero serious were probably my second favorite.
Show Comments
Leave A Comment
Hold on there, you need to login to post a comment...