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Media => General Games => Topic started by: Aeolus on August 31, 2013, 09:35:42 PM

Title: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: Aeolus on August 31, 2013, 09:35:42 PM
http://www.siliconera.com/2013/08/31/the-mighty-no-9-from-keiji-inafune-is-a-spiritual-successor-to-mega-man-with-a-new-hero/

Lololol. I don't think I've seen a 'clone from the creator' this blatant since Shouzou Kaga's Emblem Saga. And chances are there's probably going to be a lawsuit involved with this one too.

Still, I'd take this over anything Capcom does with Mega Man at this point. (Although I'm of good mind to simply wash my hands of the matter and walk away. Partly because I'm getting too old to afford letting nostalgia run my life anymore, partly because I'd probably take another 20 years to get to the point where the Blue Bomber was before the whole thing collapsed, and partly to see the guy do new work rather than to cling to old glories.)
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: Taelus on August 31, 2013, 10:06:34 PM
I backed the shiiii out of this. I really enjoyed Comcept's last game (Soul Sacrifice), I love Megaman, and Inafune clearly is doing this as a passion project.
Title: Mighty No. 9 is not Mega Man
Post by: Monsoon on September 01, 2013, 10:52:26 AM
KickStarter is at $465 million in less than 24 hours (http://www.kickstarter.com/projects/mightyno9/mighty-no-9) (there's a trailer on the KickStarter page)

Definitely not Mega Man. 

(http://i.imgur.com/LyslfRJ.jpg)

He can transform his body, see?  Mega Man can't do that. 

(http://i.imgur.com/bo3toTB.jpg)

Those enemies have traffic cones on their heads and not hard hats.  And he's glowing in three colors! Totally not Mega Man.

(http://i.imgur.com/ve3kfWF.jpg)

OK, Keiji Inafune is the design lead (http://i.imgur.com/30FuCZJ.jpg), but this is a COMCEPT game and not a CAPCOM game, so it can't be Mega Man. 

So, this might not be Mega Man, but I'll probably give to the KickStarter anyway.  Because... I dunno.  It seems familliar.  Like an old best friend just came back from a years-long absence. 
Title: Re: Mighty No. 9 is not Mega Man
Post by: Kevadu on September 01, 2013, 11:47:59 AM
KickStarter is at $465 million in less than 24 hours (http://www.kickstarter.com/projects/mightyno9/mighty-no-9) (there's a trailer on the KickStarter page)

I think you mean 'thousand'.

Seriously, I was like "WTF?!" for a moment there.  $465 million would have been insane...
Title: Re: Mighty No. 9 is not Mega Man
Post by: Dice on September 01, 2013, 12:48:11 PM
KickStarter is at $465 million in less than 24 hours (http://www.kickstarter.com/projects/mightyno9/mighty-no-9) (there's a trailer on the KickStarter page)

I think you mean 'thousand'.

Seriously, I was like "WTF?!" for a moment there.  $465 million would have been insane...

We could have cured world hunger but instead opted for Mega Mighty No. 9.  Hah

Sounds good to me!  Would copyright be an issue with this at all?
Title: Re: Mighty No. 9 is not Mega Man
Post by: Tomara on September 01, 2013, 01:27:11 PM
No. 9? Just call it 009 while you're at it <_<
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: Dincrest on September 01, 2013, 01:56:16 PM
I merged this.  

So we have Rock and Roll.  Beck and Call.  What's next?  Peanut Butter and Jelly?  
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: kyuusei on September 01, 2013, 02:18:06 PM
I moved one of these topics from general to misc. not seeing the other one. I would have merged, my bad.

This looks neat, but I did love Mega Man. ;) In the 2 minutes I spent looking at the Kickstarter it got $12,000. Crazy.
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: Taelus on September 01, 2013, 02:21:00 PM
I just upgraded my pledge (after finally LOOKING at the KS page). This game looks fucking awesome. And they say at the bottom that as long as the game is funded, they're going to use their own resources to make up the difference for anything that c omes up short.

The whole 'get cell from enemies' thing sounds like Aria of Sorrow, Manami Matsumae is an awesome composer, and salfgjsadgklj. Yeah. Can't wait for this.
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: Hathen on September 01, 2013, 03:41:47 PM
take my money
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: Ashton on September 01, 2013, 05:13:54 PM
Someone needs to make a Megaman version of that Fry image with Fry-gaman shooting out money.
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: kyuusei on September 01, 2013, 08:46:18 PM
The whole 'get cell from enemies' thing sounds like Aria of Sorrow, Manami Matsumae is an awesome composer, and salfgjsadgklj. Yeah. Can't wait for this.
NANOM- ...you get the point.
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: Aeolus on September 02, 2013, 12:48:48 PM
http://www.siliconera.com/2013/09/02/the-mighty-no-9-meets-kickstarter-funding-goal/

Goal Get!
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: Akanbe- on September 02, 2013, 04:35:42 PM
That looks awesome.  I'd buy it in a heartbeat.
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: Yggdrasil on September 02, 2013, 10:53:20 PM
(http://i44.tinypic.com/oance9.png)

"Passing of a generation always makes me sentimental." (http://shwlg.tumblr.com/image/60025867854)
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: Agent D. on September 03, 2013, 10:00:37 PM
(http://i44.tinypic.com/oance9.png)

"Passing of a generation always makes me sentimental." (http://shwlg.tumblr.com/image/60025867854)
It was cheesy, but damn I just imagined the megaman 2 music playing during it. Awesone.
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: Yggdrasil on September 03, 2013, 11:27:15 PM
A special message from Keiji Inafune: Mighty No. 9 Funded! (http://www.youtube.com/watch?v=WEYGZ7SFvbM) -- Source: 2PlayerProductions, YouTube
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: Giga_Force on September 04, 2013, 05:37:09 PM
I pledged $250 the other day :D
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: Yggdrasil on September 17, 2013, 10:18:00 AM
Mighty No. 9 reaches 2.2 Million, will be coming to PS3, Xbox 360 and Wii U (http://www.dualshockers.com/2013/09/17/mighty-no-9-reaches-2-2-million-will-be-coming-to-ps3-xbox-360-and-wii-u/) -- DualShockers

And the money keeps coming.
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: Giga_Force on September 17, 2013, 01:47:53 PM
I read about this a few hours ago.  This is going to be the most successful Kickstarter to date.
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: Mickeymac92 on September 17, 2013, 02:24:10 PM
Is it wrong that I feel like they should be earning more than they already have by now?I seriously thought they'd have no trouble reaching the 3 million mark, but now I'm not sure. Would be really nice if they at least get the online co-op mode in there by the end.
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: Aeolus on September 18, 2013, 12:32:07 AM
A nice picture that unfortunately doesn't make up for the fact that this Kickstarter threw Shantae's Kickstarter under the bus. (http://i.imgur.com/FNuwzu0.png)
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: DPB on September 20, 2013, 08:36:56 AM
I read about this a few hours ago.  This is going to be the most successful Kickstarter to date.

At least for games (there are other projects that raised more) there's a long way for it to go to reach Torment's total of over $4m.

A nice picture that unfortunately doesn't make up for the fact that this Kickstarter threw Shantae's Kickstarter under the bus. (http://i.imgur.com/FNuwzu0.png)

Shantae will make it, there's still two weeks left and it's only $45,000 short of the total needed. It might even make the first stretch goal.
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: Annubis on September 20, 2013, 09:36:52 AM
I read about this a few hours ago.  This is going to be the most successful Kickstarter to date.

Maybe not the most successful but definitively top 10.
http://www.kickstarter.com/discover/categories/games/most-funded
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: Dice on September 20, 2013, 09:46:47 AM
I read about this a few hours ago.  This is going to be the most successful Kickstarter to date.

Maybe not the most successful but definitively top 10.
http://www.kickstarter.com/discover/categories/games/most-funded

Sort of ironic that the Ouya was such a successful Kickstarter.
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: Yggdrasil on September 20, 2013, 01:30:01 PM
A 42 minute interview with Keiji Inafune, creator of Mighty No. 9, reveals much about the project (http://www.dualshockers.com/2013/09/19/a-42-minute-interview-with-keiji-inafune-creator-of-mighty-no-9-reveals-much-about-the-project/) -- Source: DualShockers

I would recommend everyone here to watch the video linked in the article.

Would be really nice if they at least get the online co-op mode in there by the end.

Yeah getting the online co-op mode would really cool but I'm also wishing for those PS4 and Xbox One versions that right now I don't think are gonna happen.
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: Giga_Force on September 20, 2013, 02:10:41 PM
It looks like the pledging is starting to slow down, immensely. I'm just glad that console versions are now happening as this game is worth a purchase on said devices.
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: Aeolus on September 26, 2013, 03:40:44 PM
http://www.siliconera.com/2013/09/26/mighty-no-9-gets-extra-end-stage-and-separate-challenge-mode/

They've hit the extra stage goal. Just 200k more until Online Co-Op. Can they make it?
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: Dice on September 26, 2013, 05:18:30 PM
Holy shit @ Peeps who pledged $10k+
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: Yggdrasil on September 27, 2013, 03:37:45 PM
MIGHTY NO. 9 documentary // Episode 0 [Official Version] (https://www.youtube.com/watch?v=uFWrYzUX_wc) -- 2PlayerProductions, YouTube

from Update #23 (http://www.kickstarter.com/projects/mightyno9/mighty-no-9/posts/611527) · Sep 27, 2013:

Next up, a long-awaited stretch goal announcement:

$3,500,000: PlayStation Vita and 3DS versions!

That's right! At this level, we can make digital versions of Mighty No. 9 for the two most popular handheld systems out there: the PlayStation Vita and Nintendo 3DS! (These will both be added to the list of available systems to choose from, so every backer who is set to receive a download version of Mighty No. 9 can choose either of these as the system for their game download, instead of a home console or PC version.)

We spent the last few weeks running the numbers and talking with various companies to make certain we could not only deliver great handheld versions of Mighty No. 9, but do it for a price that we could set with confidence. Luckily, we found a great potential partner in Abstraction Games -- the team that recently brought Hotline Miami to PS platforms. If we can hit our stretch goal, they are all set to dive in and handle porting Mighty No. 9 to these handhelds!

(`_´)ゞ
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: Kevadu on September 27, 2013, 04:05:35 PM
The amount of money they're asking for to port this game to different systems is kind of ridiculous.  Well above any other Kickstarter I've seen...
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: Aeolus on September 27, 2013, 07:18:07 PM
The amount of money they're asking for to port this game to different systems is kind of ridiculous.  Well above any other Kickstarter I've seen...

I think it's more of a factor of just how low priority porting it to every console under the sun is compared to all the other stuff. Maybe if they had smaller thresholds between getting them versus the other stretch goals it wouldn't look so bad.

At least they're basically a shoe in for reaching the Online Co-Op now.
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: Kevadu on September 27, 2013, 09:07:02 PM
If it's a question of priority then their priorities are backwards.  Keep in mind that the game isn't supposed to be delivered until April 2015...and that's if it's on time (How many overfunded Kickstarter projects have actually been on time?  All those stretch goals typically require extra time, not just money.).  So why is it that there's a $1.1 million gap between PS3/360 and PS4/XB1?  By the time this game actually comes out the PS3 and 360 are going to be old hat.  And it's certainly not the difficulty of porting, since the next gen uses a PC-like architecture and Sony and MS are bending over backwards trying to get devs onboard.  There is every indication that the PS4, at the very least, is a lot easier to develop for than the PS3.

Also, there's a reason ports to different systems are typically relatively low goals in most Kickstarter campaigns.  More systems means more potential sales when the game comes out.  It's not just about the people who backed the Kickstarter, they can make more money once the game is complete.  Developers usually want to get their games on as many systems as possible, it's just a question of whether or not they have the resources for it.

No, the only logical explanation I can see here for why they placed these stretch goals so high is that they're trying to use them as a carrot to entice people to donate more.  You want the game on PS4?  Then you have to donate more!  And tell all your friends to donate too!  It's marketing, essentially...

And that's BS.
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: Yggdrasil on September 27, 2013, 11:02:09 PM
Update #24 : CALL OUT THE VOTE (http://www.kickstarter.com/projects/mightyno9/mighty-no-9/posts/611851) -- Kickstarter

Mighty No. 9: Community Vote No. 1: INITIAL CALL DESIGN! (https://www.surveymonkey.com/s/M9calloutthevote)

(`_´)ゞ Go read the details and vote!
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: Giga_Force on September 29, 2013, 02:46:06 PM
Glad to see Takashi Tateishi on board!

http://www.kickstarter.com/projects/mightyno9/mighty-no-9/posts/612963 (http://www.kickstarter.com/projects/mightyno9/mighty-no-9/posts/612963)
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: Aeolus on September 29, 2013, 07:50:26 PM
Man, I can't believe I can't decide on which version of Call to vote for.

F is pretty much the best looking design (or closest to final) so it gives the best sense of what it ultimately will look like, but C's a Robot Unicorn, plus G looks the most variable, but C's a goddamn Robot Unicorn, also D looks like female Bass, and E looks kinda safe but borin-and C's a fucking ROBOT UNICORN!!!

Somebody, quick. Talk me out of C.
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: Annubis on September 29, 2013, 09:28:51 PM
Sure, go H
You know you want to.
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: Hathen on September 29, 2013, 09:41:35 PM
I'm not sure how accurate this is given his name isn't listed there, but I hear one of the artists is Toru Nakayama, aka MM Zero guy aka the one the internet likes because drawn a bunch of porn before.

Clearly there is no other choice if this is the case.
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: (Tunnels) on September 29, 2013, 10:19:22 PM
I backed this and everybody who doesn't choose E is a terrible person.
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: Dice on September 30, 2013, 12:14:43 AM
(http://i.imgur.com/9G3JSHa.jpg)
A is dreadful

B is cute, but I hate that trope of making geeks take their geek look to an 11, and she does that.

C is just frightening alongside creepy hybrid My Little Pony/Anime/Unicorn.  No.

D uh-uh. 

E is actually my favorite and looks like she'd fit the assistant role well.  MY PICK, IN CASE IT MATTERS

F I like it, but what's with this "bored eyes" thing?  D had it too.

G is absolutely adorable for the multi-tasking picture.  Dunno if she's a good back up since she looks like a maid though

H probably the cutest... and probably the least interesting, design-wise

I is cute but has them "bored eyes" again.
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: Annubis on September 30, 2013, 12:32:14 AM
Yeah but H reminds me of the girl in Inspector Gadget =P

Penny, that's the name.
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: Yggdrasil on September 30, 2013, 10:05:11 AM
(http://i43.tinypic.com/2428jzo.png)

(http://i42.tinypic.com/j8nps2.png)

Also; Mighty No. 9: Unreal Engine Initial Evaluation Test (PLACEHOLDER ASSETS) (https://www.youtube.com/watch?v=5UXDiQrgI6M) -- Official Mighty No. 9, YouTube

(`_´)ゞ
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: Hathen on September 30, 2013, 10:14:37 AM
Serious answer for Call: I picked E, although F is good too.

I'm going to guess that Inafune designed D. He's basically drawing that same style that video game manuals had back in the 80s (Recall his design for Aero (http://images.wikia.com/megaman/images/b/be/LillyInafune.jpg) for MML3). I don't think he's a very good artist, but I guess some people find his designs...quaint?
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: Yggdrasil on September 30, 2013, 10:43:20 AM
@Hathen: Quaint is a good way to describe his design. But remember that a design can change according to what is needed for the project, if the Aero that Inafune designed would have been chosen in the poll she could have end up looking like this for the final version of Legends 3:

(http://i41.tinypic.com/whm97c.png)

Is fan art and all but the guy captured pretty much that sort of style that the Legends series has. It doesn't look bad if you ask me.
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: Prime Mover on October 01, 2013, 05:55:21 PM
E and H have a really 1940s-50s vibe, E especially looks like something out of a WWII USO show... Cute but I think it might get old fast. I'd like to see C flushed out a bit more, the sketches look very unfinished. F looks like the best bet to me. G would be good too, but I don't particularly care for the doll jointed legs. I guess it's all a question of how robot-like you want the characters to feel. Megaman's always been a bit of a moving target, sometimes the characters look almost human, sometimes they're very hydrolic. The boys don't look as odd becAuse their legs look like metal trousers, but the females have exposed legs with joints, which is awkward.
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: Eusis on October 01, 2013, 06:08:28 PM
If it's a question of priority then their priorities are backwards.  Keep in mind that the game isn't supposed to be delivered until April 2015...and that's if it's on time (How many overfunded Kickstarter projects have actually been on time?  All those stretch goals typically require extra time, not just money.).  So why is it that there's a $1.1 million gap between PS3/360 and PS4/XB1?  By the time this game actually comes out the PS3 and 360 are going to be old hat.  And it's certainly not the difficulty of porting, since the next gen uses a PC-like architecture and Sony and MS are bending over backwards trying to get devs onboard.  There is every indication that the PS4, at the very least, is a lot easier to develop for than the PS3.

Also, there's a reason ports to different systems are typically relatively low goals in most Kickstarter campaigns.  More systems means more potential sales when the game comes out.  It's not just about the people who backed the Kickstarter, they can make more money once the game is complete.  Developers usually want to get their games on as many systems as possible, it's just a question of whether or not they have the resources for it.

No, the only logical explanation I can see here for why they placed these stretch goals so high is that they're trying to use them as a carrot to entice people to donate more.  You want the game on PS4?  Then you have to donate more!  And tell all your friends to donate too!  It's marketing, essentially...

And that's BS.

With that UE3 demonstration that really may be the reason it happened: it'd be a lot more work than if it were just in Unity or just a lowscale game visually. But that WAS a demo cooked up quickly, so it may not really be indicative of anything but basic gameplay and what they want the game to roughly look like.

... Still, it makes me go from wanting this on Wii U to wanting it on PS4 or PC instead. Doubly so if PS4 nets me Vita or even PS3.
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: Yggdrasil on October 01, 2013, 10:28:00 PM
Mighty No. 9 Countdown (http://www.twitch.tv/comceptusa/c/3019760) -- TwitchTV

Welp, is over. The designs for Call that won the contest were H, E and F.

With a bunch of thanks to the fans and a promise that the game will be awesome the Kickstarted ended. A new era has begun (http://a.disquscdn.com/uploads/mediaembed/images/640/7526/original.jpg) boys and girls! (`_´)ゞ
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: Taelus on October 01, 2013, 10:29:47 PM
I love that comic and am super excited for this game. I'm also very glad they set their stretch goals at realistic levels rather than the more appealing but far too idealistic levels many other KS campaigns do.
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: Aeolus on October 02, 2013, 01:13:13 AM
I'm actually amazed that this kickstarter actually managed to hit and pass every stretch goal laid out.

Right now I can't think of any other campaign that's done so that didn't actually have stretch goals to begin with.
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: Hathen on October 02, 2013, 02:43:09 AM
I'm surprised they manage to make about $400,000 on the final day like that. Wasn't expecting them to meet the Call stage goal.
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: Ranadiel on October 02, 2013, 07:02:12 AM
I'm actually amazed that this kickstarter actually managed to hit and pass every stretch goal laid out.

Right now I can't think of any other campaign that's done so that didn't actually have stretch goals to begin with.
Off the top of my head Project Eternity and Torment both hit all of their stretch goals. Technically I suppose Order of the Stick reprint drive did also, but that one is sort of cheating because the last goal was moved down a little at the end. I want to say none of the three of them had stretch goals on the Kickstarter on day 1(although they may have had them in mind). Hmm just realized that Project Eternity, Torment, and Mighty Number 9 all got around 4 million. I wonder if that is something of the realistic limit for game Kickstarters at the moment.

I'm surprised they manage to make about $400,000 on the final day like that. Wasn't expecting them to meet the Call stage goal.
Last day tends to be the most funding heavy day of Kickstarters. Sometimes by a lot.
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: Yggdrasil on October 03, 2013, 10:47:46 PM
All of the stretch goals were reached. All of them? Yes, all of them (http://www.siliconera.com/2013/10/02/mighty-9-hits-every-single-stretch-goal-will-online-race-mode/).
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: Aeolus on October 04, 2013, 04:14:31 AM
I'm actually amazed that this kickstarter actually managed to hit and pass every stretch goal laid out.

Right now I can't think of any other campaign that's done so that didn't actually have stretch goals to begin with.
Off the top of my head Project Eternity and Torment both hit all of their stretch goals. Technically I suppose Order of the Stick reprint drive did also, but that one is sort of cheating because the last goal was moved down a little at the end. I want to say none of the three of them had stretch goals on the Kickstarter on day 1(although they may have had them in mind). Hmm just realized that Project Eternity, Torment, and Mighty Number 9 all got around 4 million. I wonder if that is something of the realistic limit for game Kickstarters at the moment.

I'm surprised they manage to make about $400,000 on the final day like that. Wasn't expecting them to meet the Call stage goal.
Last day tends to be the most funding heavy day of Kickstarters. Sometimes by a lot.

I thought PE's Kickstarter got canned? Unless we're talking about a round two or something. That said, Torment missed its last goal, and I'll take your word on OotS.


All of the stretch goals were reached. All of them? Yes, all of them (http://www.siliconera.com/2013/10/02/mighty-9-hits-every-single-stretch-goal-will-online-race-mode/).

Way to totally not read my previous post or the post above yours. >_>
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: Kevadu on October 04, 2013, 04:31:52 AM
I thought PE's Kickstarter got canned? Unless we're talking about a round two or something. That said, Torment missed its last goal, and I'll take your word on OotS.

Canned?  Is there some other Project Eternity?  This certainly wasn't canned (http://www.kickstarter.com/projects/obsidian/project-eternity).

And yeah, they hit all their stretch goals (when you add in Paypal numbers, anyway).
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: Ranadiel on October 04, 2013, 06:40:43 AM
I'm actually amazed that this kickstarter actually managed to hit and pass every stretch goal laid out.

Right now I can't think of any other campaign that's done so that didn't actually have stretch goals to begin with.
Off the top of my head Project Eternity and Torment both hit all of their stretch goals. Technically I suppose Order of the Stick reprint drive did also, but that one is sort of cheating because the last goal was moved down a little at the end. I want to say none of the three of them had stretch goals on the Kickstarter on day 1(although they may have had them in mind). Hmm just realized that Project Eternity, Torment, and Mighty Number 9 all got around 4 million. I wonder if that is something of the realistic limit for game Kickstarters at the moment.

I'm surprised they manage to make about $400,000 on the final day like that. Wasn't expecting them to meet the Call stage goal.
Last day tends to be the most funding heavy day of Kickstarters. Sometimes by a lot.

I thought PE's Kickstarter got canned? Unless we're talking about a round two or something. That said, Torment missed its last goal, and I'll take your word on OotS.
No Torment hit the last goal, when you add in all the Paypal donations. Admittedly it took an extra month, but we are getting the last stretch goal.
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: Aeolus on October 04, 2013, 10:43:41 AM
I thought PE's Kickstarter got canned? Unless we're talking about a round two or something. That said, Torment missed its last goal, and I'll take your word on OotS.

Canned?  Is there some other Project Eternity?  This certainly wasn't canned (http://www.kickstarter.com/projects/obsidian/project-eternity).

And yeah, they hit all their stretch goals (when you add in Paypal numbers, anyway).

Whoops. My bad. I was thinking of that attempt at making a follow up to Eternal Darkness. The names kinda blended in my head for a second there.


I'm actually amazed that this kickstarter actually managed to hit and pass every stretch goal laid out.

Right now I can't think of any other campaign that's done so that didn't actually have stretch goals to begin with.
Off the top of my head Project Eternity and Torment both hit all of their stretch goals. Technically I suppose Order of the Stick reprint drive did also, but that one is sort of cheating because the last goal was moved down a little at the end. I want to say none of the three of them had stretch goals on the Kickstarter on day 1(although they may have had them in mind). Hmm just realized that Project Eternity, Torment, and Mighty Number 9 all got around 4 million. I wonder if that is something of the realistic limit for game Kickstarters at the moment.

I'm surprised they manage to make about $400,000 on the final day like that. Wasn't expecting them to meet the Call stage goal.
Last day tends to be the most funding heavy day of Kickstarters. Sometimes by a lot.

I thought PE's Kickstarter got canned? Unless we're talking about a round two or something. That said, Torment missed its last goal, and I'll take your word on OotS.
No Torment hit the last goal, when you add in all the Paypal donations. Admittedly it took an extra month, but we are getting the last stretch goal.

Fine. It hasn't it all of its stretch goals, yet.
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: Yggdrasil on October 04, 2013, 01:42:40 PM
Way to totally not read my previous post or the post above yours. >_>

(http://i42.tinypic.com/24z8y12.png)
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: Ranadiel on October 05, 2013, 09:03:42 AM

No Torment hit the last goal, when you add in all the Paypal donations. Admittedly it took an extra month, but we are getting the last stretch goal.

Fine. It hasn't it all of its stretch goals, yet.

Okay, took a min for me to figure out what the heck this sentence said, but now I see it is just missing an h! Ah-ha. I have broken the code! Although I'm not quite sure how you reached the conclusion that you did based on what I said. >.> So to try and clarify, it hit the last stretch goal sometime around May 29th (or at least that is when it was announced on the Kickstarter (http://www.kickstarter.com/projects/inxile/torment-tides-of-numenera/posts/494712)).  Wait I take that back according to their Tumblr site, they hit it April 29th, and I guess they took a month to post it on Kickstarter.
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: Aeolus on October 05, 2013, 03:16:19 PM

No Torment hit the last goal, when you add in all the Paypal donations. Admittedly it took an extra month, but we are getting the last stretch goal.

Fine. It hasn't it all of its stretch goals, yet.

Okay, took a min for me to figure out what the heck this sentence said, but now I see it is just missing an h! Ah-ha. I have broken the code! Although I'm not quite sure how you reached the conclusion that you did based on what I said. >.> So to try and clarify, it hit the last stretch goal sometime around May 29th (or at least that is when it was announced on the Kickstarter (http://www.kickstarter.com/projects/inxile/torment-tides-of-numenera/posts/494712)).  Wait I take that back according to their Tumblr site, they hit it April 29th, and I guess they took a month to post it on Kickstarter.

That'll learn me to judge progress based on the Kickstarter page instead of following Tumblr.
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: Ranadiel on October 06, 2013, 08:13:16 AM

No Torment hit the last goal, when you add in all the Paypal donations. Admittedly it took an extra month, but we are getting the last stretch goal.

Fine. It hasn't it all of its stretch goals, yet.

Okay, took a min for me to figure out what the heck this sentence said, but now I see it is just missing an h! Ah-ha. I have broken the code! Although I'm not quite sure how you reached the conclusion that you did based on what I said. >.> So to try and clarify, it hit the last stretch goal sometime around May 29th (or at least that is when it was announced on the Kickstarter (http://www.kickstarter.com/projects/inxile/torment-tides-of-numenera/posts/494712)).  Wait I take that back according to their Tumblr site, they hit it April 29th, and I guess they took a month to post it on Kickstarter.

That'll learn me to judge progress based on the Kickstarter page instead of following Tumblr.
My understanding is that Kickstarter pages are locked after the campaign finishes so that you can't do any kind of updates to the main page once the 30 days are up. You have to go to either the updates section or w/e web page is serving as the projects home if you want updates post campaign finishing.
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: ZeronHitaro on January 02, 2014, 09:34:40 AM
Call's design results are in. Victory goes to Roll 2.0. (http://www.kickstarter.com/projects/mightyno9/mighty-no-9/posts/706604)

Honestly, I'm okay with this.
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: Hathen on January 02, 2014, 04:37:14 PM
I liked the flight attendant Call better, but I'm okay with that one.

In other news, there's been some massive drama on the MNo.9 board over the community lady being one of those "Beck should be a strong woman" ladies, which wouldn't be a problem in and of itself if it weren't for the fact that she also had stated on different occasions that she only worked on the project because her friends are and that she doesn't play Megaman. This is compounded with her lying about it after she came into a position in the community team and went around deleting her own posts, and then the posts of people on the boards pointing out how full of shit she is. I doubt it'll affect the final game but it irks me that this sort of thing is allowed to go on.
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: Mickeymac92 on January 02, 2014, 08:41:48 PM
^I don't see why any of that is a problem. This seems like a case where all you have to do is ignore the person and the problem goes away.
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: Hathen on January 02, 2014, 08:59:10 PM
People don't feel comfortable that someone who pretends to be "one of us" (her words) even though she knows nothing about Megaman and then goes around deleting posts is who represents the backers in routing feedback back to the developers (and if you believe her she also works on the project).

If she was just some random backer obviously people would just ignore her.
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: Dice on January 03, 2014, 12:08:20 AM
^I don't see why any of that is a problem. This seems like a case where all you have to do is ignore the person and the problem goes away.

I liked this so so so much. xD
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: Hathen on January 04, 2014, 03:30:36 AM
I'm still not seeing how ignoring someone who you think is influencing something is the best way to make sure they don't influence it.
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: Dice on March 20, 2014, 08:11:23 AM
http://youtu.be/acQj71oGAB8

:O !!
Damn that looks pretty
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: ZeronHitaro on March 20, 2014, 09:17:01 AM
Not terribly impressed with Mighty No.1's design. Still irritating that we can't seem to have more than one female robot master at a time either.

But aside from those two nitpicks, damn, Inafune's got to be pretty freaking happy with this product. Getting him away from Capcom's one of the best things to happen to the gamin industry in a long time. Just kinda hope he doesn't get the Kojima treatment and get stuck making Mighty games for the rest of his life. Would like to see this succeed enough for him to pursue pretty much any personal project he likes.
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: Yggdrasil on March 20, 2014, 10:59:05 AM
Just kinda hope he doesn't get the Kojima treatment and get stuck making Might games for the rest of his life. Would like to see this succeed enough for him to pursue pretty much any personal project he likes.

Inafune seems to keep himself busy with as many projects as possible as the CEO & Chief conceptor of Comcept. Hideki Kamiya said once on Twitter that if anything he's more of a bussiness man than a creator, but in any case he's using his experience at Capcom in what he still feels an interest or is passionate about.
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: Taelus on March 20, 2014, 11:42:47 AM
Loved the gameplay footage. Hard to say from just watching, but it looks like the controls are tight, which is really super duper important in this case. <3
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: Aeolus on March 20, 2014, 01:05:57 PM
Not terribly impressed with Mighty No.1's design. Still irritating that we can't seem to have more than one female robot master at a time either.

Given how great Mighty No.3's design is, I'm more than willing to let the one female Robot Master slide this time.

Also looks like Zero got himself a makeover before sneaking off and swiping the scissor blades from Kill la Kill.
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: Hathen on March 20, 2014, 01:21:36 PM
Despite getting plenty of letters from the developers after putting my money in, I haven't actually read any of them aside from maybe the first 3 or 4 since there wasn't a whole lot of information, so this is the first time for me seeing most of the Numbers and any actual gameplay footage.

I think it looks good. Kinda empty (backgrounds etc) at this point, but I guess that's to be expected.

I believe the song's the same one they gave as a sample when the project began, but it was nice to listen to it again. Can't wait to hear more.
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: Jimmy on March 20, 2014, 06:44:46 PM
It's looking great so far! I'm glad Inafune was able to get away from Capcom, and since Capcom (one) obviously can't create a good Mega Man game without Inafune, and (two) hasn't even attempted to do so regardless (and I'm thankful for that), I'm glad I can get some Mighty action when this game comes out.
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: Dice on March 20, 2014, 07:14:55 PM
^ On that note (again).  It didn't hit the news here but the Symphony of the Night creator left Konami -- didnt he?

I hope we get a "Killer Vampire Castle X" series now or something.
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: Elegance on March 20, 2014, 07:20:21 PM
^ On that note (again).  It didn't hit the news here but the Symphony of the Night creator left Konami -- didnt he?

I hope we get a "Killer Vampire Castle X" series now or something.
I sure hope so, since Konami doesn't seem to care about making Castlevania anymore.
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: Monsoon on March 20, 2014, 08:01:48 PM
^ On that note (again).  It didn't hit the news here but the Symphony of the Night creator left Konami -- didnt he?

I hope we get a "Killer Vampire Castle X" series now or something.
Why one would call that theoretical project anything other than CastleMania is baffling to me.  But yes, I'd play the **** out of it. 
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: Yggdrasil on March 20, 2014, 08:19:31 PM
@Dice: Yeah. IGN asked him at GDC if he would like to do something with Metroid (http://www.ign.com/articles/2014/03/20/former-castlevania-producer-would-love-to-work-on-metroid). He said he would love to get the chance to do that and later once "the news" were posted a fraction of the Internet went boom (as always).

Loved the gameplay footage. Hard to say from just watching, but it looks like the controls are tight, which is really super duper important in this case. <3

There's a few short videos of Inafune playing the alpha version. The controls seem pretty responsive already for what I can tell.

I sure hope so, since Konami doesn't seem to care about making Castlevania anymore.

I would say that about stuff like Suikoden or Contra. They are still actively using the IP with the Lords of Shadow series.

Sure it might not be something you like or recognize it as Castlevania, but it is what it is.
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: Elegance on March 23, 2014, 07:11:50 PM
I sure hope so, since Konami doesn't seem to care about making Castlevania anymore.

I would say that about stuff like Suikoden or Contra. They are still actively using the IP with the Lords of Shadow series.

Sure it might not be something you like or recognize it as Castlevania, but it is what it is.
Well I really just meant returning to the two kinds of Castlevania games of the original timeline.  Let's face it though, they're only slapping "Castlevania" on Lords of Shadow for brand recognition (which probably isn't even helping considering the small number of old Castlevania fans that like LoS).
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: Agent D. on March 23, 2014, 07:57:28 PM
I sure hope so, since Konami doesn't seem to care about making Castlevania anymore.

I would say that about stuff like Suikoden or Contra. They are still actively using the IP with the Lords of Shadow series.

Sure it might not be something you like or recognize it as Castlevania, but it is what it is.
Well I really just meant returning to the two kinds of Castlevania games of the original timeline.  Let's face it though, they're only slapping "Castlevania" on Lords of Shadow for brand recognition (which probably isn't even helping considering the small number of old Castlevania fans that like LoS).
Doesn't help that LoS2 is in fact being slammed left and right as a terrible game...
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: Hathen on May 10, 2014, 06:41:16 AM
Surprised nobody here has posted about Azure Striker Gunvolt (https://www.youtube.com/watch?v=9Wm8-DsVqHE) yet, Inafune/Inti-Create's Not-Megaman-XZ game.
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: Agent D. on May 10, 2014, 08:10:14 AM
Why does Gunvolt have to look like a girl?
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: Hathen on May 10, 2014, 08:31:30 AM
Well you'll be pleased to hear that you fall under their research on the American markets and they decided to make him not-girly just for you (and 12 year old boys).

(http://www.technobuffalo.com/wp-content/uploads/2014/04/Azure-Striker-Gunvolt1.jpg)
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: Dice on May 10, 2014, 10:11:01 AM
The braid is fine, but I never really got the exposed midriff as a creative/fashionabluh choice.  The one chick I knew who did it was at my local YMCA and she cut it out of her tank top to show off her six pack (she *is* a personal trainer, though).  Meh.

...I wonder why the lightning was changed. x)

Gameplay looks fancy and chaotic.  Curious for reviews first.
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: Aeolus on May 10, 2014, 12:54:50 PM
The braid is fine, but I never really got the exposed midriff as a creative/fashionabluh choice.  The one chick I knew who did it was at my local YMCA and she cut it out of her tank top to show off her six pack (she *is* a personal trainer, though).  Meh.

...I wonder why the lightning was changed. x)

Gameplay looks fancy and chaotic.  Curious for reviews first.

If it helps any, they've since restored the Braid to the western version.

Anyways, I haven't posted about it since there really wasn't all that much to go on beyond Inti-creates is making Megaman Zero 5/ZX 3.
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: Dice on May 11, 2014, 12:10:33 AM
The braid is fine, but I never really got the exposed midriff as a creative/fashionabluh choice.  The one chick I knew who did it was at my local YMCA and she cut it out of her tank top to show off her six pack (she *is* a personal trainer, though).  Meh.

...I wonder why the lightning was changed. x)

Gameplay looks fancy and chaotic.  Curious for reviews first.

If it helps any, they've since restored the Braid to the western version.

Anyways, I haven't posted about it since there really wasn't all that much to go on beyond Inti-creates is making Megaman Zero 5/ZX 3.

I only found out about this game *because* of the censorship "scandal".
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: Agent D. on July 06, 2014, 12:20:38 PM
http://www.siliconera.com/2014/07/05/mighty-9-gets-second-crowdfunding-campaign/

Not cool, yo.
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: ZeronHitaro on July 06, 2014, 09:42:57 PM
Looks perfectly cool to me. It's only for bonus features.
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: Agent D. on July 06, 2014, 10:15:29 PM
Looks perfectly cool to me. It's only for bonus features.
But they made HOW MUCH over their initial goal? 400 percent? This is starting to sound like greed.
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: Hathen on July 06, 2014, 10:30:33 PM
With Kickstarters it's explicitly laid out that "if we make x amount of money, y and z will be in the game", how much they made over their basic goal really isn't relevant since this is for completely different features.

That being said, yes it's greed, of course it is. So is making the game to begin with, honestly.

Obviously a smarter dev would instead just overestimate the required money for everything and then come out later saying "look guys, we made this extra stuff for the fans too" and make it seem like they were being fan-friendly, but oh well.  I'm just not going to bother donating since I don't care for English voices. I just wanted the game to be made, don't really care about all this extra stuff.

Although really, you'd think an English voice cast would fall under the creation of the game, especially if there's already going to be Japanese voice acting. Inafune took the project to Kickstarter and I'm sure he knew he had lots of western fans so the fact that he's asking extra for a full localization is pretty lame.
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: Agent D. on July 07, 2014, 12:05:26 AM
I'm more irritated that they want cash to put extra stuff in the game. Fuck you, if you have time to ask for more money to add shit, release the game and add it in a future dlc or something stupid. As it is, a 2 year development schedule seems extremely long for a simple platformer, but then a 4 million dollar budget and no publisher on your ass to speed it up and get their money back? I mean shit, it's not like the backers get a % of what their game brings in....this whole thing is starting to sound like a giant scheme. And that's hard for me to say because I love megaman, but I've been slighted by his owners before.
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: Aeolus on July 07, 2014, 01:19:38 AM
http://gematsu.com/2014/07/mighty-9-animated-series-announced

I suspect that they may have put all their excess cash from the first go around into the anime. Regardless as to how much shit I just made up, I'll do what needs to be done in this case (which is nothing at all).
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: ZeronHitaro on July 07, 2014, 01:37:24 AM
Pretty sure even with their massive over-reach on the first one they didn't meet 'all' of the extra goals for MN9. Plus I can see how you'd need extra money for VA work in the US. It's not exactly a prolific career like in Japan. Sure we have enough people who 'think' they can VA but the ones who 'actually' can probably aren't cheap if you're having to fight for their talent/time. And I really doubt Inafune's going to settle for low caliber after all the mud his blue child got dragged through by Capcom's leash.
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: Dice on October 19, 2014, 01:10:24 PM
http://youtu.be/2uYSlhC9zVI
Might No. Bass   ....Um Zero.  No, not that "Zero", but 0?  Arghghgh, they knew what they were doing.
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: Aeolus on October 31, 2014, 01:35:09 PM
http://youtu.be/2uYSlhC9zVI
Might No. Bass   ....Um Zero.  No, not that "Zero", but 0?  Arghghgh, they knew what they were doing.

http://www.siliconera.com/2014/10/31/comcept-need-another-190000-put-becks-rival-mighty-9/

And here's a link to an article of deets on not-Black GetterBassZero. At least they were kind enough to break down the numbers.
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: Dice on October 31, 2014, 01:45:50 PM
http://youtu.be/2uYSlhC9zVI
Might No. Bass   ....Um Zero.  No, not that "Zero", but 0?  Arghghgh, they knew what they were doing.

http://www.siliconera.com/2014/10/31/comcept-need-another-190000-put-becks-rival-mighty-9/

And here's a link to an article of deets on not-Black GetterBassZero. At least they were kind enough to break down the numbers.

Jesus... This is if not THE then one of the most successful Kickstarters ever and they still want money when the game isn't even out or complete?  Yikes.  Inafune has more Capcom in him than maybe we gave him credit for. :P

Granted this does seem to be more than just a small "basement project", so I wish them the best... But still, maybe release a demo then talk more numhers.
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: Jimmy on November 01, 2014, 11:12:37 AM
http://youtu.be/2uYSlhC9zVI
Might No. Bass   ....Um Zero.  No, not that "Zero", but 0?  Arghghgh, they knew what they were doing.

http://www.siliconera.com/2014/10/31/comcept-need-another-190000-put-becks-rival-mighty-9/

And here's a link to an article of deets on not-Black GetterBassZero. At least they were kind enough to break down the numbers.

Jesus... This is if not THE then one of the most successful Kickstarters ever and they still want money when the game isn't even out or complete?  Yikes.  Inafune has more Capcom in him than maybe we gave him credit for. :P

Granted this does seem to be more than just a small "basement project", so I wish them the best... But still, maybe release a demo then talk more numhers.

Agreed. I'd like the game to just get released. If it's going to be DLC then why not get the game itself finished and then Kickstart more money for the DLC?
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: Aeolus on November 01, 2014, 12:11:09 PM
http://youtu.be/2uYSlhC9zVI
Might No. Bass   ....Um Zero.  No, not that "Zero", but 0?  Arghghgh, they knew what they were doing.

http://www.siliconera.com/2014/10/31/comcept-need-another-190000-put-becks-rival-mighty-9/

And here's a link to an article of deets on not-Black GetterBassZero. At least they were kind enough to break down the numbers.

Jesus... This is if not THE then one of the most successful Kickstarters ever and they still want money when the game isn't even out or complete?  Yikes.  Inafune has more Capcom in him than maybe we gave him credit for. :P

Granted this does seem to be more than just a small "basement project", so I wish them the best... But still, maybe release a demo then talk more numhers.

Agreed. I'd like the game to just get released. If it's going to be DLC then why not get the game itself finished and then Kickstart more money for the DLC?

From what I've been hearing, it seems more like a case of part of the dev process got done early and somebody on that part of the dev team had an idea for something, and now the team is basically asking if the backers and other people looking for a way to contribute if they should add this while the iron's hot or should they not bother. The reason for asking for money is most likely due to the fact that it takes time and money to add, implement or alter stuff in a game. Kinda like how localizations are done by professional teams (most of the time), this is not something they do for free but have to pay their employees for the manhours to go back into the code and alter it to switch out the text of one language for another and to make sure that it doesn't break the game in the process, in addition to the tools and other overhead costs to do this in and in general respectfully.

The reason why they're doing this as a first-day DLC is because they're dealing with a property that hasn't hit the shelves, may or may not get a sequel and is being made in conjunction with another team that'll have bigger and better things to work on as soon as this thing gets done (like a sequel to Azure Striker Gunvolt, Gungal or something).

The key thing here is the question "Has the release date for this game been altered since the news of this new request dropped?". And besides, they're only asking for money for this particular thing. They're not saying "Give us the money or you're not getting the game at all!".

The tl;dr is that if you don't like this proposition (and how can anyone not like the idea of a character so blatantly copied from the preceding series' that he's even roughly named the same (Rei = 0 in Japan; guess what Ray sounds like)), then don't back it. Simple as that.
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: Jimmy on November 04, 2014, 02:12:29 PM
http://youtu.be/2uYSlhC9zVI
Might No. Bass  ....Um Zero.  No, not that "Zero", but 0?  Arghghgh, they knew what they were doing.

http://www.siliconera.com/2014/10/31/comcept-need-another-190000-put-becks-rival-mighty-9/

And here's a link to an article of deets on not-Black GetterBassZero. At least they were kind enough to break down the numbers.

Jesus... This is if not THE then one of the most successful Kickstarters ever and they still want money when the game isn't even out or complete?  Yikes.  Inafune has more Capcom in him than maybe we gave him credit for. :P

Granted this does seem to be more than just a small "basement project", so I wish them the best... But still, maybe release a demo then talk more numhers.

Agreed. I'd like the game to just get released. If it's going to be DLC then why not get the game itself finished and then Kickstart more money for the DLC?

From what I've been hearing, it seems more like a case of part of the dev process got done early and somebody on that part of the dev team had an idea for something, and now the team is basically asking if the backers and other people looking for a way to contribute if they should add this while the iron's hot or should they not bother. The reason for asking for money is most likely due to the fact that it takes time and money to add, implement or alter stuff in a game. Kinda like how localizations are done by professional teams (most of the time), this is not something they do for free but have to pay their employees for the manhours to go back into the code and alter it to switch out the text of one language for another and to make sure that it doesn't break the game in the process, in addition to the tools and other overhead costs to do this in and in general respectfully.

The reason why they're doing this as a first-day DLC is because they're dealing with a property that hasn't hit the shelves, may or may not get a sequel and is being made in conjunction with another team that'll have bigger and better things to work on as soon as this thing gets done (like a sequel to Azure Striker Gunvolt, Gungal or something).

The key thing here is the question "Has the release date for this game been altered since the news of this new request dropped?". And besides, they're only asking for money for this particular thing. They're not saying "Give us the money or you're not getting the game at all!".

The tl;dr is that if you don't like this proposition (and how can anyone not like the idea of a character so blatantly copied from the preceding series' that he's even roughly named the same (Rei = 0 in Japan; guess what Ray sounds like)), then don't back it. Simple as that.

I like the proposition, I would just like the game to be released in lieu of waiting for DLC. I understand that they may want to hold off the release so that they can allocate the work hours to make the DLC a reality, but they could also likely fund the development of the DLC through sales revenue if they were to release the game as well as possibly recuperate a good portion of that money (if not all) back through DLC sales. And since the Kickstarter should have covered all of the upfront overhead costs of development, the game should be profitable right from the get-go (assuming they don't have to use profits from the game's sales to pay for the Kickstarter rewards, which I would assume they shouldn't).

I work in production. I essentially live and breathe P&Ls for 40 hours a week and I decided to crunch some numbers. If they were to sell the game for $14.99 (This is just a guess though the Kickstarter seems to imply the game could retail for as much as $20.), they would only need to sell 12,675 "units" in order to have enough money to fund the DLC. Now recovering the development cost of the DLC is questionable, since we don't know how many units will sell, much less how many people who buy the game will also purchase DLC. Hypothetically, if the game sold 100,000 units, and the DLC is $5, then only 38,000 of those who purchased the game would need to purchase the DLC in order to recuperate the development cost of the DLC.

Obviously, I don't work for Comcept, but on a basic level, it would seem that this could work. My guess is that Comcept is hoping to be able to generate as much profit as they can from this game in order to become self sufficient in their future projects, which makes sense.
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: Aeolus on April 28, 2015, 01:50:51 PM
http://gematsu.com/2015/04/mighty-no-9-release-date-set-physical-version-announced

Necroing this thread like Inafune is necroing Megaman to post a link to a set release date of Sept 15 (though in all honesty, even if its not Megaman, I still expecting the release date to Jump Jump, Slide Slide).
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: Jimmy on April 28, 2015, 04:42:46 PM
http://gematsu.com/2015/04/mighty-no-9-release-date-set-physical-version-announced

Necroing this thread like Inafune is necroing Megaman to post a link to a set release date of Sept 15 (though in all honesty, even if its not Megaman, I still expecting the release date to Jump Jump, Slide Slide).

No! Not the stupid Jump Jump, Slide Slide reference! Anything but that level!

Well at least we have a firm date now. I'll be getting it on Wii U (most likely digitally) unless there is a compelling reason to buy a physical copy like extra content.
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: Hathen on April 29, 2015, 12:47:41 AM
I was really excited to play this month, but I knew it was going to get delayed as it got later and later into April and we heard nothing. September is a pretty big delay though. Ah well, if they'll be polishing it I'm all for it, because honestly the beta footage I had seen a while ago was really not impressing me. The dash-to-kill mechanic and the bad level design/enemy placement I was seeing was lowering my expectations.
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: Aeolus on April 29, 2015, 12:59:20 AM
I was really excited to play this month, but I knew it was going to get delayed as it got later and later into April and we heard nothing. September is a pretty big delay though. Ah well, if they'll be polishing it I'm all for it, because honestly the beta footage I had seen a while ago was really not impressing me. The dash-to-kill mechanic and the bad level design/enemy placement I was seeing was lowering my expectations.

I'm just sore because its yet another game I could be playing before XBCX comes out and devours my free time like an army of ravenous Nopon children.

Instead I may just find myself spending the summer replaying XBC in preparation for XBCX which will then probably take me till this time next year to play through. And then it's probably going to be Zelda U after that (unless they push that off till November 2016).
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: Hathen on April 29, 2015, 01:01:25 PM
I always have a massive backlog of games to finish so I don't mind games getting delayed, but this one I was really excited for so I was disappointed it got delayed. Still, hearing that they're planning on polishing it more is good news to me.

So I'll go ahead and post the two big gameplay videos from Comcept (there's some other full-stage videos from the beta version floating around):

https://www.youtube.com/watch?v=oBGNzaCu9LE (https://www.youtube.com/watch?v=oBGNzaCu9LE)
https://www.youtube.com/watch?v=f1nBRyLVeXI (https://www.youtube.com/watch?v=f1nBRyLVeXI)

Like I said above, not really feeling it as far as the graphics go. Inti Creates is pretty bad at making 3D graphics (they've made a couple 3D games in the past and they've all looked pretty derp). As far as the Megaman series is concerned, I honestly prefer MMPU's look. Technically speaking, MN9 has that game beat in every way, but MMPU represented the drawn art incredibly well, whereas Beck just doesn't look at good in MN9. The environments look alright, though.

Ultimately that's a minor gripe since lolgraphics, but my biggest problem is what I mentioned above- the dash-to-kill mechanic. I'm really not understanding why they went with this mechanic at all. It seems to be very similar to Gunvolt's lightning in that if you want to, you can kill things with just the gun, but dashing is way better, it kills things faster and racks more points. Not really a fan of the game becoming more like Gunvolt- the problem with Gunvolt was that the game itself was actually pretty easy, and the challenge was in getting big scores. But this is supposed to be an original series Megaman spiritual successor, and those games were about having the stages be hard by default. The score popping up every time you kill something is really annoying, too.

Second is that a lot of the enemies and the stage design doesn't seem challenging on its own. There seems to be a lot of enemies that just stand there or move really slowly, and a lot of them get stunned after a few shots from Beck's pea shooter. A lot of stages seem to have very few pitfalls and challenging spike-navigating sections to create challenging platforming sections. It's shocking this was made by the same guys who made Megaman 9/10 because those games were brutal as far as that goes.

The few weapons they've shown seem to be pretty cool though. Deflecting shots with the sword and going all Tazmanian devil is a highlight.

It's pretty hard to grade this based on just watching gameplay videos and not playing the game myself though.
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: Annubis on April 29, 2015, 04:38:17 PM
Yeah, I saw some screenshots yesterday and the game looks really bad.
You'd think this was a straight PSP port or something.
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: ZeronHitaro on April 29, 2015, 05:34:01 PM
*sees people complain about bad 3D Models in a 'Megaman' game*

(http://199.101.98.242/media/shots/37152-Megaman_Legends-2.jpg)

Yeah...what's the problem again?
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: Hathen on April 29, 2015, 08:04:23 PM
Cool, a model from a game from nearly 20 years ago looks terrible, how is that relevant again?

Also the funny thing is that Legend still manages to look better than MN9 in terms of charm because it captures their art style well. MN9's problem isn't that the 3d models are bad, because stuff like Legends and Megaman Powered Up had bad models too but they both captured their art well.
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: ZeronHitaro on April 30, 2015, 11:24:39 AM
Because apparently it felt relevant at the time to be a snarky dill weed. In hindsight I haven't the foggiest why that was even remotely a good idea.
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: Hathen on May 01, 2015, 11:08:01 AM
Don't worry too much about it, I take things too seriously when I start writing tl;dr posts
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: Aeolus on July 02, 2015, 04:12:45 PM
http://gematsu.com/2015/07/comcept-studio-4c-teases-red-ash-reveal-coming-july-4

In a similar vein to Mighty No. 9, Re-Dash Red Ash is looking Mega Legendary, man.

Featuring the many adventures of an Earth Mover named Super Guy Walnut, his adopted sister/team mechanic Tumble, and their uncle Fillet Mignonne as they explore the ruins of a world coated by limitless H2O, while competing/battling against a family of Air Privateers and saving the day from the ancient forces of the Slayerdroids and trying to find the fabled Fathercashe.

Hopefully their adventures won't abruptly end when Super Guy Walnut gets stuck on a planetary satellite fort while waiting for Tumble and Air Privateer's Team Mechanic/Resident Girl Genius/Tsundere Love Interest Turkey Mignonne try to work out a way to get their Brother/Love Interest down from the Planetary Satellite so that he can deal with the impending Slayerdroid uprising.
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: Hathen on July 02, 2015, 04:32:53 PM
Eh. The big reason I was interested in Legends 3 was to see an end to the story. I always thought Lost Planet was a lot like what a modern Megaman Legends would play like.
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: Mickeymac92 on July 02, 2015, 06:37:41 PM
More like Red Ass amirite?!
...I'll show myself the door...
(http://orig09.deviantart.net/2a61/f/2011/311/b/f/fluttershy_runs_into_door_by_jak23ft-d4ff984.gif)

But seriously, I'm kinda interested, and yet like Hathen, I just wanted that cliffhanger resolved, no matter what. Even a not-good game would've been better than being left hanging. The gameplay in the first two Legends games were good, but not great, and I'm not sure if I trust Keiji Inafune and his team to actually refine the elements of those games while still making a game that stands on its own.

That and I think Solatorobo was kind of what I wanted MM Legends to be, anyways, so wake me when news of Solatorobo 2 appears...
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: Dincrest on July 02, 2015, 08:10:09 PM
Tail Concerto and Solatorobo were both really fun games.
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: Aeolus on July 02, 2015, 09:29:34 PM
I enjoyed the first MML well enough, but the second was a 'rent and beat in one sitting' type of affair for me and like 99.999999999999% of the world's population, I never got a chance to play Misadventures of Tron Bonne.

To me, MML was effectively what N64's Metroid game would've been like had such a thing ever existed (just with more caves/dungeons and less hospital donations, fishing through trash cans for weapon parts and kicking cans over bakery counters). So this is kind of a just 'whatever' sort of thing for me at this point.
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: Dice on July 02, 2015, 11:06:57 PM
I enjoyed the first MML well enough, but the second was a 'rent and beat in one sitting' type of affair for me and like 99.999999999999% of the world's population, I never got a chance to play Misadventures of Tron Bonne.

To me, MML was effectively what N64's Metroid game would've been like had such a thing ever existed (just with more caves/dungeons and less hospital donations, fishing through trash cans for weapon parts and kicking cans over bakery counters). So this is kind of a just 'whatever' sort of thing for me at this point.

I almost feel privledged to have got it... the title drew me in, it was funny.

I love MML for being the weird fucking RPG-meets-megaman I've always wanted since I suck/don't have the patience for real megaman games.  I liked jumping around that stupid town and blowing shit up.  The story made barely any sense (i'm looking at MML2 more here).

Anyways... has no one mentioned how that chick is like..."Old-school Capcom Black" (ie; GREY)?
(http://vignette3.wikia.nocookie.net/bof/images/b/b4/03_jpg.jpg/revision/latest?cb=20081009112433)

I'd probably be more in for this than MN9 funny enough...even though the Red Ash cast kinda looks like a knock-off of Megaman Legends...hah.  Good to see Inafune giving us a successor to look forward to.
(https://scontent.cdninstagram.com/hphotos-xfa1/t51.2885-15/s640x640/e35/sh0.08/11376023_525633864258427_438482038_n.jpg)
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: Hathen on July 02, 2015, 11:18:12 PM
That girl looking really weird was something I noticed. I honestly can't tell if she's supposed to be black, white except covered with dust, or she's grey because she's a robot or something. The blue eyes and blonde hair are what throw me off I guess. Also, whoever did that coloring job got really lazy apparently because it looks like they just used a gradient fill-in for her face.
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: Mickeymac92 on July 02, 2015, 11:56:42 PM
Honestly, I tried not to look at her when I first saw the pictures...but yeah, she is weird looking...
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: Aeolus on July 03, 2015, 02:16:40 AM
All I noticed was that her hair is literally Roll's hair under a different hat.

That and not-Megaman Volnutt's robotic arm being the same arm that all of actual-Megaman Volnutt's subweapons replaced.

Frankly, I'm honestly surprised that not-Megaman Volnutt here doesn't have long blonde hair and something resembling boob lights on top of his red color scheme.
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: Kevadu on July 03, 2015, 07:46:42 AM
Of course she's supposed to be black.  Just look at how big her lips are.

No, seriously, for some reason Japanese people have this stereotype that black people have enormous lips.  I don't really get it but you see it all the time there.
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: Mickeymac92 on July 03, 2015, 10:01:48 AM
Of course she's supposed to be black.  Just look at how big her lips are.

(http://i.imgur.com/MULwNd4.jpg?1)

...what lips? They're just a thin line like the rest of them...
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: Dice on July 03, 2015, 12:57:57 PM
Of course she's supposed to be black.  Just look at how big her lips are.

No, seriously, for some reason Japanese people have this stereotype that black people have enormous lips.  I don't really get it but you see it all the time there.

Black people seem to have amazing and fuller lips; I think more problematic is when they go full Mr. Popo (DBZ) or Jynx (Pkmn.) looking like Little Black Sambo (or whatever can be said about the 'cockroaches' in Terra Formars (http://i.imgur.com/C6zlx.jpg)).

Cultural depictions in Japan...aren't...always the best for their considerate portrayals.

Ah well, at least Pokemon's gotten a lot better with their depictions (certainly by including them more).

Having full lips or not, I can't even say Not-Roll looks black..or white...or tan...I don't know WHAT she is besides a conscious attempt to avoid looking like MML Roll while conjuring it at the same time.
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: Ranadiel on July 04, 2015, 07:26:21 AM
Of course she's supposed to be black.  Just look at how big her lips are.

No, seriously, for some reason Japanese people have this stereotype that black people have enormous lips.  I don't really get it but you see it all the time there.
...that's because of the U.S. >.> History lesson time! You see a vast majority of anime conventions come from U.S. animation conventions that were prevalent in U.S. animation during the U.S. occupation of Japan. In many ways you can say that the "anime style" of big expressive eyes originates from the Japanese copying Disney cartoons as that is the style of animation that Japanese animators were exposed to before they started working on their own homegrown industry.

Now then, if you go back to U.S. cartoons from that era (well assuming you can find any), you'll notice that blacks were depicted with giant lips in those cartoons. This was playing on stereotypes that were heavily played up in minstrel shows/blackface. Those depictions are now see as being horribly insensitive in the U.S., but Japan's population lacks a significant black presence, so they don't recognize the history for what we imported to them. >.>
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: Aeolus on July 04, 2015, 07:56:08 PM
http://www.siliconera.com/2015/07/04/mega-man-legends-staff-working-on-red-ash-kickstarter-up/

So it looks like my Mad-Lib write up about this game was way off. I should've had a thesaurus on hand when I made that post.
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: Hathen on July 05, 2015, 02:07:28 AM
Sorry INAFKING, I'm not really feeling it this time. At least the Mighty No. 9 kickstarter had mock ups of what the game might look like (though the end product ended up looking a lot worse) in addition to their character and concept art. There was even a few shots of people working on the 3D models of Beck and whatnot. Here we got the character art and a bunch of storyboards (also what I'm guessing is Hochu Otsuka's voice which was the best part). Mighty No. 9's not even out yet and I want to know if that's actually a decent game before bothering to help you fund your next game (Though really they should be trying to fund their own projects now that they have actually made a major release). I get that you can't just have your programmers sitting around twiddling their thumbs while MN09 is entering post-production but I find it hard to believe Comcept doesn't have enough money for ~3 months before needing to make this sort of announcement.
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: Jimmy on July 06, 2015, 11:37:34 AM
I agree completely, Hathen. I'd like to actually be able to play Mighty No. 9 before I support a new title from Inafune and Comcept. Also, since Mighty No. 9 was completely funded by the generosity of fans, they should wait and use the profit they make to fund the studio's next game. Or at the very least, try to fund it themselves.
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: Arklight on July 06, 2015, 01:39:22 PM
I'm getting a little tired of Inafune trying to relive his glory days at this point, to be perfectly honest. If these games turn out to be good, then hooray. I'm not particularly fond of the guy though.
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: Hathen on July 06, 2015, 05:24:16 PM
I agree completely, Hathen. I'd like to actually be able to play Mighty No. 9 before I support a new title from Inafune and Comcept. Also, since Mighty No. 9 was completely funded by the generosity of fans, they should wait and use the profit they make to fund the studio's next game. Or at the very least, try to fund it themselves.

So I slowed down and read the description a little closer, it seems like all the people reporting about this are leaving out something really important.

This thing they're kickstarting is in fact, a prologue game of some kind, and only a snippet of what the "full game" would be (they said it would be around 8 hours long). I'm guessing it's a lot like what MGS Ground Zeroes was. Apparently they're saying the full game would cost way too much to ask Kickstarter- when you think about it that's not really a surprise, they want to make an open world game and that can cost tens of millions in a first world country like Japan. Makes the $800k they're asking for make a whole lot more sense because there's no way you'd be making an open world game on that budget.

From the page:

Quote
This story has always been planned as a key jumping-on point for the universe, and we hope to use this small, but dense taste of the RED ASH universe as a foundation on which to build future content. Whether it's through additional funding, revenue from "The KalKanon Incident" sales, or teaming up with a publisher, this is a story we are determined to tell, and we want all of our backers to be on the ground floor for the creation of this new game universe.

It seems like it's basically them asking the fans to fund a pitch/proposal sort of thing. When put this way it does seem like an appropriate use of Kickstarter.

Unfortunately they really picked the worst combination of factors. People are going "didn't we already give you guys money" after MN09, June/July is like the worst time to launch a kickstarter, and on top of that they're making this right after people have already put their money into Yooka Laylee, Bloodstained and Shenmue. There's still plenty of time so I'll put some thought into whether or not I'll kickstart this one, I do hope they can make their initial goal at least.
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: Hathen on August 07, 2015, 11:33:42 AM
Looks like Red Ash didn't get its money (but it'll get made anyway), and Mighty No. 9 is getting delayed all the way to Q1 2016. There's a whole lot of other stuff that happens around those two announcements but I guess the short version is that the internet isn't terribly happy about it.
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: Aeolus on August 07, 2015, 12:47:33 PM
Looks like Red Ash didn't get its money (but it'll get made anyway), and Mighty No. 9 is getting delayed all the way to Q1 2016. There's a whole lot of other stuff that happens around those two announcements but I guess the short version is that the internet isn't terribly happy about it.

The Red Ash anime got funded though. Enough to warrant a second KS even.
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: Hathen on September 26, 2015, 07:02:38 AM
So after giving a heartfelt apology about delaying the game, Comcept released a demo version of the game (which then got delayed itself for like a week, which is really funny in that comedy of errors kind of way). Anyway they also announced MN09 would be on sale on February, but honestly after screwing around with the demo a bit I find it hard to recommend to anyone who didn't pledge to the game. Some random thoughts:

-The graphics are still awful. Beck's default model in particular seems like a really weird thing to screw up the way they did because it's what you'll be looking at for like 90% of the game (the demo didn't have special weapons unlock when you beat bosses so all I could see was the default model).

-An extension of the above complaint is that the animations are really bad. For example, in the story sections of the game characters stand completely still while text appears on the bottom and you get voiceovers. They didn't even add mouth movements or expressions on the characters' faces or anything like that, it feels very weird. I don't understand why they didn't at least do that thing where the drawn art of the person talking appears.

-I wouldn't mind the above two complaints so much if I wasn't getting some really bad stuttering in certain parts of the game. I have a Radeon HD 6850 which is admittedly pretty outdated, but it shouldn't be having trouble playing a game that looks this bad. I tried screwing with the graphic settings of the game but the stuttering persisted even on the lowest settings. The stuttering always happened around the same place so I can only assume there's something wrong with those particular parts of the game, and the game continues "running" even while your screen stutters, which is not something you want happening in an action platformer game. I decided on the 3DS version of the game a while back when they sent out surveys so hopefully this won't be an issue on consoles at least.

Alright, so for the important parts:

-The demo provided 4 stages: The intro plus 3 robot master (Mighty Numbers, whatever) stages. A big problem with this game is that Beck's skillset doesn't seem to mesh well with how they designed the game at all.

-Not much to say about the intro stage, it's easy, but that's probably appropriate. It introduces you to most of Beck's abilities and it works pretty well.

-What absolutely kills this game is the fact that Beck is allowed to air dash infinite times. You will slowly lose altitude since there's a split-second delay before you can dash again, but it means you can skip over huge sections of the platforming sections in each stage just by dashing over and over.

-The military base stage is very easy. The stage's gimmick is conveyor belts and mines on the ground. The stage is mostly narrow hallways so you can't air dash over stuff as often, but it doesn't really matter because the only way you're going to get hit by a mine is if you're really inattentive and walk over one instead of just dashing your way through the stage. The boss is also incredibly easy and I beat him on the first try.

-The power plant stage doesn't seem to have any particular unifying element to it aside from it being dark, but it doesn't matter because they decided to make all models not be affected by the lighting, so you can see pretty much everything just fine. There's one section of the stage where you are supposed to use the low-dash ability (hold down + hit dash) to avoid an instant death trap, but that doesn't happen a single other time in the stage so the stage isn't "about" using the low dash, you just run through hallways until you reach this one section where the game actually prompts you to use it, which indicates to me even the person who made the stage knew it was incredibly counterintuitive. It's such a pointless skill in the rest of the game I wouldn't be surprised people forgot about it most of the game.

-The power plant boss took me a few tries to beat, I liked her enough.

-The oil refinery is the only "new" stage in this demo (they had a beta earlier which already had the above stages IIRC) and it's easily the hardest one if you play it "properly", but they made it too easy to cheese the stage.

-Early in the stage is a bunch of oil slicks and sometimes enemies will throw fire into them and ignite them similar to Flame Man's stage in MM6, but it doesn't matter because I just air dashed through most of it. What a complete waste.

-The final section can be quite difficult- huge smokestacks are falling down and you have to dash quickly through them and not get touched (they're instant kills). There are also enemies shooting fireballs from the background and if you get hit by one of these back into one of the smokestacks as they're falling you'll die (instant kills ignore your post hit invulnerability like in MM1). This seems to be the only section I played which took into consideration the fact that Beck can dash through the air infinite times. The problem is that you can just inch forward to make the smokestacks fall down, and then dash through safely without needing to do any advanced maneuvering at all, it's a complete waste of the only difficult platforming section I came across.

-The fire boss, Pyro, is a complete cheapass, because his super move (every boss has one when they get to the halfway point) is an instant kill. He doesn't seem to have any particular pattern to how he uses it, sometimes he jumps and sometimes he doesn't. I stopped trying to beat him after a while, I might go back later and see if there's some kind of visual clue to when he plans on jumping, but I think they really screwed up with this boss giving him a instant kill like this.

-So far the music's really hit-or-miss. The Military Base (https://www.youtube.com/watch?v=IP7TGYyi8_k) has some pretty cool music but I have idea what the fuck Manami Matsumae was thinking with the Power Plant theme (https://www.youtube.com/watch?v=kPO5eLe0gJI). There's an option for turning the music into "retro" versions (it was one of the stretch goals) but there's something really off about the way it sounds. I can't find uploads of it anywhere so unfortunately I can't demonstrate. It doesn't sound like 8 bit music though.

-Finally I should note that Beck has this ability to do this weird "jump back while firing" move if you hold the right trigger while pressing attack, which I've found exactly one use for, but not for dodging so much as just shooting downwards. I don't understand the inclusion of it at all really, it runs counter to the rest of the game's design because the fact that Beck needs to absorb enemies by dashing into them means you need to play very aggressively, and a move used purely for dodging is barely ever going to get used.

-One cool detail I noticed is that when Beck dies, he blows up into into a bunch of cubes, revealing this weird orb thing which flies off (the orb's the same thing for the healing items as far as I can tell).

I wouldn't say I hated the demo or anything. I had some fun throughout but the word I'd use to describe it is "mediocre". It's also very frustrating because all these problems should've been apparent to these people who have been making Megaman games since forever. It feels like they wanted to expand Megaman beyond just the simple jumping and shooting stuff but none of the stuff they added really works, and the stages suffered for it when the simpler controls for classic Megaman synergized better.
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: Mickeymac92 on September 26, 2015, 09:20:00 AM
Thanks a million for the detailed impressions, Hathen. I'm really disappointed to hear there's so many problems with the game. If it was a cheap indie game with a small budget, I'd find it easier to forgive, but a 3.9 million dollar crowd-funded project from the makers of Mega Man and other platformers that ranged from good to masterpieces just makes the whole thing infuriating.
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: Hathen on September 26, 2015, 11:22:02 AM
As far as the budget goes, I can only assume that a lot of it went to just porting the game to the 10 million consoles Mighty No. 9 is going to be on. That probably isn't cheap to do.

I mean, I usually don't get angry over video games so what I've played has just left me perplexed more than anything. In addition to some of big names that were used to market this, Inti Creates also has their name attached to this, and they made both X-style Megaman games (the entirety of the Z and ZX series) and what I think are two of the best classic style Megaman games (9 and 10). I don't understand how people who have had decades of experience, some of who literally worked on the first Megaman game, could have made what are essentially amateur mistakes in the core gameplay of a pretty simple series.

Also to rant a bit more about the bad graphics, the problem isn't that they're technically unimpressive- that actually would've been fine if they could've imbued it with some charm like the Megaman Legends graphics, which I personally think still look good to this day. Inti Creates has a history of unimpressive 3D graphics- look up a game named Gal*Gun and consider that that game was released in 2011. The problem with the graphics in Mighty No.9 is that they just look bad in general. For example, I can only assume that they were trying to make Beck's model proportioned similarly to the Megaman sprite, but it's a good example of why you don't transfer things directly from 2D to 3D graphics. They made a model for him which has huge arms that get larger as they move distally and as a result he has to always hold them diagonally and he looks ridiculous. With a sprite you can just "cheat" since you draw each one individually and whoever is looking at it fills in the blanks with their mind. Same thing with what I mentioned about the story sections looking bad- Megaman fans never had a problem with Megaman and Dr. Light talking to each other with their laughable 2-frame mouth movements because the mind will fill in the blanks. When you do it with 3D models it just looks terrible despite the fact it actually took more effort to make all of it.
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: Kevadu on September 26, 2015, 10:01:31 PM
...despite the fact it actually took more effort to make all of it.

I'm honestly not sure that's true.

Sure it takes some initial investment to make a 3D model, but once you have one you are free to manipulate it however you want.  As opposed to sprites that have to be drawn a frame at a time for every situation.  Which is part of the reason 3D graphics took off in the first place:  At least for larger projects it's actually less work in the long run.
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: Aeolus on September 26, 2015, 10:22:06 PM
As far as the budget goes, I can only assume that a lot of it went to just porting the game to the 10 million consoles Mighty No. 9 is going to be on. That probably isn't cheap to do.

I mean, I usually don't get angry over video games so what I've played has just left me perplexed more than anything. In addition to some of big names that were used to market this, Inti Creates also has their name attached to this, and they made both X-style Megaman games (the entirety of the Z and ZX series) and what I think are two of the best classic style Megaman games (9 and 10). I don't understand how people who have had decades of experience, some of who literally worked on the first Megaman game, could have made what are essentially amateur mistakes in the core gameplay of a pretty simple series.

Also to rant a bit more about the bad graphics, the problem isn't that they're technically unimpressive- that actually would've been fine if they could've imbued it with some charm like the Megaman Legends graphics, which I personally think still look good to this day. Inti Creates has a history of unimpressive 3D graphics- look up a game named Gal*Gun and consider that that game was released in 2011. The problem with the graphics in Mighty No.9 is that they just look bad in general. For example, I can only assume that they were trying to make Beck's model proportioned similarly to the Megaman sprite, but it's a good example of why you don't transfer things directly from 2D to 3D graphics. They made a model for him which has huge arms that get larger as they move distally and as a result he has to always hold them diagonally and he looks ridiculous. With a sprite you can just "cheat" since you draw each one individually and whoever is looking at it fills in the blanks with their mind. Same thing with what I mentioned about the story sections looking bad- Megaman fans never had a problem with Megaman and Dr. Light talking to each other with their laughable 2-frame mouth movements because the mind will fill in the blanks. When you do it with 3D models it just looks terrible despite the fact it actually took more effort to make all of it.

From what I've heard, due to the rules on how the different companies were working on this game, Inti Creates weren't really allowed to get too involved. They were hired to provide certain tools and services and nothing else, to the point of not even being able to provide advice about what was going on. That's why they've put out two full games (Azure Striker Gunvolt and Gal Gun 2) while this mess has been going down, they really aren't that involved.

This, unfortunately, was mostly Comcept's show (more specifically, the old crew that Inafune got together to work on this game with), and between the small crew, the badly handled KS (if their goal was to set out and perform every classic KS mistake under the sun, they've succeeded) and Inafune's own overreach, I can't imagine this being all that good. Its just a shame really.

I think the lesson to be taken away from this is that it wasn't just Capcom's fault that Megaman is dead, and it is nothing short of amazing that the franchise lasted as long as it did.
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: Hathen on September 27, 2015, 09:46:35 AM
Here's a nice enough video with the three Mighty Number stages from the beta in case any of you want some visuals to go with my rant. (https://www.youtube.com/watch?t=28&v=YvUrvSt6n6Q)

Sure it takes some initial investment to make a 3D model, but once you have one you are free to manipulate it however you want.  As opposed to sprites that have to be drawn a frame at a time for every situation.  Which is part of the reason 3D graphics took off in the first place:  At least for larger projects it's actually less work in the long run.

That's true for highly detailed/animated spritework, but considering the level of animation Mighty No. 9 is showing I doubt that's the case here. At least in the demo, I don't see any movements from the models which couldn't have been done using sprites with less effort, and would've looked better to boot. As you mentioned, once you've actually made the models you have more freedom to do a variety of animations without exponentially increasing the workload like with sprites, which is why I find it odd the cutscenes in Mighty No. 9 are so damn stiff (even if they didn't make the models themselves capable of having mouth movements, would it have really killed them to make face textures or whatever with mouth flapping?). Even comic-style cutins like from X5 and the like would've been better.

From what I've heard, due to the rules on how the different companies were working on this game, Inti Creates weren't really allowed to get too involved. They were hired to provide certain tools and services and nothing else, to the point of not even being able to provide advice about what was going on. That's why they've put out two full games (Azure Striker Gunvolt and Gal Gun 2) while this mess has been going down, they really aren't that involved.

I'd rather see some kind of source on a claim like this before I believe it, because at this point there's been tons and tons of bullshit passed around due to some of the drama surrounding the game and its development. This isn't the first time Inti Creates has put out multiple games in a year.
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: Jimmy on January 25, 2016, 01:54:36 PM
Necro-ing this topic again as it was announced today that Mighty No. 9 has been delayed yet again. Who was surprised by this announcement? Absolutely no one. Here's a link:

http://www.gamnesia.com/news/comcept-delays-mighty-no.-9-for-the-third-time-this-time-until-spring-2016

It's pretty sad that the software they were using when they began development of this game is no longer supported and they actually have to do coding themselves for something that sounds like had been a pre-fabricated tool. Though it makes sense that they're having issues given all the platforms that are supported.

Oh well. We'll see it someday I guess.
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: Hathen on January 25, 2016, 02:54:36 PM
Never really cared when games get delayed given that I will always have a massive backlog (though I'll gladly make fun of them for it), but I really do wonder if the network play is really the only problem they're having with the game. And even if it is, was it really worth delaying the game like, half a year or whatever when most people backed it to get a single player jumpy shooty game?

By the way Aeolus, after thinking about it for a bit, I have heavy doubts that the claims Inti-Creates not having much to do with the game is anywhere near true. If you go back and check out some of the videos they made during development (https://www.youtube.com/watch?v=8vqoOZ4m-M8), it should've been fairly obvious that wasn't true because if Inti-Creates weren't the ones making the game, why would they need to take the ROMs of the game over to the Comcept offices so Inafune could try them out?

Really, more than anything this whole process has taught me that Megaman fans, like most other video game fans, are unwilling to apply basic common sense or do any research whatsoever, which by itself wouldn't be a big deal if they didn't also like being incredibly loud and obnoxious about it. That SMBC Chart (http://www.smbc-comics.com/?id=2475) is always a good reference.
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: Aeolus on January 25, 2016, 05:14:30 PM
Never really cared when games get delayed given that I will always have a massive backlog (though I'll gladly make fun of them for it), but I really do wonder if the network play is really the only problem they're having with the game. And even if it is, was it really worth delaying the game like, half a year or whatever when most people backed it to get a single player jumpy shooty game?

By the way Aeolus, after thinking about it for a bit, I have heavy doubts that the claims Inti-Creates not having much to do with the game is anywhere near true. If you go back and check out some of the videos they made during development (https://www.youtube.com/watch?v=8vqoOZ4m-M8), it should've been fairly obvious that wasn't true because if Inti-Creates weren't the ones making the game, why would they need to take the ROMs of the game over to the Comcept offices so Inafune could try them out?

Really, more than anything this whole process has taught me that Megaman fans, like most other video game fans, are unwilling to apply basic common sense or do any research whatsoever, which by itself wouldn't be a big deal if they didn't also like being incredibly loud and obnoxious about it. That SMBC Chart (http://www.smbc-comics.com/?id=2475) is always a good reference.

Admittedly, its not so much that I'm too lazy to do the research so much as I don't care enough to want to do any research on it. My previous post was probably based upon some dumb hearsay that I shouldn't have taken at face value, and but did because I assumed it made at least a little sense given Azure Striker Gunvolt and Gun Gal 1 & 2 came out during the course of this development hell.

Also, I can tell you that what I don't have is backer level information because I didn't even bother to back this. I think it was around the time of XOver that I stopped giving any fucks about Megaman, and that was after years of feeling increasingly apathetic towards the franchise.

Or in short: #igottotallypwnd #gg
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: Annubis on January 25, 2016, 05:28:33 PM
I have a rock that keeps tigers away (https://www.youtube.com/watch?v=xSVqLHghLpw) for sale.
Anyone who backed the MN9 kickstarter interested?
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: Hathen on January 25, 2016, 05:54:51 PM
Need to clarify that I wasn't really referring to you with my statement Aeolus- I figured you had gotten aimless hearsay, much like I did at many points during this game's development, and that was kind of my point. Not to say this game's creators don't have their share of problems but as someone who has followed on and off I've noticed that there's been a incredibly loud annoying minority spreading rumors and hearsay about the game since day 1. A lot of games get this, but since with this game hecklers got to have specks of truth in what they said so somehow lots of people started taking every single thing they said seriously, so now I regularly hear people opining about the game with comments that show they never even bothered watching a trailer (Like, I've actually heard some say the game won't even have weapons from bosses even though I'm pretty sure literally every single trailer they've released shows that it does).
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: Aeolus on January 25, 2016, 06:32:07 PM
Need to clarify that I wasn't really referring to you with my statement Aeolus- I figured you had gotten aimless hearsay, much like I did at many points during this game's development, and that was kind of my point. Not to say this game's creators don't have their share of problems but as someone who has followed on and off I've noticed that there's been a incredibly loud annoying minority spreading rumors and hearsay about the game since day 1. A lot of games get this, but since with this game hecklers got to have specks of truth in what they said so somehow lots of people started taking every single thing they said seriously, so now I regularly hear people opining about the game with comments that show they never even bothered watching a trailer (Like, I've actually heard some say the game won't even have weapons from bosses even though I'm pretty sure literally every single trailer they've released shows that it does).

Where the hell are you going for this kind of information? GameFAQs!? NeoGAF!? Kotaku!?!?!
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: Hathen on January 25, 2016, 11:52:25 PM
I'm sure the worst of it can be found on sites like those, but this is one of those weird cases where people wound up believing a lot of half-truths even though in most cases people like that would be largely ignored outside their hugboxes. It's a lot like what happened with basically any Bioware game post Dragon Age II.

Given the thing that kicked off all the shit-flinging over Mighty No. 9, really it can be summed up as Comcept pissed off "those" gamers.
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: Aeolus on February 22, 2016, 04:09:04 AM
And in other non-MN9 release news, http://www.siliconera.com/2016/02/22/azure-striker-gunvolt-2-revealed-gets-first-gameplay-trailer/

I really hope this article is wrong and that Inafune has nothing to do with this.
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: Hathen on February 22, 2016, 01:58:30 PM
The article didn't really say anything beyond him presenting the game, which is the exact same thing he did for the first Gunvolt game (https://www.youtube.com/watch?v=I6h_Edxxafs). I think I saw his name in the credits somewhere, but it was probably special thanks or something.

Anyway, I liked Gunvolt, but I had some problems with it.

My main one was that I didn't like how the game being pretty much either/or on scoring seemed to affect how they designed the difficulty. Either you never got hit and got huge points or you get touched once and lose everything. That I don't mind that too much since scoring exists for its own sake, but it feels to me that a lot of Gunvolt was designed with the expectation that you'd play stages over and over until you could Mr. Perfect every stage. To compensate, they made stages and bosses very easy. Though admittedly, the biggest factor is probably how Gunvolt's charge basically made you invincible. I died maybe three of four times in the whole game my first run through, and it was against the last bosses. The final boss was a lot of fun precisely because he pretty much said "fuck off" to your invincibility shield.

Second is how nobody in their right mind was going to use anything but Orochi for their gun once they had it. The damage bullet would be an interesting addition for people to play through the game a different way, but the damage on it was terrible. Honestly if they upped the damage on it a bit they could probably just make it its own unique mode.

Final minor complaint is how quickly the screen can become a clusterfuck in the game. Gunvolt's shock field with streams of lightning alongside enemies firing projectiles everywhere does a good job filling up the 3DS screen.

But I think the simplest way I can put it is that if I feel the itch for a run-and-gun game I'm way more inclined to replaying one of the X or Zero games again over Gunvolt (well, except X7).
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: Aeolus on February 22, 2016, 05:20:17 PM
Well either way, I have more faith in this coming out before MN9 does. And on the up side, there's a good chance that the game will at least address some of the issues that plagued the first game (at the very least I would like to see them reduce some of the UI clutter and make enemies less 'shoot first, stand there later').
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: Aeolus on April 11, 2016, 12:51:56 PM
http://www.siliconera.com/2016/04/11/mega-man-cartoon-confirmed-coming-2017/

The Mega Corpse shambling continues. Can't be any worse than XOver or what Comcept have done.
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: Aeolus on May 02, 2016, 12:26:41 PM
http://gematsu.com/2016/05/mighty-no-9-launches-june-21-north-america-june-24-worldwide

Looks like they've finally resolved the online issues.
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: Towns Car Marty on May 02, 2016, 04:29:43 PM
What's gonna happen!
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: ZeronHitaro on June 06, 2016, 03:19:52 PM
How to kill your game in a single trailer.

https://www.youtube.com/watch?v=YngbHOz--oc
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: Jimmy on June 06, 2016, 03:31:06 PM
It really does look terrible. I may try to play a demo or something if I can before giving a final judgement, but it looks awful.
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: ZeronHitaro on June 15, 2016, 07:31:15 PM
https://www.youtube.com/watch?v=QqGrhkF0AXQ

Review copies are now live. So yes, sadly, THAT is the final product. This isn't a link to a review, but rather neutral commented gameplay so you can form your own opinions.

My thoughts?

-Terrible story presentation.
-Meh art style.
-Very empty level design with zero challenge present for anyone who has any Mega Man experience.
-Voice acting so bad it gives Mega Man 8 a run for it's money.

Final Grade: Bombing like an out of date marketing team on Trailer Day.
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: Agent D. on June 15, 2016, 08:11:05 PM
Something deep down inside of me feels like capcom had a hand in all the issues and problems associated with the development (more specifically lack of)...it just seems odd that all this crap happened to this very simple game.
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: Mickeymac92 on June 15, 2016, 08:18:08 PM
That might've been an okay 3-day rental if it was a budget release on the PS2 in 2006, but...it's 2016. I...don't think I'm going to get that on release. Maybe I'll consider it when it's <$15, but not before...

@Agent D. - I could see Capcom's lawyers throwing around threats of plagerizing, but that's the most I've seen. They were supposedly partnered with Inti Creates, which was always an independant company, if you can believe that. In fact, that might've been part of the problem - they were probably banking on getting "the old band" back together, but...Inti Creates were never very good at 3D graphics. I don't know if they got anybody new in the last 3 or so years since the Kickstarter ended, but I do know that their insistance on a 2.5D platformer threw up a ton of road blocks right out of the gate.

It's just sad how much wasted potential went on here, for so many reasons. And it wouldn't be so bad if Capcom showed any real desire to continue the Mega Man franchise, at least in any dignified way...
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: Yggdrasil on June 15, 2016, 08:35:11 PM
ReCore May Be The Mega Man Successor You're Looking For (http://www.gamespot.com/articles/recore-may-be-the-mega-man-successor-youre-looking/1100-6440901/) -- GameSpot

Sometimes, life is ironic in curious ways.
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: Mickeymac92 on June 15, 2016, 09:16:19 PM
I'd say their comparisons are a massive stretch, but it looks like a fun game regardless.
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: Aeolus on June 15, 2016, 10:22:00 PM
Something deep down inside of me feels like capcom had a hand in all the issues and problems associated with the development (more specifically lack of)...it just seems odd that all this crap happened to this very simple game.

Nah. This was Inafune's baby from start to finish as I don't think Capcom ever greenlighted an anime or a sequel series prior to the release of the very first game.

I feel that it was a combination of Inafune's core team simply lacking the experience/wherewithal to see a project of this scope and magnitude through, Inticreates sending in the B-Team to help with a 3D game (which their A-Team aren't quite phenomenal at, let alone their B-Team), the Kickstarter was a total fiasco and Inafune himself burned every bridge and climbed every pedestal he could to make this project as big and attention grabbing as possible.
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: Yggdrasil on June 16, 2016, 08:27:10 AM
I'd say their comparisons are a massive stretch, but it looks like a fun game regardless.

To be clear, the similitude between both are more parallels that are valid to point out on their own terms with how things turned out around this whole deal.
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: Hathen on June 16, 2016, 09:04:23 AM
I know Sterling said it several times himself through the video, but man is he bad at platformers.

Anyway sucks that he decided to play one of the levels everyone had already seen (The water level was one of the earliest ones shown). IIRC during beta tests they showed a total of 4 levels (Intro, Water, Fire, and Military Stages). I made a post a while ago where I felt lukewarm about the Water/Military stages and thought the Fire level was just okay. Going to have to wait till the game comes out before I can see the others ones, I guess.
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: Yggdrasil on June 16, 2016, 11:57:24 AM
I know Sterling said it several times himself through the video, but man is he bad at platformers.

I'm not surprised. He is the same guy after all that couldn't grasp Vanquish and dismissed it as nothing special and later championed DmC: Devil May Cry as a "supreme title" for the genre.
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: Aeolus on June 25, 2016, 11:57:01 AM
https://www.youtube.com/watch?v=xdCIrHWzXoE

Found a YT video of the game's final boss and ending....I'm getting a whole bunch of MMX6 vibes off of this. Yarg.
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: kofvscapcom on June 27, 2016, 11:21:11 PM
let this game be a warning to overreaching in terms of kickstarter stretch goals. 4 million stretched over 10 or so platforms is not very much money at all, they really should've been more conservative in their promises. I watched a playthrough of the game and it seems pretty mediocre. There are some cool ideas there but I guess they didn't have the resources or time to fully explore them. I'd be interested in playing a sequel if that ever happens.
Title: Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man.
Post by: Hathen on July 01, 2016, 06:38:06 PM
So I beat this game on Normal difficulty. Supposedly the harder difficulties have new attack patterns from the bosses so I guess I'll try it out some other time.

Here's the short of it: I think the 5-6 scores the game got are pretty fair. It's ultimately an okay game with some moments I started to get a feel for the game, and you get into this rhythm of shooting and dashing that makes the game a lot of fun. I think people starved for a Megaman clone won't feel too bad paying $5-10 if it goes on sale.

Okay time for super long detailed rant version.

First off, something rather basic- the performance issues. You might have already heard but this game has some of the worst optimization I've seen in a game. My computer couldn't even really run it smoothly so that made some stages needlessly unpleasant (though my computer's a few years old, but still). What I've heard is that a good PC will run it just fine though. The console versions however, do get lots of slowdown, especially bad with the Wii U version. I'm told it's especially bad on Wii U mainly because Unreal Engine 3 doesn't really work on Wii U so they had to do a bunch of trickery to get it to work on there. Given all this, I'm really curious how they're going to manage to get this game to work on the Vita and 3DS.

The graphics aren't good as everyone already knows- but after playing for a while I started to not really mind since I was focused on the action. I think the biggest problem here are the character models and how stiff they are. The weird chibi look with big hands and feet also just doesn't look good- I'm guessing what they were trying to do was make them proportioned kind of like NES sprites, but I think they should've just gone with replicating the proportions on Tom Pom's artwork. That and the pizza explosions. The backgrounds are fine for the most part, I feel.

Whoever did the sound mixing for this game is an idiot- go to the options and turn down sound effects and voices if you get this game. Real waste of the composers' work if its always getting drowned out by explosions and gunfire. I also had the voices on Japanese- though worth noting Steve Blum's performance as No. 8 is a real standout performance as far as the English cast goes.

Alright, now for the stage breakdown.

I started in the Military Base (No. 5). I found this the easiest stage, personally. I've talked about this stage before and there's really not much to say. It's a pretty straightforward stage with conveyor belts and land mines. The boss is also pretty easy. It's inoffensive and forgettable (the music (https://youtu.be/2UegZHIIgZ0) is nice though). What I really want to note though, is the weapon Battalion gives- it's ridiculously broken. It's Crash Bomb from MM2, except with a larger blast radius, low energy consumption, and you can manually detonate it anytime after shooting. In MN09 weapon energy recovers over time and when you absorb enemies, so it's not hard to just stay on a special weapon all the time if you want to. Its biggest downside, really, is that its giant explosions will make it so that you can't see shit.

Worth noting that once you beat a boss in MN09, the game actually tells you which boss you should go to next via an option in the Stage Select. I mean, I don't think it's a big deal personally, just kinda weird. One thing that's kinda cool is that for that stage, the boss you already beat will appear at some point and help you out by destroying an enemy or making a platforming segment easier, etc. Anyway, I played the game in the "proper" order using the weapons I got, as I tend to do in my first playthroughs.

Next I went to the Mine (No. 4). This stage likes making you use Beck's ledge grab a whole lot and placing spikes all over the place. There's also giant instant-kill drill things moving back and forth through a bunch of hallways kind of like those things from Armored Armadillo's stage. Then of course you have an obligatory "giant death machine chases you while you hurry through" segment. By the way, MN09 really loves its death traps, and getting hit doesn't make you invulnerable against spikes. It's not featured in the Mine, but the MN09 likes to strategically place enemies to knock you into death traps. I think this stage is fun, but the boss, Seismic, is a total bore. He got lost on his way to Megaman X3 apparently, since he spends most of his time ramming the walls before doing a really telegraphed and easy-to-dodge drill attack. His weapon is cool in that it turns Beck into a tank, but novelty aside it's not very useful- you can crush enemies under your treads or send them flying, but why would you want that when the point of the game is to get big scores by dash-absorbing stuff?

The Highway (No. 7) loves doing the thing I mentioned a second ago. One of the ways MN09 penalizes you for dashing too recklessly is if you get hit while dashing, you will fly back farther than usual and you'll be stunned longer. So here, there's a couple enemies that will either knock Beck off cars or will face-plant into him while you're dashing between them. Either way, it's likely you'll hit the pavement and that's an instant death. My problem with this stage is that advancing slowly to make sure you don't get knocked on your ass really breaks the pace of the game. Otherwise there's not much to say- you can break Brandish's swords by using the weapon from Seismic, and that makes him a lot easier. Even without that he's a pretty easy boss though. The sword weapon you get from him is also pretty broken, it deflects bullets and consumes no energy unless you use the charged Tazmanian Devil attack. It also has a really hilariously stupid programming oversight I'll mention later.

The Power Plant (No. 3) was in the demo and its probably my most hated stage. Most of the stage is unremarkable- the stage's gimmick is supposed to be these boxes that shoot out lightning crawling along the floor, but most of the time you'll have no trouble just taking them out before they get anything off. What makes me hate the stage though, is one section in particular- a ridiculously stupid pixel-perfect low-dash you need to do under a instant-kill turbine. The hitbox on the thing is really hard to see and it comes relatively late in the level, so I wouldn't be surprised if lots of people had to play through the first part of the stage numerous times just because of this one stupid section. Thankfully Dynatron is a pretty easy boss- she shoots out little lightning rods and then shocks all of them. You just want to be sure you get them all concentrated in one part of the room so you don't get trapped. That, or just take out Brandish's sword and completely trivialize everything she does. Her weapon shoots out a spread of lightning rods and I haven't found much use for it outside the boss weak to it.

The mansion (No. 8) is probably the most unique stage in the game, but it isn't executed very well. The boss is constantly sniping at Beck from off-screen and you have to chase him down, hit him a few times, and repeat. Each time he disappears he might be shooting at Beck from the right or left, so you don't just keep running right like you do in a regular stage. The rooms themselves are pretty simple hallways with a few roadblocks, though, so they missed the opportunity to do something more interesting. A few of the enemies scramble your controls if they hit you, so that's kinda new, I guess? After a while instant-death wires start appearing in the rooms. If you slip up, you have to start the whole stage over- there are no checkpoints aside from the one just outside the boss room. Countershade's a joke of a boss if you play it safe. He cloaks himself to move around the room (Dynatron's lightning rods can continue shocking him as he's invisible, so that's a cool detail) but he attacks so damn slowly that he's basically never a threat. His weapon's just a bouncy bullet- it might have some niche uses but again, because the name of the game is to absorb enemies quickly, I didn't feel like using it in stages since it could potentially screw up any combos I'd build.

I like the airport stage (No. 6). The gimmick's a simple strong winds mechanic and the stage has a lot of precision jumping/dashing that I found fun to land correctly. Aviator's mocking personally is also fun to listen to in the background (in Japanese anyway). Also the music (https://youtu.be/Cs5BO6OWkl4) is nice. The boss got me a game over the first time I tried him with just the pea shooter since I wasn't really sure what I was doing. Shade's sniper weapon takes out huge chunks of his life and you can deflects a lot of his shots with Brandish's blade though, so using weapons makes him a joke. His weapon allows Beck to jump higher, float, and also does a zigzag attack that can do lots of damage to a small area. It's one of the more useful weapons, but Battalion's missile is just too goddamn broken.

The oil platform (No. 1), like some of the other stages, has a good idea but some really baffling execution. The stage introduces two different things- enemies hurling fireballs into oil pits ala Flame Man in MM6, and falling pillars from the background that are instant-kill. The end of the stage combines the fireballs with the falling pillars over giant chasms in such a way that getting hit by a fireball means you'll be stunned long enough for a pillar to kill you. The problem is that you can just "bait" the pillars into falling so it becomes a non-issue. Pyrogen is a pretty hard boss because his attacks tend to have large hitboxes, and you won't know which one he's using unless you listen closely (he uses voice cues instead of some kind of animation). The worst thing about him though, is that once he hits half health, he gains access to an instant-kill move. Really just seems like a cheap way to make him harder. His weapon is probably the most useless one in the game, an explosion centered around Beck. It's uselessness should be fairly obvious.

Alright, last robot master combines water/ice stages (No. 2) while managing to be boring at both. Beck being able to dash multiple times in the air means I was able to skip over large parts of the underwater part of the stage- really wonder if they knew what they were doing with this part here. The ice section has slipper floors and instant death spikes (of course). Not much to say beyond that. Cryosphere is deceptively hard, not because her pattern is hard to figure out, but that a single mistake will be punished really severely because her attacks can do a ton of damage. If you don't have the right weapons, you also want to time your shots correctly, otherwise you might get into a situation where you destabilize part of her health bar, only to have her fly up and be unreachable with your dash, and she'll just recover the damage. The ice weapon from her travels in a small arc similar to the Chill Spike from MM10- it's probably the weapon of choice for score nerds since it increases the amount of time to get a 100% absorb, meaning you get to keep your combo.

After this the game gives you a choice of two stages- in context of the story, the cast splits into two different places. This is where the Stretch Goal for the Call stage comes in. Call has a dinky weapon so the idea behind her stage is to avoid fighting and finding key cards to open doors into a prison. Call also gets an energy shield to bounce bullets off. Cool of them to throw in something somewhat unique, but I found playing as Call pretty boring personally.

The second to last stage with Beck is similar to the first Wily Stage from MM9- it expects you to use the weapons you have at this point to traverse some platforming segments. Also more spikes. One thing I thought was pretty neat was that all the Mighty No. join Beck on the mission and they're in the background destroying enemies and whatnot- it's a cute detail. All I'll say for the boss was that it was adequately challenging and it was fun to fight. Overall a decent stage.

The final stage is odd in that it just introduces new platforming gimmicks. Seems like this stage and the last one should've swapped places if you went with video game logic, but oh well. The first part of the stage involves some weird blobs you shoot until they becomes blocks, which you then use to cross over chasms. The second part has a cool gimmick I'm surprised they didn't just make it into a stage in its own right, or made it part of Aviator's stage- there's a series of updrafts over a huge chasm, and to keep yourself airborne, you need to dash over and over. Enemies are mixed in so you can't just dash in a straight line through.

The final boss, as Aeolus posted above, is a ridiculous damage sponge. However, that's only if you don't use weapons. With weapons, she becomes a total joke. Her first form is basically the Yellow Devil redux, and here a glitch I mentioned earlier involving the sword comes in- apparently the blobs this form shoots out count as projectiles, so instead of being a good player and jump/dashing around the blobs flying at you, you can instead just face them and spam the sword over and over, and the blobs just fly through Beck. It's fucking hilarious and I can't believe they made such a huge oversight. Aside from that, equip Batallion's missile and watch Trinity's life bar whittle to nothing in record time. It also allow you to destroy all segments of her second giant "flower" form at once. They really should've playtested the boss in a buster-only run since without Batallion's missile she's takes ages to beat. Whatever the case she's still a pretty hard boss though, which I guess is appropriate.

One thing you might've not noticed in Aeolus's video was the last boss theme (https://youtu.be/wI9NC3jnZHk) though- it's actually pretty nice.

After that are the credits...and a sequel hook. Oh you, Comcept.

I also tried out the DLC character, Ray, for a bit. People who find Beck's shoot-dash mechanics really awkward might find Ray a lot of fun to play as. Her life bar is constantly depleting and you need to rush through stages. In exchange, her focus is melee combat and her dash does damage unlike Beck's, so it means you don't need to do an "extra" step to absorb enemies, you just rampage through stages as fast as possible. Her skillset probably matches with the "speedrunning" nature of the game a lot better than Beck's does. So far I've only played two stages with her though, including the Intro.

Stuff I haven't done:
-Beat the game as Ray
-Hard Mode
-Buster only run (of course)
-Maybe try to score attack some levels if I'm bored
-The challenge modes range from time attacks to mini-puzzle levels (for example, clear this room using this many number of shots of a special weapon)
At the very least I'll come back later to beat the game as Ray once. The other stuff I'll probably end up doing some time down the road.

All in all, when we're talking about the game itself, I don't think it deserves as much hate as it gets. It's a really flawed game but I still had fun- maybe I'm just really starved for a new runny shooty platformer, who knows?

EDIT:

For the curious, this is what the game looks like (https://www.youtube.com/watch?v=3ZiZTgy4JAE) when someone is trying to speedrun the game, contrasting the video Aeolus posted where the person pretty much chose the slowest possible way to fight the last boss (strange that he would choose to use the sword to exploit the invincibility frames but refused to use other weapons to make short work of the boss). I didn't really think of using the Seismic weapon that way, but there it is.