
Mighty No. 9
Re: Kickstarter: Inafune Mega Man-esque game(Mighty No. 9)
Really, all we need now is for the game to be total junk and it will be the icing on the cake. 

Always outnumbered, never outgunned - No zuo no die
ChurchOfSolipsism wrote: ALso, this is how SKykid usually posts
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Squire Grooktook
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Re: Kickstarter: Inafune Mega Man-esque game(Mighty No. 9)
I'm actually hearing really good things about it from friends/acquaintances who have the beta. Dash mechanic has apparently been pretty refined, "a speed runners wet dream", etc.
Who knows if they have the same standards as me, but it feels like people in here are boarding the anti-hype train a little too hard, which is just as bad as jumping on the hype train religiously.
Who knows if they have the same standards as me, but it feels like people in here are boarding the anti-hype train a little too hard, which is just as bad as jumping on the hype train religiously.
Aeon Zenith - My STG.RegalSin wrote:Japan an almost perfect society always threatened by outsiders....................
Instead I am stuck in the America's where women rule with an iron crotch, and a man could get arrested for sitting behind a computer too long.
Re: Kickstarter: Inafune Mega Man-esque game(Mighty No. 9)
Something more exciting than this turd: Misadventures of Tron Bonne is coming to PSOne Classics in the US.
UPDATE: It's now available.
UPDATE: It's now available.

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evil_ash_xero
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Re: Kickstarter: Inafune Mega Man-esque game(Mighty No. 9)
Does anyone else think if Yacht Club Games had made this (with more modern graphics) that people would have gotten EXACTLY what they wanted, when they funded the project?
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Re: Kickstarter: Inafune Mega Man-esque game(Mighty No. 9)
Nah. Inti Creates made Mega Man 9, and that game is far better than Shovel Knight. MM10 is too, but to a lesser extent. But maybe that's because Capcom had a hand in their development, I dunno.
MN9 doesn't look particularly good, though.
MN9 doesn't look particularly good, though.
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evil_ash_xero
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Re: Kickstarter: Inafune Mega Man-esque game(Mighty No. 9)
iconoclast wrote:Nah. Inti Creates made Mega Man 9, and that game is far better than Shovel Knight. MM10 is too, but to a lesser extent. But maybe that's because Capcom had a hand in their development, I dunno.
MN9 doesn't look particularly good, though.
Ya think so? I'll have to go back to MM9. I remember being annoyed by all the spikes.
But Shovel Knight looks to be leaps and bounds better than Mighty No. 9. I have no idea what's going on there.
It makes me sad.
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Squire Grooktook
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Re: Kickstarter: Inafune Mega Man-esque game(Mighty No. 9)
Shovel Knight's brawling melee combat and pseudo-scoring system (gold, time, and breakable checkpoints) put it far above Mega Man 9 for me, which is a fun romp at first but grows wearisome for me on repeat playthroughs (like almost all Mega Man games, imo).
Aeon Zenith - My STG.RegalSin wrote:Japan an almost perfect society always threatened by outsiders....................
Instead I am stuck in the America's where women rule with an iron crotch, and a man could get arrested for sitting behind a computer too long.
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evil_ash_xero
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Re: Kickstarter: Inafune Mega Man-esque game(Mighty No. 9)
I thought Shovel Knight pulled off it's obvious tribute, with new tricks thing perfectly. I even liked it's story, with the emotional stuff in it. It was light, but it worked.
I mean, if it was made during the NES days, it would be considered a classic.
I guess it'll be considered a classic indy game....but whatever. It even had a GREAT soundtrack. I mean, holy hell, it's soundtrack sounds more like the classic Japanese games, than the modern Japanese soundtrack of Mighty No. 9.
I just think people would have been like "this is exactly what we wanted". If anyone comes to me, and says "Mighty No. 9 didn't live up to my expectations, I'll say "Play Shovel Knight".
But I hope for the best. I mean, I started this thread.
But that art style, and the level design, and the lack of difficulty (so it looks so far), is really disheartening. I mean, I wish them the best, but damn....reality does hit you in the face, at some point.
I mean, if it was made during the NES days, it would be considered a classic.
I guess it'll be considered a classic indy game....but whatever. It even had a GREAT soundtrack. I mean, holy hell, it's soundtrack sounds more like the classic Japanese games, than the modern Japanese soundtrack of Mighty No. 9.
I just think people would have been like "this is exactly what we wanted". If anyone comes to me, and says "Mighty No. 9 didn't live up to my expectations, I'll say "Play Shovel Knight".
But I hope for the best. I mean, I started this thread.

But that art style, and the level design, and the lack of difficulty (so it looks so far), is really disheartening. I mean, I wish them the best, but damn....reality does hit you in the face, at some point.
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Re: Kickstarter: Inafune Mega Man-esque game(Mighty No. 9)
I liked Shovel Knight, but I didn't think it was very engaging. It was just an enjoyable 6 or 7/10 game that I'll probably never play again - which is more or less what I expect out of MN9 (Shovel Knight is definitely superior from an audio/visual standpoint, tho). The good Mega Man games (9, 2, 3, 10 - 4 is alright too) are much more interesting to me, and like most of the other high quality action/platformers, are a lot of fun until you get the one life/no damage clear. Then there's nothing left to do because only a few games in the genre have an interesting scoring system to explore (Volgarr, Little Ralph, Strider 2... ummm). shrug
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Squire Grooktook
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Re: Kickstarter: Inafune Mega Man-esque game(Mighty No. 9)
For me, Mega Man's lack of an arcade structure is what kills it.
I can be happy doing nothing more than 1cc'ing the same game again and again, provided it has a few rng dodging spots and is overall a fun and engaging game. Contra 1 is pretty easy for an arcade veteran, but it's 200% fun to boot up and dash through every now and then for a 1lc or 1cc, even if it's not too much of a threat.
Problem with Mega Man is it's just horribly structured for the 1cc/1lc. The 8 stages without a difficulty ramp, the gratuitous health and resources, the overall length of the game...a 1cc of a Mega Man usually just results in me losing interest halfway through (and if fully memorized, anything with a chance of killing you probably isn't going to show up till 50 minutes in, at least). It's just not paced or designed for the intense "gauntlet" style playthrough of an arcade game. Play it normally? No tension or excitement. Play it for a 1cc/1lc? Too long and poorly paced. It's fun for the first time, when everything is new, but after that it loses all appeal IMO.
That's where Shovel Knight is a bit of an improvement IMO. It's not that playable in an arcade style either, but it's use of gold and play time as a persistent universal score counter throughout the game (yes I know you can farm gold infinitely in one mini game or revisit past stages, ignoring that though...*) provides a punishment for failure and a source of tension, even in short play sessions. All the successes and failures come out at the end of the game, no matter how many times you paused or saved. It mixes in a nice sense of risk/reward too with the gold placement in tricky places.
It also helps that SK's moment to moment platforming and combat, the latter of which takes a page from Nes Batman and Actraiser 2 with it's "damage the boss to remove their hitboxes" feel fresh as heck too, compared to Mega Man's responsive but extremely basic combat.
*: edit, but just remembered that I think closing the game on pc is possible for setting the clock back. Not sure, but that'd have to be ignored too.
I can be happy doing nothing more than 1cc'ing the same game again and again, provided it has a few rng dodging spots and is overall a fun and engaging game. Contra 1 is pretty easy for an arcade veteran, but it's 200% fun to boot up and dash through every now and then for a 1lc or 1cc, even if it's not too much of a threat.
Problem with Mega Man is it's just horribly structured for the 1cc/1lc. The 8 stages without a difficulty ramp, the gratuitous health and resources, the overall length of the game...a 1cc of a Mega Man usually just results in me losing interest halfway through (and if fully memorized, anything with a chance of killing you probably isn't going to show up till 50 minutes in, at least). It's just not paced or designed for the intense "gauntlet" style playthrough of an arcade game. Play it normally? No tension or excitement. Play it for a 1cc/1lc? Too long and poorly paced. It's fun for the first time, when everything is new, but after that it loses all appeal IMO.
That's where Shovel Knight is a bit of an improvement IMO. It's not that playable in an arcade style either, but it's use of gold and play time as a persistent universal score counter throughout the game (yes I know you can farm gold infinitely in one mini game or revisit past stages, ignoring that though...*) provides a punishment for failure and a source of tension, even in short play sessions. All the successes and failures come out at the end of the game, no matter how many times you paused or saved. It mixes in a nice sense of risk/reward too with the gold placement in tricky places.
It also helps that SK's moment to moment platforming and combat, the latter of which takes a page from Nes Batman and Actraiser 2 with it's "damage the boss to remove their hitboxes" feel fresh as heck too, compared to Mega Man's responsive but extremely basic combat.
*: edit, but just remembered that I think closing the game on pc is possible for setting the clock back. Not sure, but that'd have to be ignored too.
Aeon Zenith - My STG.RegalSin wrote:Japan an almost perfect society always threatened by outsiders....................
Instead I am stuck in the America's where women rule with an iron crotch, and a man could get arrested for sitting behind a computer too long.
Re: Kickstarter: Inafune Mega Man-esque game(Mighty No. 9)
As much as I like most of the MM games, it would be nice of there was a MM game that expanded on the arcade like elements of the original. I think it's also worth mentioning that MM1 is probably more 1cc friendly due to being a bit shorter and not designed around a password system.
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copy-paster
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Re: Kickstarter: Inafune Mega Man-esque game(Mighty No. 9)
I can 1LC-ing Mega Man 1-6 and Mega Man Zero 1-4
Is Mighty No.9 was considered as "challenging game" ? ( according to description )
Is Mighty No.9 was considered as "challenging game" ? ( according to description )
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BulletMagnet
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BulletMagnet
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Re: Kickstarter: Inafune Mega Man-esque game(Mighty No. 9)
"Tyger" looks like Batou really let himself go.
Just fuck off, Inafune. Any good faith in your presumed talent and pedigree that may have remained has been completely squandered by now. The Capcom Crew is no longer there to back you up, nor is there anyone left around you who can righteously say "no" to any of your lamebrained ideas. You're overextending your talents and resources, and are headed for a major collapse - your 3DS pirate game that already crashed and burned should have been warning enough.
Just fuck off, Inafune. Any good faith in your presumed talent and pedigree that may have remained has been completely squandered by now. The Capcom Crew is no longer there to back you up, nor is there anyone left around you who can righteously say "no" to any of your lamebrained ideas. You're overextending your talents and resources, and are headed for a major collapse - your 3DS pirate game that already crashed and burned should have been warning enough.

Re: Kickstarter: Inafune Mega Man-esque game(Mighty No. 9)
I didn't get to play Mighty No. 9, but I did see it in person at Too Many Games in PA and, while it's a far cry from the concept art, I thought it looked pretty good.
What did you expect Tyger to look like? He heavily resembles Tiesel from Mega Man Legends, which is the idea.
What did you expect Tyger to look like? He heavily resembles Tiesel from Mega Man Legends, which is the idea.
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copy-paster
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Re: Kickstarter: Inafune Mega Man-esque game(Mighty No. 9)
After Gofer was eventually destroyed in both Gradius II and IV, his pieces was found and recreated to be an autonomous A.I employee robot. 

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Squire Grooktook
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Re: Kickstarter: Inafune Mega Man-esque game(Mighty No. 9)
Seems to be what I've heard from people with hands on time. Plays pretty well, even if it's not as aesthetically pleasing as hoped for. I'll give it a shot when it comes out and judge for myself.BrianC wrote:I didn't get to play Mighty No. 9, but I did see it in person at Too Many Games in PA and, while it's a far cry from the concept art, I thought it looked pretty good
Aeon Zenith - My STG.RegalSin wrote:Japan an almost perfect society always threatened by outsiders....................
Instead I am stuck in the America's where women rule with an iron crotch, and a man could get arrested for sitting behind a computer too long.
Re: Kickstarter: Inafune Mega Man-esque game(Mighty No. 9)
Aw man, that pirate game was the only Inafune project I legitimately had interest in.Pretas wrote:"Tyger" looks like Batou really let himself go.
Just fuck off, Inafune. Any good faith in your presumed talent and pedigree that may have remained has been completely squandered by now. The Capcom Crew is no longer there to back you up, nor is there anyone left around you who can righteously say "no" to any of your lamebrained ideas. You're overextending your talents and resources, and are headed for a major collapse - your 3DS pirate game that already crashed and burned should have been warning enough.

Always outnumbered, never outgunned - No zuo no die
ChurchOfSolipsism wrote: ALso, this is how SKykid usually posts
Re: Kickstarter: Inafune Mega Man-esque game(Mighty No. 9)
Loltaku wrote:I cannot honestly believe I am writing a post encouraging people not to give to a Kickstarter, but holy shit I have to bring this to people’s attention.
Firstly, Comcept does not develop games; every game they have ever made has had another developer pulling the vast majority of the weight. Comcept might do art and story design and music, but all the coding and the way the game will actually play. For MN9 it was Inti Creates, which is fine, since they made Megaman 9 and 10, so they were a pretty obvious choice for that sort of game. [For Ninja Gaiden Z, it was the now thankfully defunct shithouse Spark Unlimited.]
The company that will actually be developing Red Ash? Hyde, Inc. (Link is to a list of their games.)
Hyde, Inc not only has never made an action game, they seem to primarily produce Otome games, Mobile games, and Browser games. They have no experience in any genre even vaguely similar to Megaman Legends.
Before you back this game, just remember it’s being primarily developed by a dev with no experience whatsoever in any genre relevant to the game they are making.

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Lord Satori
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Re: Kickstarter: Inafune Mega Man-esque game(Mighty No. 9)
Wasn't Beck also the name of Mighty No. 9? Does he have some particular affinity with this name?
BryanM wrote:You're trapped in a haunted house. There's a ghost. It wants to eat your friends and have sex with your cat. When forced to decide between the lives of your friends and the chastity of your kitty, you choose the cat.
Re: Kickstarter: Inafune Mega Man-esque game(Mighty No. 9)
Red Ash is supposed to be a homage to Mega Man Legends, so I'm guessing the names Beck and Call were reused in the same way Rock (MegaMan) and Roll were reused in Rockman Dash/Mega Man Legends.Lord Satori wrote:Wasn't Beck also the name of Mighty No. 9? Does he have some particular affinity with this name?
Re: Kickstarter: Inafune Mega Man-esque game(Mighty No. 9)
The MML games had shitty controls, so I think even an otomeshit developer can do something better than them.Pretas wrote:Loltaku wrote:Hyde, Inc not only has never made an action game, they seem to primarily produce Otome games, Mobile games, and Browser games

Re: Kickstarter: Inafune Mega Man-esque game(Mighty No. 9)
Only if you were a dorky Nintendo kid who'd never played a FPS/TPS or any other 3D adventure besides Mario 64 and Ocarina.KAI wrote:The MML games had shitty controls
Not being able to fire while retreating gets annoying at first (attempting to do so stops you dead in your tracks), but it's not hard to adjust yourself to this restriction, and allowing it would have made all the game's combat absurdly easy. Other than that, DASH has one of the most tight and no-nonsense 3D control schemes designed for the non-analog Playstation controller - strafing with the shoulder buttons works especially well.

Re: Kickstarter: Inafune Mega Man-esque game(Mighty No. 9)
lol @ playing the "dorky Nintendo kid" card. The controls were actually a common complaint with reviews of the game. I like the MML quite a bit myself, but throwing Nintendo into this is ridiculous. Not to mention that N64 also had Goldeneye.Pretas wrote:Only if you were a dorky Nintendo kid who'd never played a FPS/TPS or any other 3D adventure besides Mario 64 and Ocarina.KAI wrote:The MML games had shitty controls
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copy-paster
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Re: Kickstarter: Inafune Mega Man-esque game(Mighty No. 9)
Pretas wrote: Just fuck off, Inafune
Kamiya wrote:He's a business man, not a creator. He knows how to milk the industry
Re: Kickstarter: Inafune Mega Man-esque game(Mighty No. 9)
Because Western game magazine reviews in the 1990s were such a shining bastion of journalistic integrity backed up by experience and facts, right? Or early GameFAQs reviews from random yokels.BrianC wrote:The controls were actually a common complaint with reviews of the game.
I knew both dorky and non-dorky Nintendo kids. The dorky ones never played Goldeneye/PD because it was too scary and "realistic" for them. For the record, the butchered "Mega Man 64" port was my own first experience with DASH.

Re: Kickstarter: Inafune Mega Man-esque game(Mighty No. 9)
oh ok. I agree that many reviews sucked. Most people playing FPS/TPS games were playing on PC with mouse and keyboard and are used to analog for controls, though. It has been awhile since I played Legends, but I remember the controls being a bit on the clunky side (especially when it came to the camera), but not bad. I could imagine someone used to keyboard and mouse controls not liking the MML controls.Pretas wrote:Because Western game magazine reviews in the 1990s were such a shining bastion of journalistic integrity backed up by experience and facts, right? Or early GameFAQs reviews from random yokels.BrianC wrote:The controls were actually a common complaint with reviews of the game.
I knew both dorky and non-dorky Nintendo kids. The dorky ones never played Goldeneye/PD because it was too scary and "realistic" for them. For the record, the butchered "Mega Man 64" port was my own first experience with DASH.
For me, it actually took awhile to adjust to 3D games since I was into retro and RPGs. I actually had PSX before the N64, but played a lot of stuff on handheld systems.
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Re: Kickstarter: Inafune Mega Man-esque game(Mighty No. 9)
What a load of nonsense. You just found a way to shoehorn in an unfounded stab that's unrelated to the topic about a demographic that doesn't really exist.Pretas wrote: I knew both dorky and non-dorky Nintendo kids. The dorky ones never played Goldeneye/PD because it was too scary and "realistic" for them. For the record, the butchered "Mega Man 64" port was my own first experience with DASH.
Everyone played Goldeneye, even if they didn't have an N64, because it was superb - it wasn't segregated by 'dorky' and non 'dorky' people. I suppose you'd also tell everyone that PlayStation gamers of the 90s weren't dorky and were a completely new breed of socially sophisticated, outgoing wonder-people that didn't encompass any of the gaming generations prior?
In related news, a Mighty No.9 live-action movie has been green lit by morons with money:
http://www.eurogamer.net/articles/2015- ... ction-film
This is the stupidest thing I've ever heard, right up there with "dorky and non-dorky Nintendo kids". It will never see the light of day, of course. At least, let's pray it doesn't.
Always outnumbered, never outgunned - No zuo no die
ChurchOfSolipsism wrote: ALso, this is how SKykid usually posts