There are few Kickstarter projects that have gained as much attention as Keiji Inafune and Comcept's Mighty No. 9. Billed as a spiritual successor to Capcom's seemingly dormant Mega Man series - a lineage Inafune is closely connected with - this new project was supposed to bring back everything fans loved about the Blue Bomber and introduce a new IP that would develop into its own successful franchise. But after some controversial delays, questionable communication between the Kickstarter campaign and its backers and a shaky launch, Mighty No. 9's journey from concept to finished article has been a bumpy one - and now that it's finally here, we can't help but feel a little short-changed.
In Mighty No. 9 you play as Beck, a nice and gentle robot who has to go on an adventure to stop and recover eight other "Mighty" bots, all of whom have been corrupted under mysterious circumstances (sound familiar, Mega Man fans?). With the help of Dr. White and sister Call, Beck tackles eight missions in any order, defeats the robots and gains their power. Mighty No. 9 doesn't deserve criticism for its surface similarity to Mega Man; the game was pitched to backers as a spiritual successor, after all. But where games like Shovel Knight took their inspiration from retro classics and made wholly original, compelling experiences out of them, Mighty No. 9 is content to mostly copy its predecessor's gameplay mechanics.
The one significant change is in defeating enemies. Instead of killing an enemy you can dash through it, collecting its "Xel," which grants temporary speed and power buffs. Scoring is also based on the Xel you collect, and the faster and more accurate you are with your dash the more points you'll accrue. This twist is certainly very fun when it works. Unfortunately, it doesn't feel like the stages were designed with the dash in mind. Often, levels filled with instant death-traps are so cheap that after a few tries you'll want to go as slowly and methodically as possible so as not to dash and die. There's a difference between challenging and frustrating, and Mighty No. 9 constantly finds itself in the latter category.
One particularly infuriating stage has a section that is seemingly a dead-end. Clearly someone behind the scenes noticed, because a hint message appears on the screen telling you exactly what to do. This wouldn't be so bad if hint messages popped up throughout the game, but this was the only instance of a hint message outside the tutorial stage. If something is so obtuse that you need to give the player a text prompt for them to continue, then level design tweaks are surely required. Bosses, which are pattern-based, are usually best beaten with brute force; when they're down to half their life-bar they'll change up the pattern, as most game bosses do. Yet occasionally - and inconsistently enough that it caught us off-guard each time - a boss has an instant-kill move that will force you to start the battle over.
To make matters worse, the powers that Beck collects aren't as satisfying as they should be. Some of them are helpful; one power allows Beck to fall softly and slowly while another freezes enemies and gives you more time to dash and absorb. But for the most part, Beck's powers are only useful for a single stage (following Mega Man's "rock-paper-scissors" formula) and feel rather redundant otherwise. After defeating a robot you can get a hint as to where to go next by seeing which stage has an "advice" button. One cool addition is that defeated robots will come back to help you in certain situations, but this doesn't have too much of an impact.
In addition to the eight stages (and late-game levels that most Mega Man fans will expect), Mighty No. 9 has a challenge mode with small missions, as well as multiplayer and boss rush-style modes. All of these feel half-baked at best and completely tacked on at worst; we'd have much rather had an excellent single-player experience than this messy array of features that are clearly only there because they were promised as Kickstarter stretch goals that hadn't been properly thought out ahead of time. The online multiplayer modes (which were partially blamed for the game's constant delays) run poorly. In the co-op challenge mode, you and another player (playing as Call) go through small stages and eliminate enemies. In the race mode - which felt janky and borderline unplayable - you go head-to-head with another player to make it to the end of one of the eight main stages. The consensus here is simple: don't bother with the multiplayer. The netcode feels completely broken, and both modes would have been much better suited to local play.
Amazingly, we're not quite done with the negatives yet. The game performs poorly overall on the Wii U, struggling to maintain a stable pace. If there's too much happening on screen the game will behave like it's on a PC that can't handle the software. Quite frankly, the visuals are mystifying in their rough, poorly shaded and lifeless state. The concept renders of Mighty No. 9 looked a lot better, and while it's understandable that concepts and vertical slices are often unrealistic for a final product, there's no reason for a 2016 sidescroller to look this modest and for it to run like it's trying to process something on the level of the new Legend of Zelda on a GameCube.
The music is generic, meanwhile, and the option to switch to retro, chiptune-style fails to excite as the compositions are so simplistic. There are also multiple difficulty levels, and on normal you can adjust how many lives Beck starts with. And don't be proud - with all the cheap deaths in this game you'll want the maximum nine lives, at least for some parts. The GamePad simply mirrors the game, but we mostly used the TV screen as characters and foes can seem rather small on the controller alone.
Conclusion
Mighty No. 9 is not a terrible game, nor is it even a bad one - it's just plain mediocre. From its downright disappointing visuals to its flat music and bland-at-best level design, everything about Mighty No. 9 screams of mediocrity. And let's be clear - if this were a fan game made by a small group of devoted Mega Man fans it'd be deemed more impressive. Yet this is a budget retail title developed by one of Mega Man's lead designers, which also had involvement from Inti Creates, a proven studio with hits like Mega Man 9 and Azure Striker Gunvolt among its credits. We're not sure where things went wrong, but Mighty No. 9's finished product is just a "mega" disappointment.
Comments 168
It's better than nothing...
Welp, at least it's better than nothing
Keiji Inafune should be ashamed of himself.
I really hope that Bloodstained and Yooka Laylee run well on the Wii U...
Mighty No. 9? More like:
Mighty No. Nein.
Mighty No!
Mighty No. 4 million down the drain
Thank you, thank you! I'm here all week.
In all seriousness though, I don’t hate the game. I'm just disappointed it couldn't turn out better.
So...
Can't wait for Azure Striker Gunvolt 2!
"its better than nothing"
I found the gameplay alright, and here's the thing. I judged the game. I simply forgot the 4mil, forgot the delays, and just played. And trust me, when ya just look at the game, as, well, a game, you have a decent if unremarkable title that has a solid foundation and ideas to work off.
And remember, Mega Man 1 wasn't great and had some BS moments, and design choices (Magnet Beam) that are infuriating. Maybe the Mega Man 2 effect is just an industry wide thing.
Capcom made an intelligent move in regards to RE7's tone, especially after things like Outlast and P.T. proved so popular (yes I know it's been in development for ages), so maybe now they see that Mighty No. 9's reception has been less than stellar, they'll release Mega Man 11 to try and get back in the good graces of fans? We can only hope.
Surprised that this turned out so bad, as they did really well on Azure Striker Gunvolt.
@Broosh it would seem Nintendo Life agrees with the general consensus that Mighty No. 9 is pretty underwhelming... :/
The game itself looks like it never left stage one of development. And it has gameplay to match.
I personally was looking forward to Mighty No. 9, but I guess I will have to give it a pass. Regardless of the controversies surrounding it, I would have expected more from Keji Inafune and the company who made Azure Striker Gunvolt.
Since I'm using the ps4 version, as I have a console that runs games well (joking! it was the only one online at the time and I figured screw it), I can't say I know the Wii U relaged issues but my problem with this games development stems from that fact it was a Kickstarter. As in, needed rewards and stretch goals that had to be implemented. Poor funding platform, poor management, the stupidity of unreal engine 3? All of the above, we may never know.
I gave up on MN9 about halfway in and instead turned my focus to Super Mario 64, for the 20th anniversary.
Should have been made with Game Maker.
I guess it's late, because of the shame of previous shilling.
Everything there is to say is... KAMIYA WAS RIGHT!
they have said several times where things went wrong: they were developing for too many platforms all at the same time spreading themselves too thin. inafune said at capcom they were usually developing for one or two platforms and work at ports afterwards.
and here's a major problem with kickstarter projects: you become super inflexible because you HAVE to fulfill all the kickstarter promises. e.g. with MNo9 it could be argued that after several delays it doesn't make much sense anymore to do PS3 and Xbox360 ports. with a traditional funding they could've easily said "you know what? ps3 and xbox360 are scraped, not worth it at this point. let's just put more manpower towards polishing the game for all other ports". but of course you can't do that when you already promised kickstarter backers that these versions would exist.
What a pity...
Can't deny this game keep tempting me, no matter how many reviews scream how mediocre it is.
But "luckily" for me they kept delaying it, some old release dates were right when I had nothing to play, but now my gaming schedule is way too filled for give to Beck's game a chance.
...Being in Smash really WAS Megaman's last hurrah, wasn't it? Seriously. FOUR. MILLION. DOLLARS! Where did that money go!?
@3MonthBeef It's not terrible. Its not great but its not Sonic. I'd but it at....okay/10? I'm not sure if that would go down well but whatever.
And I'm saying who knows. Crash Bandicoot 1 had some serious design problems, then 2 happened. Sonic 1 had problems with pace, and then 2 happened. Ratchet and Clank 1, followed by 2. See a trend in the industry? More often than not, the sequel outdoes. And in this case, I'd welcome a sequel. Screw announcing it before it's gone gold, because that just has issues in of itself, develop for a few platforms, and focus down. And who knows, if it does get a sequel, I'll be hopeful. I doubt it will but...may it be the rule and not the exception, ya know?
in no way shape or form will bloodstained turn out like this.
iga has certified pedigree
The level design just ruined it for me. I don't know, I wanted to like this game, I pushed myself to like it, but I think I'm done. It's mediocre at best. I feel bad for creating such high hopes for this game and then being disappointed. At least I had some fun with friends talking about how much we wanted it to be good.
@BLPs Crash 1 was a great game on its own. Same for Sonic. As much as the first Mega Man also had many problems, it was a fun game, it was genuinely challenging and extremely innovative at the time. MN9 fails at both.
For fünf sake!
I was slightly interested in this, but I think I'll give Mighty No. 9 a pass.
...Or should it be called Meh-ty No. 9?
I'll wait for a Humble Bundle or 50% off sale to get this. I have too many games to play right now.
The thing is, in this day and age, a mediocre game is considered terrible.
I give it a 7/10.
Well I guess cheap deaths are needed when they went with the atrocious design choice of infinite dashes. What were they thinking with that noob mechanic honestly
Holy nacho explosions. I dont get it. Maybe just focus on making a sick, HD Azure Striker Gunvolt? Mighty No. 9 just doesn't work. From what I've watched, I don't like anything about it. I would rather have had a true "Mega Man X" vibe, something a bit more edgy, detailed, and upbeat. I don't like the character designs, I don't like the story, the world, none of it... Even if Inafune wasn't solely responsible for what made Mega Man great, he should have been educated and resourceful enough to really bring us something jaw dropping. I mean, did he go easy on his crew? Just let everybody do whatever they wanted around the office? Was he even critical of his own game? I just can't help but think that raising 4 million dollars and having every gamer on the internet around the world at the edge of their seat had... You know, nevermind. At least its only $20. See ya on an eShop sale, Space Cowboy.
I hate this game. It literally took me around two hours to finish the game. The rest of the four hours went to that boring endless credits screen.
Based on the review itself, five stars seems generous.
@yannah21 wasn't it supposed to be Mighty No. Nein, from German's "no"?
No grammarnazi or anything. If there is something like nien, then I will be happy to learn about it.
It is really a poor excuse for a game. I hope they patch this mess sometime because this could ruin a person's reputation. It might seriously smudge it, at least.
I really hope we get a book covering the development of Mighty No. 9 someday, or at least a very thorough article from a place like USGamer. While the game itself is pretty "blah", I'm fascinated by how and why this project went so wrong, because there was so much promise and goodwill in the beginning.
I finally got brave & decided to play MN9. And uh, it wasn't a happy moment in my gamer life. I kept tuning out, and longing to play Shovel Knight. But hey, I got my name I'm the credits... ;-;
I surely hope that if Inafune wishes to rekindle that twice put out flame, he better deliver something that blows our collective minds. Uh, likely much?
Hopefully the 3DS port isn't horrible, I'd give it a solid 7.
This whole fiasco has made me lose all respect for Keiji Inafune. I wouldn't feel right giving that man my money even if the game was good.
Surprised that you give it 5. I was honestly expecting it to get a lower score.
Anyways, this game certainly isn't good in the slightest, but it can't as bad as Mega Man X6, right?
This review pretty much sums up my feelings for this game. I mean, I don't think Mighty No. 9 is a bad game by any means, but good lord, it fails as a Mega Man spiritual successor.
Fighting and defeating enemies and bosses were just awkward (dash dash dash into them...whoopee), most of the level design got way too happy with the cheap deaths (I'm looking at you, Seismic, Dynatron, and Stage 11!!!!!!) and are mostly something you see in most "Super Expert" levels in Super Mario Maker, and the framerates...do I need to say more about the framerates?
I took this game back after beating it the day after I picked it up from Game Stop and before that, I bought the Ray DLC to try her out (after beating her) and after beating the intro stage, I never brought myself to playing this game any further as I was ready to take the game back. I never regretted it; it just wasn't a good game (but not bad either). I still have respect for Inafking (yes, I did it) after not enjoying this game, but for whatever projects he has on the wagon, I just don't know what I am interested in now.
One thing I am hoping is that Yooka-Laylee and Bloodstained don't follow the same path, but upon seeing footages for both games, I don't see how they would fail.
@YoshiParty It didn't get a 6...
My game has such a bad frame rate I'm under 5fps in some spaces.
It's a Might No 2 on backers
All I can say is the hype behind this game, and delays, it's an ok game. The issue I have is a game like let's say...shovelknight comes out and blows you away at how awesome it is. That's what mighty #9 was suppose to be like. I hope bloodstained does. There has been so many great indie games that I spend more on them then AAA games now, but not on this one...until a sale. Sorry, but that's just how this game is, in my opinion. And I've tried it because one of my friends is a die hard mega man fan.
Life's too short to play mediocre games. Pass.
Well, at least run-and-gun fans still have Azure Striker Gunvolt 2 to look forward to. The first one was a pretty excellent experience and scratched the Mega Man itch a little bit.
Dr. White?! Beck and Call?! Inafune wasn't even trying to hide the fact that he was ripping off Mega Man, was he?
@TeeJay Oops, looked at the game rating, and confused it for the review score. I'll fix my comment.
Mega Man Legends 3... Now is the time Capcom!
I think most people knew this was coming. Shame it couldn't have been a quality game but I think they stretched their resources way too thin and the final product suffered greatly for it. Hopefully Azure Striker 2 won't disappoint because I loved the first game and am itching for more of that action!
@Mr_Zurkon
i totally agree
underrated games is another story
Had such high hopes for this game. Now I'm convinced the true successor to Mega Man is Gunman Clive.
Not a bad game, not great either. Certainly better than Devil's Third or any of Sonic's latest outings though (the cheeky little bugger)
...so surprised...
Mighty Number 9 whomped yet Persona Art Online did not...
No; I am not blaming the reviewers. In fact, I actually appreciate their honesty!
...I am just surprised on the end result of things...
shrugs ohh well, I got Mega Man Legacy Collection, those classics will always be better than this mess
Mighty Disappointing 09
Glad I didn't back it.
A review on the Steam page for Mighty No.9 sums it up perfectly. They said, and I quote, "The greatest sin a game can commit is being bland, and this game commits that sin. It's not awful, there's even some good fun to be had in some parts, but it's just so VANILLA and uninspired." It's not an awful game by any stretch of the imagination, but it's not memorable in many ways either. A great game will be remembered for what made it good, while a truly awful game will be remembered for how terrible they were. A bland game will just fall into obscurity and be forgotten. And Mighty No.9 is just that, bland and forgettable.
well, at least they did deliver a wii u version. that's more than we can say about almost any other developer lately
i love this game good challenge and real gamers see the megaman in this mighty number 9 IM AM MIGHTY !!!
Keiji Inafune
"It's better than nothing.."
Cool.. I mean, you only spent like a whopping four million to kickstart and fund the game. You won't even sale half of what it was funded for so, when your Horrible No.9 sales numbers cruise a little past three thousand copies hey... it's better than nothing, right?? (shrugs)
@YeshaYahu5417 maybe you should do research he never said you know, that was the other guy what he said was something far different.
also after playing it, i don't get he hate... sure it's not megaman, it's more megaman X vibes and it can be challenging at times.
and for all them who can't do research here is his true quote it's very different. Inafune actually said, "I own all the problems that came with this game and if you want to hurl insults at me, it's totally my fault. I'm the key creator. I will own that responsibility."
Ahaha, I'm sure if a level tool was made, most levels would be better than the quality in this game! I'm glad I didn't kick start this. The development team always seemed shady. Yooka Laylee is basically made by rare and looks amazing. I'll wait for them to show how a kick starters done. Heck they're even giving the Wii U port special attention!
@kenrulei
No need to considering the game is still horrible imo. So the statement from him or whoever is still there as a copout to the final product. So maybe you should research better yet realize that this is a board where imperfect people comment in their own opinion. Have fun trying to correct opinions you not to your liking..
Peace
Expected.
I picked up the digital version since it was only $20. I agree with the review, this is a 5.
To clarify a bit that better than nothing line wasn't actually said by Inafune. His translator added it in
I personally really, really like this game, IMO better and more MM-esque than several previous MM games. I finally managed to beat it last night. But I can't recommend the Wii U version to anyone, the 25 second load times (I timed it) between deaths, the fact that it loads to go to the game options, and the occasional but huge 5fps drops make it almost unplayable. The 360 version runs better, if you don't have any of the newer consoles.
Considering all the comments on the mega man 7 review, the main complaint about mighty no. 9 is that it's a mega man game.
There's a reason capcom stopped making the games, most of you all DON'T LIKE MEGA MAN GAMES!
Oh, it does nothing new! Except the kickass dash mechanic! Just as innovatine as sliding, charge shot, and jet armor.
Oh, so many cheap deaths. Mega man 2 is highly regarded as the best of the series. Air man's stage, the little guys that come out of the drill heads tend to hit you when you jump, as do the birds with eggs, insta-death in a pit! Magnet blocks over magma? Fighting the dragon on 3 little blocks? Quick man's level? Gee, this game sucks as a mega man successor because it's exactly like every other mega man game ever! You let us slide and put instant death traps so we have to think before we leap? Mega man 3 stage revists were just spikes and bottomless pits, the level! But everyone has nostalgia glasses on remembering how the used game genie to beat the game and forgot that it was pretty much like this, always.
In mega man X3, bosses inconsistantly have instant death moves, but it's like everyone's favorite because all anyone can remember is playing as zero and wielding the Z saber!
The one gripe I do have to agree with is the performance. The slowdown coupled with slippery speed powerup are really annoying.
The point is that dashing is risky, and takes skill to use effectively. You also get double knockback when hit while dashing. Good players can dash a lot, non mega man X/zero/zx vets will fail and die a lot. If you cannot beat any mega man in under an hour, these kinds of games aren't for you.
@khaosklub
I agree with some of what your saying, but it takes me forever to beat mm games and i consider them very much my favorite franchise. That last part was unnecessary, a players skills has nothing to do with whether or not a game is for the.
@YeshaYahu5417 huh guess my expectations where not as high as others, i enjoyed it the last boss killed me a few times over and i'll note, when i first played x4 x5 maybe x6 also i beat them without dying once. heck the life virus in battlenet didn't kill me as many times as the last boss in mighty no 9 did. i had to mash that shoot button to get it to absorb before i took a hit.
@nab1 yeah the load times where pretty long, but i've had to wait longer on other games so it was no big deal to me. more a time to think okay what went wrong, how do i avoid that move and duhhh don't dash too many times and fall off the cars...
Also ray's dlc is hard, fighting the bosses why losing health is a real challenge.
@khaosklub yeah the dash knockback is supposed to be high risk thing, the knock back is not so cheap though. i think castlevania/ninja gaiden level designs where cheap. mighty no 9 you can most of the time dash to save yourself i noticed, some levels challenged me like i've not been tested in some time, and that was only on normal mode.
@kenrulei The problem with the load times for me is that it makes some insta-deaths more frustrating, as well as trying to S-rank a level. I'm going to hold off on it for now to see if they push a patch.
@nab1 that's true trying 100% i can see that as a issue. i've not set to do that yet though, ray's dlc is what i'm doing right now. i think people are being way to harsh on the game, i've seen way worse get less crap than this to be fair. the game works, it's not a buggy mess and quiet enjoyable if you learn how to play it. this isn't a megaman game, it's new thing i think most people are harsh cause the games kicking there butts tbh.
also yes i've played all megaman games, before people try to call me out. many times too, i'm not a pro but i've beat them all including star force series battlenet, legends, x, zero and some others i''m not thinking of. all of them... i don't see the big issues with the game, the levels seem designed to keep you moving fast with the dash move. like the falling from bg, move fast enough and miss. but make a mistake you'll insta die, that's the point to learn how to move quick enough for the quick clear and sprinter things.
@kenrulei Amen. I personally can't understand those who say the levels are bland. Dyna stage is awesome (minus that ONE place with the low-dash turbine), the sunset section of the highway looks really good, Avi's level is a nice homage to Storm Eagle's X1 level (my favorite MM level ever) with Avi's commentary only making it more fun, and Shade's level is a truly nice shakeup to the "go right, blast away" mentality of all past MM levels. Plus the fact that each boss can assist in another level if you play them in the right order is a cool addition. But to each their own I guess.
@khaosklub well said
"Beck's powers are only useful for a single stage"
Two words: Brand's Sword.
@feelinsupersonic I know it's not related but... is your username based on the Oasis song "supersonic"?
@nab1 yeah i was smiling why playing, even when it kicked my ass learning the bosses moves. like "oh okay avoid that one".
i do feel a lot people read/hear oh this games bad, let's trash on it without playing it ourselves to form our own opinion, a lot these days tbh.
i'm also thankful you don't need to use x moves to hurt x boss. i remember that wily boss, oh your out of moves... well now your screwed you can't hit him at all now.
@kenrulei
bosses, it's not just the mega man 2 boss that does this, though mega man 2 does send you ro the start of the stage.
@nab1
Better than than metal blades being better than all other weapons.
Also, though I haven't played too much, but mighty no 1's power is really useful!
@khaosklub Battallion's is also so useful, it's almost OP.
@khaosklub mighty no 2 power is handy also. i feel depending on the players play style they will use other powers more than another though.
@evenflow403 i just hope they don't brick the system like this game did on release.
@edgedino read about that has anyone posted evidence on this or is it hear say? i know the game had a update in eur game on release day on wii u.
@edgedino There was never any confirmed report of this game bricking Wii Us, just people repeating rumours without checking. There were only confirmed crashes and the like, across all platforms. Maybe I'm lucky, but I beat the game with no crashes whatsoever.
Having never played through the entirety of a Mega Man game in my life, I can honestly say that I'm somewhat interested in giving this game a spin when I receive my download key.
If nothing else, it'll help prove why the classics are classics, when I get around to playing those one day.
Kamiya warned us. Should've listened to him.
@EdJericho Heh, I would've been down! Sounds to me like it's a Mighty No. 2...
Funny how this game was hyped by Inafune to high hell when it turns out the "smaller" project, Gunvolt, was a far better game.
@Pod Give it a try with an open mind, it's worth it, but try a different platform, not Wii U, if you can. The loading times are way too long.
I regret being a Kickstarter for this game now. Having played the Wii U version it does run terribly and even worse, I can't beat the fire boss with his insta-kill move. Why they had to make it quite so hard I don't know. But then MegaMan 2 and X are my favourites and they're probably the easiest too...
I get the feeling what they presented a couple of years ago was a FMV, an animation, they wanted to check if there is demand for such a game and when they realized people are sending money like crazy they started with the game and along the way they realized they couldnt match the FMV, nor could they come up with interesting gameplay. SAD! Luckily, they didnt get my money!
@BulkSlash
Pro-tip, just dash. You dodge the insta-kill move by just pressing one button.
He does 3 very easy to dodge highly telegraphed attacks, all of which are avoided with a single dash, one straight forward, one away from him, and one above him.
Mega man 2 is probably the 2nd hardest mega man game, with each game getting progressively easier. Don't believe me? Boot up mega man 2 and give quick man a try.
It probably only seems easy because you start with metal man, who is super easy, and his power let's you stop caring for the most part.
They didn't make the game difficult, just difficult to rush through
@AVahne
People, especially fans, are rather divided on gunvolt, and the pc port was an absolute mess initially.
The only real distinction between the two games is that in gunvolt, it's almost impossible to die, and sometimes you become a god when you lose... so it's more accessible to the casual crowd
@kenrulei
You got lucky with X6 then, because if you face high max without the right weapon, or try to pass certain areas with the wrong armor and gear, you have no choice but to die.
That game had a lot of problems, even though I enjoy it, there are so many things wrong with X6, but that game gets better scores than mighty no. 9! The only thing more frustrating than facing high max with 9 lives and no meteor rain is flame hyenard!
@evenflow403 I guess Playtonic will do a way better job:
https://www.nintendolife.com/news/2016/06/playtonic_handling_wii_u_version_of_yooka-laylee_team17_porting_to_ps4_and_xbox_one
At least for this game I can't wait for...
@Tempestryke
I never said you can't enjoy them, but the games aren't for you. They're for us.
I suppose a better way to put it is that they cater to me as opposed to you, but it doesn't mean you can't enjoy it.
When the kickstarter began, many people got caught up in the hype and backed the game, then wanted the game to be more original, maybe a 3D adventure game, etc. I honestly think people just liked the character or something, but mega man games aren't for them, it's for me and my ilk. They are precisely about most of the complaints being levied against this game.
But still, it's not so much skill as it is replaying the game. I mean, the game is the same everytime, with minor variations on boss patterns. In the classic series, most bosses using weaknesses are dead in like 2 seconds, literally! I'm sure you can beat one of the games in under an hour. I mean, max, like 16 levels, min 10. Mega man 10 even has an "I cannot die" easy mode, where the challenge is actually trying to kill yourself before the boss door!
This was a shameless attempt at a megaman revival
@roy130390 it is indeed. a shame liam started sounding like eric cartman at some point, but he was the perfect singer then
A mighty 'no thanks' is in order.
Let this be a lesson for the gaming development world, A good game is not one with a high budget, nor with a fancy name, brand or person attached.
Former glory doesn't mean much in this changing landscape but games with hearth, even if they are simple and shallow, are always better than halfbaked multi million failures like these...
@khaosklub Thanks, I'll definitely have to give it another try. After blazing through all 9 lives trying to beat him I was a bit ticked off. Is there a recommended order for playing the levels yet like in the MegaMan games?
I never thought of MegaMan 2 as one of the harder ones! I think it's because I first really learned it on the iOS version which had an easy mode that allowed me to learn the boss patterns and levels before I started getting good at the real thing on my AV Famicom. I've even beaten it on hard mode, although I've not done it in a while. Interestingly I always go Bubble, Heat, Wood, Air, Metal, Flash, Crash, Quick because I find the HeatMan and AirMan stages to be the hardest (especially those vanishing platforms on HeatMan's stage! )
Another bad review for this game. Inafune failed big time!
It's a shame but I've always thought this basically looked mediocre from the very first moment I saw it, and I was never quite sure why so many people were hyping it so much (other than the fact it looks a bit like a new Mega Man game). There were a couple of moments where I thought the general visuals and presentation looked decent enough, but that was about as interested as I personally ever got in this game. The constant dashing gameplay just never excited me.
Man, I was scared to look. Glad I didn't back this. I did back Bloodstained tho .. fingers crossed peoples !!
@Kirk Agreed ! It needd to be sprites and pixelated .. wouldv'e at least looked way better. I thought the same as you the second I saw the game I was very disappointed, especially after seeing the concept art
@MitchVogel am i the only one here who like a good old toilet joke
Seeing a lot of up voted comments that do nothing but hate on the game, instead of the people who've played it with depth and actually said it's not as bad as reviews say shows how bad we are as a community.
Inafune messed up and deserved to be called out for it. But the community doesn't need to step out of line like the translator.
@nab1
It'll have to be on Wii U. That's what I backed for, and I don't play this type of game on PC.
I can handle load times, but it's not promising that a game as simple looking as this has load issues when running off flash memory.
I think this game would have looked so much better if they did it in more of a hand-drawn art style. If it would look like the box art, for instance. The direction they went in just looks so drab in those screenshots.
My impression is that the game is super generic, yet it should be an okay experience for Mega Man fans who miss the real thing. Level design is nowhere near true Mega Man heights, but it's a passable clone.
@BulkSlash
A good way to know the difficulty of a mega man game is with a buster only run with minimal support items. The hardest game is mega man 1, easiest on normal difficulty is mega man 8.
Considering how long the MN9 has been out, and how popular it is to hate on the game, it's not likely a recommended order exists, though that's part of the fun of a mega man game, like starting a puzzle, you want to find the mix of passability in both level and boss to start the pattern. I haven't had the chance to play as much as I'd like, but so far, I've found the sword guy to be the easiest, though N2 looks like the starting point.
I did start with N1 though, Cause I like his design, but he was so far the most challenging of the ones I've fought.
This review hits the nail on the head. I'd also like to say that the game at times feels lifeless and barren.
This was a big disappointment. I'm sad to say I backed this (but thankfully for only $20).
@khaosklub @BulkSlash This the order I followed, gathered with some research online, potential SPOILER if you want to figure it out yourself:
Pyro>Cryo>Battalion>Seismic>Brandish>Dyna>Shade>Avi
Pyro is EXTREMELY easy, ONCE you realise he only has 3 attacks, each one is very clearly telegraphed before with a hand gesture, and each is easily dodged with dashing.
@nab1
Pyro isn't all that easy still. Like I said before, the three are telegraphed, but they aren't all too differently telegraphed, so it's easy to slip up, and one has to react properly.
He's simple enough, but definitely not extremely easy.
I defeated brandish without dying once, and dyna managed to take 1 life away, but I'd say they're way easier. Pyro does take coordination and concentration. Dyna takes the right strategy to deal with her thingies, but brandish doesn't do much, you can easily react to whatever he does.
@khaosklub Trust me, once you "get it", Pyro be the easiest Mainly because all his moves always behave exactly the same, whereas Dyna can fly in a different pattern and throw her things to a different place, while hitting her requires jumping; Brandish power attack can be a little more difficult to dodge because it's much faster, and at least as of yet I haven't figured out the logic of when he can be hit, sometimes he blocks sometimes he doesn't.
@The_Top_Loader Nah, being 3D with 2.5D gameplay not this game's problem. I can totally envision a 2.5D version of the game absolutely nailing everything that made the original Mega Man games so popular and beloved. And I have no doubt the general look and feel could be captured perfectly in 3D/2.5D with a gorgeous toon-shaded style. In fact, the current game isn't really that far off visually to be honest, but it's just not quite perfect. And it's that small difference that can actually be a big deal and make a huge difference between it being right and it being wrong. They just didn't get things quite right here.
@nab1 Thanks, I'll give that order a go after work... if I can beat Pyro.
Maybe I shouldn't play on the Wii U controller screen if his hand movements are a clue to his moves!
@BulkSlash I'll give you a strategy for Pyro that works, do not read if you want to figure it out yourself:
Just stand somewhat close to him, and shoot him as fast as you can. If he looks like he's about to attack, dash away towards the opposite side of the screen. If he has pillars of fire behind him, jump over him and dash at the peak of the jump to where he was, otherwise continue to the other side as you were. That's pretty much it. Rinse and repeat. By staying close to him, you make the other 2 attacks trigger safely away from you if you dash away like a madman at the sign of any attack.
Not played this but I have played and beaten Mega Man Games in the past. They were always difficult. Personally, I always thought MM2 was the best remembered by people because I found it to be the easiest one (got all the way to final boss on the first try without running out of lives).
Without having played the game, but reading what @khaosklub and @kenrulei have to say, I'll say this. If the levels challenge you and require skillful, precise platforming (or good dashing to dodge hazards) and good aim while running/jumping, it's a Mega Man successor. If tackling the stages in a certain order is a more rewarding experience, that's a Mega Man experience, too. The old Mega Man games were frustratingly difficult, especially the first one, and many games ended up with a weapon that you used more than the others (metal blade in MM2 was one of the worst). Just saying that the old games had these things, too. I'm hearing a lot of complaints on the board that could have been praise in another time (especially the spike-filled levels).
That said, framerate issues sound unacceptable. I really expected more with graphics (Inafune is a character artist/designer, this should have been the biggest strength here). I think people forget that Inafune did not "make" the old games so much as draw the characters and world building. Mega Man is his creation, but Capcom and later Inti Creates did the nuts and bolts. I think this was ambitious but very mismanaged. It looks like Comcept overextended itself and it got to the point that it either needed to go back to the drawing board or release what had already been done...can't help but think if this game was 2D sprites and not released on so many platforms at once it would have ended up a lot more refined. Glad I didn't back this, but will try when there's a sale just to see how the gameplay really is.
I kinda think for a review, the game should be judged on its own merit and without dredging up kickstarter business or what "might have been". Pretty surprised this is getting a lower score than some garbage eshop games, but I'll play it nonetheless and make up my own mind.....
My friend brought over the Xbox One version last saturday.
Laughs were had.
@the101 They make very valid points, it is understandable. Nonetheless I'm content with the game. I just feel the scrutiny would be way less if there wasn't so much hype and delays and so on.
@kenrulei i did see 1 video of the game and it showed that it crashed and afterwards the system was bricked.
I was a Kickstarter funder and opted for the 3DS version for the portability. Don't regret my mistake after this review. Even though I'm a Mega Man fan, I half-expected this game to be just okay, and thought if it was going to be bad, at least I would have a normal platformer for my system.
I will be getting Bloodstained though for a next-gen console though. I heard the 3DS will get a prologue version of that game.
@edgedino ouch that explains the update then.
@Broosh I honestly agree with you. While I myself haven't picked up the game, I don't think Mighty No. 9 is as terrible as some may imply. Just underwhelming. The controversies around it are what hinder its general consensus.
@feelinsupersonic Yeah, it's a shame that he started to be so arrogant because Oasis glory days were amazing. Well, at least we have their albums for posterity.
Ya, I played some more and it's meh. It's playable, flawed as it is, but it's totally not what was pitched.
"Supposed to bring back everything fans loved about the Blue Bomber and introduce a new IP that would develop into its own successful franchise"
The game is a letdown precisely because it must be seen through that lens.
@BakaKnight For some reason I too cannot shake the idea that I'm going to end up buying this game. I actually like the aesthetic of it, and if it's just jumping and killing enemies, that's okay with me. I'm sure this will be a sale purchase. I waited years to finally take the plunge on Sonic Lost World, which I just got a few weeks ago on sale for $20, and I really like it a lot. It had a lot of "meh" reviews at the time, but has aged well.
Also, the localization is terrible, the manual is full of typos, particularly "ther", which appears a lot instead of the, he, her, and there. Really weird consistant typo.
Also, Raychel is referred to as both she/her and he...so I'm kinda confused
@BulkSlash a hint you can avoid it, bait him stay close when he says the line run back and the explosion misses.
@nab1
Yeah, she can change up the patterns, but she's usually passive, allowing you to make short work of her, and the other guy blocks shots? Didn't notice, he didn't do much, and the blue lines were easy enough to avoid.
You have plenty of time to relax against those two, but pyro keeps the pressure on.
@kenrulei @nab1 Thanks for the hints guys! I'm past Pyro and found Cryo and Battalion much easier. I'll be tackling Seismic next.
I'm actually quite enjoying it now, I do really like the damage / dash mechanic of the combat. I've noticed the game is actually quite generous with free power ups when you die multiple times.
@BakaKnight For me, the game's great. Don't base yourself on reviews, give it a chance!
I don't understand the hate, the terrible reviews and everything. Nobody can say the game is terrible if you haven't played it. I think it is a great game and it's worth it. That's why I never read too much reviews about something.
@retro_player_22 Two hours? You're exaggerating lol
@chiguimania I don't count the opening or the cutscenes, only the gameplay and it all clock to about around 2 hours or so to beat the entire game (to me actually). I also don't count the many times I lose.
...And Mega Man Legacy Collection is half the price of this game...
That should give you your platforming fill, Inafune
@LemonSlice even gamemaker games can consist out of higher quality
@SpykeKat I just saw gamexplain's video on mn9's credits, 4 hours, wow.
On the topic of Inafune, I'm sure he'll be able to bounce back up and take criticism to note when next developing. The main problem that deterred me from the game was the voice acting, ouch... and with such good talents as well, then again, all actors are allowed at least one bad role.
@retro_player_22 So this is basically the opposite of undertale; both using the good will of donations, only one satisfies the masses. One has generic acting, the other text based, although the fandubbing is pretty good: https://www.youtube.com/watch?v=N1RU2nfOhaY
@Ed_Fairway I saw GameXplain's video too, not all of it but I was in search of my name. I got assigned a number, lucky me eh? ;w;
I'm hoping he bounces back too after such a hard hit. Maybe spend more time on the game development aspect and not so much on the 'porting to every system'. (was PS3/360 needed?) Or at least get someone else to do that task.
Oh yes, the voice acting. Well, given that they were involved in this I can't think they gave it their all!
@jmaster2710 I love many games made with Game Maker, I love Game Maker as a piece of software, and I think the Companion and Apprentice books are the best damn software tutorials ever made. Hence why I think M#9 should have been made with it. (:
I don't have half these problems people claim they have.even had a update on day one.and I'm playing it on wii u.and it didn't brick my console I even bought the digital copy
@SpykeKat It sounds similar to the same problems/first signs of trouble Sonic suffered. Same with the acting, then again, it was 4kids originally.
the sad thing is its actually not better than nothing...
@Ed_Fairway Yeah I will admit, MN9 had an uncanny feeling of some newer Sonic games, in that regard.
@SpykeKat Just wait, I'm guessing it would be similar to sonic's degradation; first a game where they inject "humour" (shudder), then they'll try to apply deep plots that soon become convoluted (uncontrollable trembling) they'll go for the darker-edgier ensemble with the black coloured OC (clutch stomach), until finally it reaches... the dark side of fan art, you know the ones I mean (hugging bucket and praying for the end).
@Ed_Fairway Ohh my... ;~; if those supposed sequels that Inafune mentioned actually happen and say, he didn't learn from his mistakes... no, I can't dare myself to think about what could be! comforts you :x
@SpykeKat I appreciate your concern (blubs indignantly). But I like told myself when I found out about the darkside of fandoms (the freaks) and worried I'd become that, I'd just say "it ain't gonna happen", besides, this is Inafune, not Sega, it's not charts, it's about trying to appease the fans.
@Ed_Fairway I suppose you're right about that. I'm sure whatever we get next it will be better, if marginally. ^_^ That dark side of fandoms are to be kept away from!
@SpykeKat Good to know. Whoof, I've spent the last half-hour replying to a couple of other people, I feel like Papyrus from undertale, let's just hope my brother doesn't hack my account. Though to be fair he's in Scotland, so I doubt he knows about it.
@Ed_Fairway Aw I love Papyrus, & Undertale, haha. ^_^ yeah. That wouldn't be good anyways.
@SpykeKat Who doesn't? well maybe people who have well-justified reasons, but yeah! If you look at one of my earlier comments there's a link to a clip of Papyrus' date, voiced by Timber Puppers, who in my opinion is quite talented. My only reaction was, dammit...
I've fallen in (platonically) love with the personality of another video game character, although that might have the voice.
@allav866 I dunno, nothing might have been better than this.
Well... Yeah.
it looked bland and boring right from the get go.. i'm not surprised at all.. too bad..
Does anyone think the physical copies of this game will be rare collectors items someday? Like the Devil's Third fiasco?
Isn't Kenji Inafune working on Recore also? Makes you think that Mighty No 9 was not his top priority. I would be upset if I backed this kickstarter.
It's better than nothing? I'd rather play nothing than this game.
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