Mighty No. 9
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Squire Grooktook
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Re: Kickstarter: Inafune Mega Man-esque game(Mighty No. 9)
MML's controls are decent, but I just wanted to point out that my favorite part of the game is beating the final boss (in both forms) with nothing but an endless circle-strafe.
Okay, you have to jump every now and then too.
Okay, you have to jump every now and then 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)
Bullshit, I was a young teen in the N64's American heyday and all my friends owned the system instead of a Playstation, as well as myself. It was obvious to any fellow Nintendrone with enough awareness back then that the dorky kids were the ones who didn't play the FPSes, for that brief time before Xbox and Halo when Nintendo's hardware was the undisputed king of the genre on non-PC platforms. (Not that some of the dorks weren't still my friends for other reasons.)Skykid wrote: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.
No denying that almost everything in the DASH games (and Tron ni Kobun) falls to endless circle-strafing, they're far from stylish hardcore action titles, which is why you really don't need to retreat while firing in the first place. Fun to try killing things from outside the game's draw distance with the Powered Buster, though.
You know very well that it isn't, and your right to use hyperbole has now been officially revoked for the next 6 months, lol.Skykid wrote:This is the stupidest thing I've ever heard

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Obiwanshinobi
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Re: Kickstarter: Inafune Mega Man-esque game(Mighty No. 9)
The rear gate is closed down
The way out is cut off

The way out is cut off

Re: Kickstarter: Inafune Mega Man-esque game(Mighty No. 9)
Pretas wrote:Nintendrone
Speaks for itself.
I'm amazed at this level of arbitrary generalisation. Define 'dorky kid who doesn't play FPS's' plz, as opposed to all the fucking dorky ones who do.the dorky kids were the ones who didn't play the FPSes
Always outnumbered, never outgunned - No zuo no die
ChurchOfSolipsism wrote: ALso, this is how SKykid usually posts
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Squire Grooktook
- Posts: 5997
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Re: Kickstarter: Inafune Mega Man-esque game(Mighty No. 9)
I got to play this at Comic Con. Had three stages (intro, Mn.2, and Mn.5).
My verdict: It's good. Didn't feel as good as the best Mega Man games, but felt better than the lesser ones (mm5-6, x6-x7), and MUCH better than Azure Striker Gunvolt (ie mechanics aren't a total clusterfuck and the level design has more than just big square rooms and halls with the same enemy over and over). If you're a big fan of Mega Man and enjoy them all, you'll enjoy this. If you never liked the series, it won't change your mind either.
Misc feelings on the game:
My verdict: It's good. Didn't feel as good as the best Mega Man games, but felt better than the lesser ones (mm5-6, x6-x7), and MUCH better than Azure Striker Gunvolt (ie mechanics aren't a total clusterfuck and the level design has more than just big square rooms and halls with the same enemy over and over). If you're a big fan of Mega Man and enjoy them all, you'll enjoy this. If you never liked the series, it won't change your mind either.
Misc feelings on the game:
Spoiler
-Controls seem slightly less precise than usually characterizes Mega Man. It might have been because I was playing on the Xbox One controller which is even worse than the default fat 360 controller somehow, but there does seem to be some drift/inertia on jumps, as changing direction mid air seems a lot less responsive.
-Beck feels pretty slow moving normally, and gets most of his dodging speed from dashes, much like the X/Z/ZX series. The dash itself is a lot faster than the dashes in those games, so that could either make for a more twitchy experience or a less precise one, depending on your tastes.
-Now that I think about it, the dash kind of reminds me of the Zero Teleport in Alien Soldier. Though not quite as radical, but still fun. I especially like doing it multiple times in mid air to glide over lengthy patches of stage.
-I didn't get to use any alternate forms or weapons beyond the standard buster in the demo, so I can't comment on those.
-Level design is pretty solid. MN.5's stage was a little dry for the first half, but picks up with some nice conveyor belt based platforming sections in the second half. MN.2's stage was pretty busy the whole way through with some nice and varied platforming that made good use of the dash mechanic.
-Bosses are pretty fun. Not quite as mobile or as over the top as the X/Z/ZX series bosses, but with some fun patterns and attacks to deal with. My biggest complaint is that MN.5 has a really dumb one hit kill (or at least 90% damage) for no reason. Can't comment on how random or memorization based they are, since I move on after beating them and didn't get a chance to "study" them or see any other bosses.
-Speaking of, I will say the difficulty balance seems slightly wonky. Spikes one hit kills are far more dangerous than any enemies the game threw at me. The game also takes a page from the original Mega Man, in that the window of invulnerability you get from taking damage will not protect you from spike instant kills. Lead to a few surprisingly nasty deaths when seemingly harmless enemies knocked me into pits. The presence of a few nasty spike traps at the very beginning of MN.2's stage felt a bit weird, since nothing else in it is quite as difficult. Bear in mind it was a demo so I could have been playing with more health than players will default to when starting the game.
-Dashing through wounded enemies to instant kill them feels pretty natural and fun, and does a good job of encouraging you to rush forward with finesse, but having to do it to bosses every 25% health or so feels somewhat tacked on. Not bad though, just feels like they desperately wanted you to dash through bosses and couldn't find a more elegant way to encourage it. Minor quibble.
-Beck feels pretty slow moving normally, and gets most of his dodging speed from dashes, much like the X/Z/ZX series. The dash itself is a lot faster than the dashes in those games, so that could either make for a more twitchy experience or a less precise one, depending on your tastes.
-Now that I think about it, the dash kind of reminds me of the Zero Teleport in Alien Soldier. Though not quite as radical, but still fun. I especially like doing it multiple times in mid air to glide over lengthy patches of stage.
-I didn't get to use any alternate forms or weapons beyond the standard buster in the demo, so I can't comment on those.
-Level design is pretty solid. MN.5's stage was a little dry for the first half, but picks up with some nice conveyor belt based platforming sections in the second half. MN.2's stage was pretty busy the whole way through with some nice and varied platforming that made good use of the dash mechanic.
-Bosses are pretty fun. Not quite as mobile or as over the top as the X/Z/ZX series bosses, but with some fun patterns and attacks to deal with. My biggest complaint is that MN.5 has a really dumb one hit kill (or at least 90% damage) for no reason. Can't comment on how random or memorization based they are, since I move on after beating them and didn't get a chance to "study" them or see any other bosses.
-Speaking of, I will say the difficulty balance seems slightly wonky. Spikes one hit kills are far more dangerous than any enemies the game threw at me. The game also takes a page from the original Mega Man, in that the window of invulnerability you get from taking damage will not protect you from spike instant kills. Lead to a few surprisingly nasty deaths when seemingly harmless enemies knocked me into pits. The presence of a few nasty spike traps at the very beginning of MN.2's stage felt a bit weird, since nothing else in it is quite as difficult. Bear in mind it was a demo so I could have been playing with more health than players will default to when starting the game.
-Dashing through wounded enemies to instant kill them feels pretty natural and fun, and does a good job of encouraging you to rush forward with finesse, but having to do it to bosses every 25% health or so feels somewhat tacked on. Not bad though, just feels like they desperately wanted you to dash through bosses and couldn't find a more elegant way to encourage it. Minor quibble.
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)
Spoiler
Mighty No. 5 disassemble? Mighty No. 5 alive?
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Squire Grooktook
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Re: Kickstarter: Inafune Mega Man-esque game(Mighty No. 9)
No disassemble.
Spoiler
Defeated enemies don't die in this, they join you and use their powers to make other stages easier, ala the stage alterations in Mega Man X.
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)
I'm...torn on Red Ash.
It really feels a bit too soon and I'm not super fond of the art style/design.
THAT said, I really love the fact that the MML-kind of aesthetics are still in there. Didn't think they'd be able to pull it off after these years and without getting sued.
If done well, I think it has the potential to be fun. However I don't understand why they're pushing so much stuff right now, some of it completely f00kin' unnecessary like the Mighty no. 9 live action. Which is to say, I probably won't back the Red Ash anime...I think.
Much like those super expensive collectors editions of completely new IP, never really understood why some people drum up so much hype around something which at that point has no real proven fanbase. If they want to make an anime, shouldn't that be made in a scenario where Red Ash actually becomes popular?
However Red Ash is to me a much more interesting concept than Mighty no.9. MML turned out to be my favorite Mega Man after all sooo (them control's tight, yo! Shut up!).
Mighty no.9 it feels like I'm more or less over at this point, which is weird since it's not out yet. And I backed that pretty hard, but that was probably more due to a rebellious feeling towards Capcom (MML3 never forget) rather than a super specific interest in Mighty no.9 - I'd probably be more interested if I liked the new style more than the old MM style, which I don't. Because I'm a real shallow guy and that's important to me
Once the game's out maybe I'll change my mind
It really feels a bit too soon and I'm not super fond of the art style/design.
THAT said, I really love the fact that the MML-kind of aesthetics are still in there. Didn't think they'd be able to pull it off after these years and without getting sued.
If done well, I think it has the potential to be fun. However I don't understand why they're pushing so much stuff right now, some of it completely f00kin' unnecessary like the Mighty no. 9 live action. Which is to say, I probably won't back the Red Ash anime...I think.
Much like those super expensive collectors editions of completely new IP, never really understood why some people drum up so much hype around something which at that point has no real proven fanbase. If they want to make an anime, shouldn't that be made in a scenario where Red Ash actually becomes popular?
However Red Ash is to me a much more interesting concept than Mighty no.9. MML turned out to be my favorite Mega Man after all sooo (them control's tight, yo! Shut up!).
Mighty no.9 it feels like I'm more or less over at this point, which is weird since it's not out yet. And I backed that pretty hard, but that was probably more due to a rebellious feeling towards Capcom (MML3 never forget) rather than a super specific interest in Mighty no.9 - I'd probably be more interested if I liked the new style more than the old MM style, which I don't. Because I'm a real shallow guy and that's important to me

Once the game's out maybe I'll change my mind

CHECKPOINT!
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DestroyTheCore
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Re: Kickstarter: Inafune Mega Man-esque game(Mighty No. 9)
At this point Pretas exclusively posts here out of frustration for some reason and he feels the urge to criticize and make gratuitous assumptions in every opportunities he gets. It's quite ironic that he calls people dorks (and let's not forget retro hipsters) while he is the one always pointing out ''mediocre ports'' whenever someone mentions a game.Skykid wrote: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.
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copy-paster
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Re: Kickstarter: Inafune Mega Man-esque game(Mighty No. 9)
Until today, that Red Ash campaign isn't getting kickstarted now. Most 15 days and both the anime and the game still isn't even half way funded.
Maybe it has less hype for his fans or it's because people don't trust Inafune anymore?
Maybe it has less hype for his fans or it's because people don't trust Inafune anymore?
Re: Kickstarter: Inafune Mega Man-esque game(Mighty No. 9)
Perhaps that, but I think people simply doesn't have limitless pockets and it's starting to show now.
There's been a lot of crowdfunding projects going on lately and so people might feel stretched a bit thin economically and maybe won't go to such great lengths to fund a project right now, instead opting for a more basic tier level should they choose to back something.
There's been a lot of crowdfunding projects going on lately and so people might feel stretched a bit thin economically and maybe won't go to such great lengths to fund a project right now, instead opting for a more basic tier level should they choose to back something.
CHECKPOINT!
Re: Kickstarter: Inafune Mega Man-esque game(Mighty No. 9)
Is this game going to be good, or dumb?
Damn Tim, you know there are quite a few Americans out there who still lives in tents due to this shitty economy, and you're dropping loads on a single game which only last 20 min. Do you think it's fair? How much did you spend this time?
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Squire Grooktook
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Re: Kickstarter: Inafune Mega Man-esque game(Mighty No. 9)
I posted some impressions above.Strider77 wrote:Is this game going to be good, or dumb?
TL:DR: It'll be just another Mega Man game.
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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copy-paster
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Re: Kickstarter: Inafune Mega Man-esque game(Mighty No. 9)
Lol did people actually think this was going to be released this year? 

Re: Kickstarter: Inafune Mega Man-esque game(Mighty No. 9)
How much crap related to this game is going to get announced before the game actually comes out?
Damn Tim, you know there are quite a few Americans out there who still lives in tents due to this shitty economy, and you're dropping loads on a single game which only last 20 min. Do you think it's fair? How much did you spend this time?
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Re: Kickstarter: Inafune Mega Man-esque game(Mighty No. 9)
So Red Ash's kickstarter is set to fail. They're at 486k of their 800k target with only four days left in the campaign. But wait!

I would not be the least bit surprised to find out that they already had a publisher lined up before they even launched the kickstarter. That way they could come up with some BS "goals" to get more money.Hello everyone!
We have some very important and happy news for you today!
It's official: “RED ASH: The KalKanon Incident” is a GO for full development, along with ports to PlayStation 4 AND Xbox One!
We know this is sudden news. Are you surprised? How have we decided to develop the game before the Kickstarter campaign finishes? Well, that’s thanks to the support of FUZE Entertainment, who we’ll introduce now.

Re: Kickstarter: Inafune Mega Man-esque game(Mighty No. 9)
Welp.
I backed Mn9 with more than a mere dime. I was frustrated with the cancellation of Legends 3 as much as the next Mega Man fanboy, largely because how it represented the state of the whole Mega Man series.
I also wished like an imp for the Red Ash kickstarter to fail, just so that Comcept would get a proper nudge on how they are jumping all the guns with their extreme franchising. I'm still pretty optimistic about the Mighty no.9 game itself, it's just that their PR has been pretty bad as all these kinds of unwanted byproducts and post-Kickstarter ass pull stretch goals seem to steal the spotlight from the most important thing (to me), the game.
Iconoclast's image sums it up perfectly.
I backed Mn9 with more than a mere dime. I was frustrated with the cancellation of Legends 3 as much as the next Mega Man fanboy, largely because how it represented the state of the whole Mega Man series.
I also wished like an imp for the Red Ash kickstarter to fail, just so that Comcept would get a proper nudge on how they are jumping all the guns with their extreme franchising. I'm still pretty optimistic about the Mighty no.9 game itself, it's just that their PR has been pretty bad as all these kinds of unwanted byproducts and post-Kickstarter ass pull stretch goals seem to steal the spotlight from the most important thing (to me), the game.
Iconoclast's image sums it up perfectly.
If watching the trailer of the game
makes you feel a certain way
I would be very happy if
you would give the game a try
~Daisuke Amaya, 2015
ZeroRanger - RELEASED!
makes you feel a certain way
I would be very happy if
you would give the game a try
~Daisuke Amaya, 2015
ZeroRanger - RELEASED!
Re: Kickstarter: Inafune Mega Man-esque game(Mighty No. 9)
All of these modern game shenanigans just keep screaming at me, how difficult it must be to make a modern commercial game, employing salaried people.
Just think of all of the buried treasure and closet skeletons in the past, if this kind of horseplay was always happening internally, and we didn't know about it due to the lack of the internet insider information pipeline.
Just think of all of the buried treasure and closet skeletons in the past, if this kind of horseplay was always happening internally, and we didn't know about it due to the lack of the internet insider information pipeline.
Re: Kickstarter: Inafune Mega Man-esque game(Mighty No. 9)
What about those of us who like some of the more inspired ones (2, 3, X) and dislike the rest?Squire Grooktook wrote:I got to play this at Comic Con. Had three stages (intro, Mn.2, and Mn.5).
My verdict: It's good. Didn't feel as good as the best Mega Man games, but felt better than the lesser ones (mm5-6, x6-x7), and MUCH better than Azure Striker Gunvolt (ie mechanics aren't a total clusterfuck and the level design has more than just big square rooms and halls with the same enemy over and over). If you're a big fan of Mega Man and enjoy them all, you'll enjoy this. If you never liked the series, it won't change your mind either.
(Also, since I know basically nothing about the game, does it keep the retarded "boss-weakness figure out the right order lolz" gimmick? I always hated that in the Megaman series)
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CStarFlare
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Re: Kickstarter: Inafune Mega Man-esque game(Mighty No. 9)
I never had an issue with that, though some games where half the weaknesses weren't immediately obvious (what should a yamato be weak against?) it's seriously obnoxious until you get them memorized. If they're naming bosses Mighty #X I could see myself hating the system here as well.Obscura wrote:(Also, since I know basically nothing about the game, does it keep the retarded "boss-weakness figure out the right order lolz" gimmick? I always hated that in the Megaman series)
Re: Kickstarter: Inafune Mega Man-esque game(Mighty No. 9)
Fake, but not too far from the truth i think.

ChurchOfSolipsism wrote:I'll make sure I'll download it illegally one day...
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Squire Grooktook
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Re: Kickstarter: Inafune Mega Man-esque game(Mighty No. 9)
It's a bit hard to say from 3 stages. Intro stage felt kinda boring, but the other two were "solid". I think the new dash will at least make the game feel somewhat fresh and keep it from getting boring for returning fans, at least for one playthrough.Obscura wrote:What about those of us who like some of the more inspired ones (2, 3, X) and dislike the rest?Squire Grooktook wrote:I got to play this at Comic Con. Had three stages (intro, Mn.2, and Mn.5).
My verdict: It's good. Didn't feel as good as the best Mega Man games, but felt better than the lesser ones (mm5-6, x6-x7), and MUCH better than Azure Striker Gunvolt (ie mechanics aren't a total clusterfuck and the level design has more than just big square rooms and halls with the same enemy over and over). If you're a big fan of Mega Man and enjoy them all, you'll enjoy this. If you never liked the series, it won't change your mind either.
(Also, since I know basically nothing about the game, does it keep the retarded "boss-weakness figure out the right order lolz" gimmick? I always hated that in the Megaman series)
As for the weapon system, I'm not sure if it was fully on display or not (also I haven't been following the kickstarter so I don't know all the details), but it seems the idea is that instead of getting powers from bosses, you get temporary weapon upgrades from normal enemies you absorb. IE piercing shot, greater power, rapid boost, spread, etc. It kinda reminds me of Metal Slug a bit.
One thing that does result from defeating bosses, is that they join you and affect the next stage, Mega Man X style. For example some dangerous areas are frozen over in the next stage if you beat the ice guy first.
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)
Part of the fun is seeing if you can take down any boss with the standard arm cannon. I think they're designed so that it's possible to go in any order, it's just more challenging than having the haymaker weapon.CStarFlare wrote:I never had an issue with that, though some games where half the weaknesses weren't immediately obvious (what should a yamato be weak against?) it's seriously obnoxious until you get them memorized. If they're naming bosses Mighty #X I could see myself hating the system here as well.Obscura wrote:(Also, since I know basically nothing about the game, does it keep the retarded "boss-weakness figure out the right order lolz" gimmick? I always hated that in the Megaman series)
Re: Kickstarter: Inafune Mega Man-esque game(Mighty No. 9)
One thing I found annoying with MM2 is that one of the Wily bosses needs a certain weapon go down and it's a weapon that runs out quickly. The only refuel areas nearby are not ideal weapon energy farming areas. At least the boss isn't too hard to take town once you figure him out, though he has an attack that is very hard to avoid.
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copy-paster
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Re: Kickstarter: Inafune Mega Man-esque game(Mighty No. 9)
Did you mean the stage 3 boss? Cause it should use the Crash Bomb to defeat it.BrianC wrote:One thing I found annoying with MM2 is that one of the Wily bosses needs a certain weapon go down and it's a weapon that runs out quickly. The only refuel areas nearby are not ideal weapon energy farming areas. At least the boss isn't too hard to take town once you figure him out, though he has an attack that is very hard to avoid.
Also http://www.neogaf.com/forum/showthread.php?t=1090563
Delayed until 2016? Such a good news.

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BulletMagnet
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Re: Kickstarter: Inafune Mega Man-esque game(Mighty No. 9)
In case anyone hadn't seen it, said rumored delay has been confirmed.copy-paster wrote:Delayed until 2016? Such a good news.
Re: Kickstarter: Inafune Mega Man-esque game(Mighty No. 9)
http://www.crunchyroll.com/anime-news/2 ... productioniconoclast wrote:
If watching the trailer of the game
makes you feel a certain way
I would be very happy if
you would give the game a try
~Daisuke Amaya, 2015
ZeroRanger - RELEASED!
makes you feel a certain way
I would be very happy if
you would give the game a try
~Daisuke Amaya, 2015
ZeroRanger - RELEASED!
Re: Kickstarter: Inafune Mega Man-esque game(Mighty No. 9)
It's the Wily stage 4 boss and I was being purposely vague. It's obvious that I was referring to the crash bomb.copy-paster wrote:Did you mean the stage 3 boss? Cause it should use the Crash Bomb to defeat it.BrianC wrote:One thing I found annoying with MM2 is that one of the Wily bosses needs a certain weapon go down and it's a weapon that runs out quickly. The only refuel areas nearby are not ideal weapon energy farming areas. At least the boss isn't too hard to take town once you figure him out, though he has an attack that is very hard to avoid.