Mighty No. 9 review thread

Those reviews are disppointing but personally I'm waiting for Jeremy Parrish and Colin Moriarty to give their thoughts on the game. Some of the negative stuff mentioned in the reviews seems a bit nitpicky. I'm not suggesting that all the reviewers are incompetent but when it comes to difficult 2D platformers, they are often treated unfairly like DK Tropical Freeze which was largely ignored by the press but is a masterpiece imho. Same with Azure Striker Gunvolt. Parrish and Moriarty know their stuff when it comes to Mega Man. If they end up hating it, well... It's time to cancel that movie Inafune!
https://twitter.com/notaxation/status/744787135366995970
I've had Mighty No. 9 for 2 weeks and haven't beaten it yet, which should tell you everything you need to know. Not bad. Just disappointing.
https://twitter.com/notaxation/status/744787970146787328
@LaurakBuzz I haven't found it hard at all; I haven't beaten it because I don't feel like playing it. Which is unfathomable (so I thought).
 
Wait, how the fuck does this game have only 5 points less than Mirror's Edge Catalyst on Metacritic

EDIT: Or 8; eh they're still in the same ballpark.
 
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I laughed way harder than I should have.
 
Those reviews are disppointing but personally I'm waiting for Jeremy Parrish and Colin Moriarty to give their thoughts on the game. Some of the negative stuff mentioned in the reviews seems a bit nitpicky. I'm not suggesting that all the reviewers are incompetent but when it comes to difficult 2D platformers, they are often treated unfairly like DK Tropical Freeze which was largely ignored by the press but is a masterpiece imho. Same with Azure Striker Gunvolt. Parrish and Moriarty know their stuff when it comes to Mega Man. If they end up hating it, well... It's time to cancel that movie Inafune!

Is Jeremy going to review it? I thought he was a part of the MN9 Kickstarter announcement panel.

In any case, I agree that critics generally never gave Mega Man games good scores (past the NES era I guess). Mega Man X4 is one of my favorite games of all time, but it got mediocre reviews. Even so, MN9 hasn't ever looked that good to me during any phase of its development.
 
To those saying that the amount of money shouldn't matter..... Dust an Elysian Tail is prettier, more fun, and just objectively a better game. That game was made with 40k

Dust an Elysian Tail is pretty much the gold standard of indie games made on a budget. It's a miracle that game looks and plays as good as it does, and while I don't think that every game should be held up to those standards, I'll agree that MN9 should at least be comparable to it on some level.
 
*misleading info*

Look, I get the argument you're trying to make, but this doesn't work for me.

You can't just take kickstarter funds at face value. The majority of the time, projects are getting additional funding from elsewhere.

I STRONGLY doubt Shantae HGH actually cost 950k. That's just the amount of money they got from KS and slacker backers. Indivisible, a game of similar visuals and scope, costs $3.5 million.

As far as I can tell, that Serious Sam 3 number comes from IMDB, which can't be taken at face value because anyone could have edited that in.

$4 million is actually a pretty typical budget for a game of MN9's caliber. Still sucks how the game turned out, obviously, but people seem to have this pre conceived notion that games cost waaaaaaay less than they actually do.
 
Wait, how the fuck does this game have only 5 points less than Mirror's Edge Catalyst on Metacritic?

Numbers are meaningless, that's how. But if anyone ever reads the reviews they'll find that certain points will match with the backer critic that came out when the meaty demo hit.
 
As for the theory that Mn9 had to be downgraded to the lowest common denominator that was the 3DS, it is plausible but Abstraction Games is supposed to be handling the 3DS and Vita versions.

This whole situation is unfortunate.

Abstraction Games still isn't free, though. And even if they aren't actually working on the 3DS game, they still need to at least have it in the back of their minds, so that Abstraction or whomever can make something that resembles the other versions.

It's not 1987 anymore, you can't make all these games independently, gamers won't accept major differences between versions.
 
Just got my Wii U copy in the mail...

Can't wait to see how bad it'll look and how bad it'll run...Oh well, at least I got it on E3 discount last year. :(

Maybe I won't hate it as much as some people, who knows.
 
I bet backers are really feeling like an anime fan on prom night right now, right?

Tbh I stopped caring. I spent about 50ish bucks on it, sure. But it's been so long, and I stopped caring after the second time the game got pushed back.

The last year and a half of development had no real updates given to us backers. So, yeah....
 
Let's assume there is a fairly small number of staff on this game. Twelve people sounds good.

At complete consistency with never scaling up or never scaling down and that everyone is being paid a living wage of $50k, you're looking at $600,000 a year. Now let's assume they just did nothing, didn't get paid, and sat on their hands until January of 2014 and the game was completely done and they were just not working on it through all of 2016. That's two years of $600k on salary and nothing else. So that's $1.2 million for our hypothetical scenario of twelve people.

So you're right, in that scenario, $4 million is a lot! But if you extrapolate that to all the other costs that go into something like this (translation, payment to the organization running the kickstarter, scaling up, QA, kickstarter cuts, backers backing out, community management, outside contractors, etc.), then that number keeps dwindling until $4 million is nothing.

You don't just buy assets with your kickstarter money and assemble them into a good game, at least without looking like a Unity horror game on Steam Greenlight.

The problem isn't that four million is this absurd game number for indie game development, it's that it's a pretty small number that Inafune still managed to waste. To even get that number, they had to promise a lot that caused compromise after compromise until this is what we got.

12 people x $10k/month (a realistic burn rate in game development) x 2.5 years = $3.6 million.
 
I'm expecting the PS4 retail version this week. I read it's crossbuy. I guess there's a code or something to redeem it on Vita?

Really can't wait to see how long I'll play before moving on.
 
Is Jeremy going to review it? I thought he was a part of the MN9 Kickstarter announcement panel.

In any case, I agree that critics generally never gave Mega Man good scores (past the NES era I guess). Mega Man X4 is one of my favorite games of all time, but it got mediocre reviews. Even so, MN9 hasn't ever looked that good to me during any phase of its development.

Oh, I forgot that he was involved somehow. Too bad, I would love to read his thoughts on the game, even if they are negative. I wonder who will review it at USGamer then, maybe Bob Mackey?

It's a shame that Inti Creates' biggest game in terms of general public interest is such a disappointment. Hopefully, they will be fine as a company. They made so many great Mega Man games in the past...
 
Looked like shit, and the reviews seem to corroborate that.

There looks to be nothing positive about this game, and I don't have time to give a game a chance when it looks soooo boring. The Jim Sterling video was the final nail in the coffin. Not because of anything he said, but just seeing it in action.

I like Mega Man, so I had a bit of interest to begin with, but everything seems wrong. Especially the music... oh my god the music sucks so bad.
 
Numbers are meaningless, that's how. But if anyone ever reads the reviews they'll find that certain points will match with the backer critic that came out when the meaty demo hit.

Yeah, I played the demo, and the only part of the game I found to be enjoyable was the dash system. Just about everything else was hot garbage. Hell, I remember the game crashing on a couple of occasions, and the sound always went out at a specific boss fight.
 
Abstraction Games still isn't free, though. And even if they aren't actually working on the 3DS game, they still need to at least have it in the back of their minds, so that Abstraction or whomever can make something that resembles the other versions.

It's not 1987 anymore, you can't make all these games independently, gamers won't accept major differences between versions.

Abstraction was replaced as the developer of the 3DS/Vita versions by Engine Software, actually. No idea why.
 
Tbh I stopped caring. I spent about 50ish bucks on it, sure. But it's been so long, and I stopped caring after the second time the game got pushed back.

The last year and a half of development had no real updates given to us backers. So, yeah....

considering the amount of beta feedback they recieved it's clear they didn't give a crap about fixing anything
 
Backers aren't getting codes pre-release, are we?

I joked about this leading up to release but whhhhhat the fuck is going on. Their PR team is silent too.
 
Or do what Bloodstained is doing and outsource the handheld versions? If they compromised MN9 for the 3DS as a baseline then that's even more reason to be disappointed.

Bloodstained isn't outsourcing the handled "versions". There's no plural there since they were smart enough to know not to try and run this game on a 3DS. Armature is being outsourced for a Vita and WiiU versions only. Unlike MN9 where it was announced on coming to every system under the sun including the 3DS, PS3 and 360.
 
So what exactly happened with this game? I have not been following it at all, but I remember people were excited for this game when it was first announced and the first few previews were well received as well. Why the complete 180?
 
So what will be the next kickstarter disappointment? I hope it is neither yooka laylee nor psychonauts 2 because I'm actually interested in those. If karma needs a sacrifice let it be shenmue 3
 
Meh, my guess is Shenmue will be okay. Not amazing, not great. Just okay. It's what happens when a vocal fanbase causes a dead franchise to rise from its grave and pretend it's alive again for a few moments. Speaking of which, my condolences to mega man fans.
I mean, people who don't like Shenmue are still not going to like Shenmue. Absolutely nobody is deluded enough to believe otherwise.

But I think the gaming landscape has sufficiently changed enough to accommodate Shenmue's style of game design (and please, nobody chip in on this comment unless you have played the much-refined and faster paced sequel).

A new generation of gamers have tastes that could easily align with what Shenmue is offering (the Gone Home, Life is Strange, Dear Esther, Ethan Carter crowd), but still reach a broader audience with its stronger action focus compared to those other titles I just mentioned. No idea if that will translate into good reviews, as some publications and outlets have consigned themselves to negatively reporting on the game that might instill some level of confirmation bias.

As for actual game quality, it's too early to tell (which makes it even dumber for some people to write the game off without a second of gameplay shown). There is at least a better team behind Shenmue III than MN9. Inafune is a speck of dirt on Yu Suzuki's shoes when you compare their careers, plus a number of people important people who helped form Shenmue are returning (as they have either since left SEGA or worked in non-game industries in the first place), and they've made smart hires of young, fresh developers with a passion for the series. It's an uphill struggle, but it's certainly a more inspiring underdog story than many realise.

Inafune wanted a franchise to ride easily on (as he did continuously at Capcom), which has contributed heavily to how middle of the road and mediocre Mighty No 9 has turned out. Yu Suzuki has talked about how important originality will be in separating Shenmue III from other games on the market and in refining the template set 15 years ago by the previous game. Inafune fairly dispassionately wants to play on gamer's nostalgia for the one series he ever seemed to have any relevant input into.

There's ultimately a world of difference between how they approach their respective games.

Irregardless of how the final game actually turns out, it's clear, above all else, that Shenmue III will be made with a significant amount of passion from top to bottom. It's not definable or quantifiable in a review score or on Metacritic, but it's something Mighty No 9 lacks, and it shows so much.
 
A lot of the team was moved on to red ash last year right? not saying that there's money spare but I doubt mighty had 2.5 years of pure development, I mean look at it.

And I seriously doubt that only 12 people worked on this game either. I was just showing how $4 million isn't very much money for a game that's made by an actual company.
 
So what exactly happened with this game? I have not been following it at all, but I remember people were excited for this game when it was first account and the first few previews were well received as well. Why the complete 180?

Alot of redflags

Inafune throwing up kickstarter for 2 different projects(Red ash/anime Ash) before it was finished
Delay after delay despite being finished for a while now
The look fo the game not matching the concept art or the test they did(The UE4 gif posted earlier looks good)
Inafune being a business man not a creator
The fact that it's pretty much a Mega Man rip off and it couldn't even do that well

The biggest thing was delay after delay after delay. When they tried to make kickstarters for other things, alot of people surmised that it was to continue the funding for MN9(Because some game development works like that, where they take budgets from future projects to help finish their current project, and then use the profits from that project to fund their next project).

And again, the comparisons made to other mega-man like games made with smaller teams/budgets that look better(And probably play better) in every way.
 
After all of the delays and footage leaks, this is what I expected. Just average scores. But it's the disappointing kind of average which is why everyone now makes fun of it.

This game could have been so much better. I wish they would tell us where all that money went because that's probably the biggest question now that the game is finally available. I feel complete sympathy for those who paid over $100 only to receive an average game.

What upsets me even more is hearing that the DLC actually remedies some of the problems that the game had.

I never backed this, but I was hoping for this to be the spiritual successor to Mega Man, but Shovel Knight did a far better job at that. Even Shantae has been getting better development.
 
Well after all the delays, this was pretty inevitable.
My condolences to everyone who backed this, Inafune fucked it up pretty badly.
Is there even an Multiplayer on board, or was that just an excuse to delay this game further and further?
The video of the last boss fight and the ending were underwhelming.
Still shaking my head, how could this happen?
 
Red Ash was a symptom, not the disease. The disease was incredibly poor management.

It should have been called Red Flag instead.

Yes, but I feel that is really where the sentiment towards the developer and this game turned. It's like the Red Ash kickstarter just removed any slack they may have had.
 
So what exactly happened with this game? I have not been following it at all, but I remember people were excited for this game when it was first announced and the first few previews were well received as well. Why the complete 180?

Sheer mismanagement.

It says a lot that the game was repeatedly delayed for the (ostensible) purpose of implementing online features from the stretch goals, yet the Beck transformations, one of the main features of the original design spec, were cut for supposed budget reasons.
 
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