so what is to prevent Capcom from suing the shit out of them, because it looks a hell of a lot like mega man (yes I know Inafune made mega man)
I don't understand, you have creative freedom outside of Capcom and you make the same game with a new name? I'm disappointed.
I mean...jeez...that obviously gutsman, willy, roll, and rush
Backed!. If this is a 2015 game, the platforms make very little sense to me, let's hope they get a lot of money and the support of a big publisher to go the extramile.
So they want $900.000 between the west (kickstarter) and Japan (their own site)?. Or $900.000 each?.
I mean...jeez...that obviously gutsman, willy, roll, and rush
If Capcom tries to C&D this they will get the worst hate from the internet, I can only imagine. They won't do it, it would be a PR disaster.
So what, Capcom wasn't going to do anything with them anyway. Its probably the only way to get a good megaman like game out. Capcom could probably sue if they really wanted to, but they will really piss off their fans and I don't think its worth the negative pr.
I mean...jeez...that obviously gutsman, willy, roll, and rush
Its cool were buddies nowNo, you're right. I didn't list it, but I meant to. Just typing fast.
If their lawyers are anything like Capcpom I doubt they'll be good at noticing the finer details.I don't know, but I can tell you that Capcpom's lawyers are definitely looking into it as we speak. If they can find a way, they will.
900k for 6 levels and only one platform release? Either the levels are quite big or I dunno... Do the numbers really match here?
I fear $900,000 is just too much. I don't think it will make it.
I hope I'm wrong though.
Its cool were buddies now
Man I hope capcom dont find a way to sue. It does look very close provided evidenced that sn00zer is showing
Isn’t $900K a little expensive for the game you are promising?Good question! Let us guess—you’ve worked in the game industry? Yes, it’s true—our internal estimates for the full production cost of this game are greater than our initial goal, especially once you take out the fees and reward costs. But that’s OK! Both Comcept and Inti Creates have the resources to forgo full funding to make this project happen, since both companies will benefit more than they would in a typical publisher-funded setup once the game releases. To put it simply, if enough fans are excited about this game to hit our initial goal, then we, the companies developing this game, are willing to put up more of our own money as well, right along there with you.
So, no, this is not a case where the initial goal is set irresponsibly low, risking everything in the hopes that the Kickstarter campaign will pay off over expectations and get us where we secretly, actually need to be financially. We do understand that concern, though, and kept it in mind when carefully setting our initial funding goal. More money over the initial goal would be wonderful—don’t get us wrong! —in that it could potentially reduce what our companies have to shoulder up front, and of course more importantly make for a lot more features and platforms and other stuff we’d love to see happen. But we have run the numbers and we are fully confident that, should we hit our initial goal and nothing more, we can make a great game that fulfills the promise of this project, both for our backers and for anyone else who plays the game.
By the way—if you have some spare time, you mind talking to any folks you might happen to see ask the next question?
Funny you should ask—you mind talking to any folks you see asking the question above?
Seriously, despite the fact that it’s a 2D game with its roots in the classic games of yesteryear, Mighty No. 9 is a full-scale production, being undertaken by professional developers—level and character designers, musicians, programmers—all with years and years of experience, who didn’t quit their jobs to make this project; in fact, it’s the companies they work for that are helping to make this happen! As mentioned elsewhere, the two primary collaborators on this project—Comcept and Inti Creates—are both indie developers willing to shoulder some of the budget in return for the profits once this game comes to market, but we still need a good amount of cash up front to make this happen. (It’s hard to think about awesome boss attack patterns when you are wondering if you will make the rent next month.)
In short, we can understand the question, but believe it or not, this is actually a very cheap minimum bar to set for this team and this project, especially after fees and reward costs are taken out. We set it as low as we could to make it happen, because we really, REALLY want to make sure it happens!
It's not that absurd if they are starting from scratch. Year and a half/two years is not that crazy of a timeframe to make a competent Mega Man-style game.well of course i want another 2d side-scroller by inafune and the more kickstarters from japanese game designers the better... but they really need to sort their shit and be more efficient like western indie developers...almost a milion dollar and a release date of 2015 for a 2d side-scroller? really ?
Good to see more Japanese devs on the platform
I don't know how well it's trending at the moment, but I wouldn't worry all that much. This isn't Shadow of the Eternals.
I'm really glad that people are so hyped about Mighty No. 9. Listening to the reaction from the folks at the panel was amazing. The response on the Kickstarter page is blowing my mind.
As for the budget/timeframe, I know the dev team spent a lot of time going over things and making all sorts of adjustments in order to come up with realistic expectations for both. The last thing they want to do is end up running out of money before the game is finished or not being able to meet their expected launch date.
And yes, for those who listen to Player One Podcast, this is indeed the project that I'm working on with 8-4.
This honestly feels a little bit too shameless for me to personally support. A 2015 date helps too.
But then I guess its Capcom's own fault? I mean christ, this is BAD for business. Like, really bad.
Did I imagine things? I thought I read something about six levels in the description on the Kickstarter. Mind you, I just woke up so maybe I'm not in my best condition to read long walls of a foreign languageWhere does it say that?
You mean like all the other actual Mega Man games they cancelled or never brought to full development at all? The same company that brought you the DLC debacle on SFxT, and thought that they could make RE6 the best selling game in company history?
You underestimate them.
Is very interesting seeing a japanese designer using kickstarter. Hope more to follow.
Dat theme song!
*swoon*
That's obviously the final form that's synonymous with the Megaman games.Digging this art/version way more than the MC on the kickstarter page.