So Call will be playable in an online co-op mode, but it requires an extra stretch goal to make her playable for a single offline stage?
It's more "it requires additional funding to design another stage". That's additional development time, which means paying salaries for those people during that time.
+2
Dr. ChaosPost nuclear nuisanceRegistered Userregular
edited September 2013
Great that we got the support character in there.
Just wouldn't be the same without Rush and his MacGyver body.
Warlock82Never pet a burning dogRegistered Userregular
I wondered about the support character - because they weren't all that specific on where he'd fall in the Rush -> Beat -> Eddie scale. Like, if it's another Rush, that's totally cool. But Beat was worthless and Eddie was a glorified RNG powerup (like the mystery boxes in MM3, but with eyeballs and legs :P)
So I hope it's actually a support character that does stuff that actively helps you like Rush did, vs. just attacking some enemies or whatever.
I wondered about the support character - because they weren't all that specific on where he'd fall in the Rush -> Beat -> Eddie scale. Like, if it's another Rush, that's totally cool. But Beat was worthless and Eddie was a glorified RNG powerup (like the mystery boxes in MM3, but with eyeballs and legs :P)
So I hope it's actually a support character that does stuff that actively helps you like Rush did, vs. just attacking some enemies or whatever.
I'm at a loss trying to figure out what purpose the support character could serve. Rush's main abilities were a spring, a jet, and a submersible, but those seem like abilities Beck should be able to gain on his own from bosses (I'm basing this on some of the concept art, like the image of Beck with tank treads rolling over spikes).
Concerning Beat, he was helpful when I was playing one of the Wily stages of Mega Man 6 last night.
So Call will be playable in an online co-op mode, but it requires an extra stretch goal to make her playable for a single offline stage?
It's more "it requires additional funding to design another stage". That's additional development time, which means paying salaries for those people during that time.
I'm assuming Call is not a nerfed version of Beck in co-op mode and that she has relatively comparable abilities so that she can navigate stages. As such, why is she not playable in the regular offline stages that already exist?
Or am I misunderstanding, and she is already playable in the main game and this new stretch goal is only to give her an exclusive stage (ie. alternate intro stage to set things up from her point of view or something)?
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Warlock82Never pet a burning dogRegistered Userregular
So Call will be playable in an online co-op mode, but it requires an extra stretch goal to make her playable for a single offline stage?
It's more "it requires additional funding to design another stage". That's additional development time, which means paying salaries for those people during that time.
I'm assuming Call is not a nerfed version of Beck in co-op mode and that she has relatively comparable abilities so that she can navigate stages. As such, why is she not playable in the regular offline stages that already exist?
Or am I misunderstanding, and she is already playable in the main game and this new stretch goal is only to give her an exclusive stage (ie. alternate intro stage to set things up from her point of view or something)?
I don't think she is meant to be a "nerfed" version of Beck, but she probably plays differently than him. Which means she probably can't properly navigate stages designed around Beck, since she might not have the same abilities as him. (random example - if she can't jump as high as Beck, she might not be able to clear some gaps) (edit: conversely, she might have an ability that completely breaks a normal stage - like being able to skip past a significant portion of it with some ability)
I think what the stretch goal is though is a brand new, unique stage just for Call. The co-op stages will all be remixes of existing stages, so they are not technically "new" (they will have the same art, enemies, boss, etc)
Edit 2: Oh, but ultimately the reason you can't play her in the normal stages is probably because there's a lot of story/scripting stuff that would have to be re-designed from scratch to accommodate her, which is a lot of work. The "one extra stage" is kind of a compromise to that.
Playable characters with different abilities isn't exactly new to these guys though (Megaman & Bass, Mega Man 9, Mega Man 10, Mega Man: Powered Up, a bunch of X games, Viewtiful Joe 2, etc.).
Plus the stages aren't even complete yet, so if they know they are going to have a playable Call (in the online mode), why would they design the stages in such a way that she cannot complete them? (or conversely, design Call in such a way that she can't complete the regular stages?) Especially when we've also seen them have the foresight to include options to toggle extra blocks and such for different difficulties in more recent Mega Man games and a similar option could be put into play here if her particular abilities needed it for navigating stages.
Maybe I'm biased though, because I'm not much of a multiplayer gamer and so seeing a playable character get over a dozen multiplayer levels but then having just one single-player level as a possibly out-of-reach goal annoys me. But it really doesn't make sense to me that they'd have a fully functional character and then purposely design the game so that they couldn't be played in the regular stages (especially since, as stated, they have experience with this sort of thing).
Though again, it's also possible I'm misunderstanding and she is playable in the main game and that stretch goal is just to give her an exclusive intro or final stage or something.
Edit: I could maybe understand if the stages are planned to be cutscene-intensive and feature a lot of voice work, as that would certainly take extra money to implement, but that's not actually something I'm expecting from a spiritual successor to classic Mega Man.
Has it been mentioned that the guy that did the Mega Man 2 soundtrack is on board for this game now?
Viskod on
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Dr. ChaosPost nuclear nuisanceRegistered Userregular
edited September 2013
Edit: I could maybe understand if the stages are planned to be cutscene-intensive and feature a lot of voice work, as that would certainly take extra money to implement, but that's not actually something I'm expecting from a spiritual successor to classic Mega Man.
I definitely want the story to be more of a mix of the way Mega Man and MMX does things.
A light tone like the original games but no ultra silly plot devices (like mad scientists trying to create the robot version of the common cold) atleast somewhat of an effort put into the story like the X games, intro stage setting the story, the eight bosses converse with Beck before fighting, etc. That sort of thing.
Edit: I could maybe understand if the stages are planned to be cutscene-intensive and feature a lot of voice work, as that would certainly take extra money to implement, but that's not actually something I'm expecting from a spiritual successor to classic Mega Man.
I definitely want the story to be more of a mix of the way Mega Man and MMX does things.
A light tone like the original games but no ultra silly plot devices (like mad scientists trying to create the robot version of the common cold) atleast somewhat of an effort put into the story like the X games, intro stage setting the story, the eight bosses converse with Beck before fighting, etc. That sort of thing.
Yeah, my assumption is that it will be something along the lines of what Mega Man X did. Though hopefully leaning towards early MMX and not like, MMX5 levels of "OH MY GOD SHUT UP ALREADY AND LET ME PLAY THE LEVEL!"
Edit: I could maybe understand if the stages are planned to be cutscene-intensive and feature a lot of voice work, as that would certainly take extra money to implement, but that's not actually something I'm expecting from a spiritual successor to classic Mega Man.
I definitely want the story to be more of a mix of the way Mega Man and MMX does things.
A light tone like the original games but no ultra silly plot devices (like mad scientists trying to create the robot version of the common cold) atleast somewhat of an effort put into the story like the X games, intro stage setting the story, the eight bosses converse with Beck before fighting, etc. That sort of thing.
Yeah, my assumption is that it will be something along the lines of what Mega Man X did. Though hopefully leaning towards early MMX and not like, MMX5 levels of "OH MY GOD SHUT UP ALREADY AND LET ME PLAY THE LEVEL!"
The last thing I'd ever want is every boss talking before the fight. Playing through X1-x8 recently really highlighted to me how much that fucking butchered the flow of the stage. Save that for end game bosses at least.
0
Warlock82Never pet a burning dogRegistered Userregular
3DS & Vita versions are only $125k away right now (counting paypal money). That's crazy. They will easily hit that. Hopefully it'll even make another $200k over that and hit the Call single player goal (who knows, last days of kickstarters tend to do well)
Well. I just upped my pledge from $20 to $99. For the soundtrack and mainly for a T-Shirt that'll be me giving a middle finger to Capcom every time I wear it.
Edit: I could maybe understand if the stages are planned to be cutscene-intensive and feature a lot of voice work, as that would certainly take extra money to implement, but that's not actually something I'm expecting from a spiritual successor to classic Mega Man.
I definitely want the story to be more of a mix of the way Mega Man and MMX does things.
A light tone like the original games but no ultra silly plot devices (like mad scientists trying to create the robot version of the common cold) atleast somewhat of an effort put into the story like the X games, intro stage setting the story, the eight bosses converse with Beck before fighting, etc. That sort of thing.
Yeah, my assumption is that it will be something along the lines of what Mega Man X did. Though hopefully leaning towards early MMX and not like, MMX5 levels of "OH MY GOD SHUT UP ALREADY AND LET ME PLAY THE LEVEL!"
The last thing I'd ever want is every boss talking before the fight. Playing through X1-x8 recently really highlighted to me how much that fucking butchered the flow of the stage. Save that for end game bosses at least.
I actually liked it quite abit.
Gave the mavericks more personality beyond just looking cool.
Welp, went with $20 in the end. Would've loved to pledge 40, but there are too many awesome games coming out in the next 3 months alone that I need the money for.
Edit: I could maybe understand if the stages are planned to be cutscene-intensive and feature a lot of voice work, as that would certainly take extra money to implement, but that's not actually something I'm expecting from a spiritual successor to classic Mega Man.
I definitely want the story to be more of a mix of the way Mega Man and MMX does things.
A light tone like the original games but no ultra silly plot devices (like mad scientists trying to create the robot version of the common cold) atleast somewhat of an effort put into the story like the X games, intro stage setting the story, the eight bosses converse with Beck before fighting, etc. That sort of thing.
Yeah, my assumption is that it will be something along the lines of what Mega Man X did. Though hopefully leaning towards early MMX and not like, MMX5 levels of "OH MY GOD SHUT UP ALREADY AND LET ME PLAY THE LEVEL!"
The last thing I'd ever want is every boss talking before the fight. Playing through X1-x8 recently really highlighted to me how much that fucking butchered the flow of the stage. Save that for end game bosses at least.
I actually liked it quite abit.
Gave the mavericks more personality beyond just looking cool.
the solution in both cases is to have an option to turn off all dialog (alia notifications/boss chatter/etc) for those who didn't want to listen to it
$3,800,000: OPTIONAL RETRO-STYLE CHIPTUNE SOUNDTRACK + FX! You’ve seen the names of the legendary musicians attached to this project: Manami Matsumae, Takeshi Tateishi, Ippo Yamada... It’s a veritable who’s who of veteran game composers. So we thought, why not tap into that retro vibe and cook up an optional chiptune version of the entire Mighty No. 9 game soundtrack, including classic sound effects? That’s right – we’ll remix the entire soundtrack, retro 8-bit-style, and the game’s sound effects, for you to listen to in-game as you play, as an option you can toggle on or off in the settings menu!
$4,000,000: ONLINE BATTLE RACE MODE!! The ultimate online competition! You and one friend compete online, racing to the end of the same single-player stages -- you can see your rival as a "ghost" image in your game, but you can't affect each other, save for any enemies you defeat being sent over to impede each others' progress! It's an all new twist on a versus mode, that will give Mighty No. 9 life well beyond the single-player campaign!
If I had a twitter account tomorrow my first tweet would be to Capcom asking them if they liked 'blue robots' and then my second tweet would be to them with a picture of Mighty No.9s final donation total asking them "How do you like that blue robot?"
Posts
It's more "it requires additional funding to design another stage". That's additional development time, which means paying salaries for those people during that time.
Just wouldn't be the same without Rush and his MacGyver body.
Pogo dog, ACTIVATE!
So I hope it's actually a support character that does stuff that actively helps you like Rush did, vs. just attacking some enemies or whatever.
Would have been fun to see Beck as a damsel in distress.
$100K left for the PS4/One versions, btw.
Probably less - I hate that you can't see how much is in the Paypal thing.
Edit: Ok, I guess they have the total written as of an hour ago, so probably about $100k away.
All good Kickstarters have a crazy surge near the very end so it's actually got a good chance.
I'm at a loss trying to figure out what purpose the support character could serve. Rush's main abilities were a spring, a jet, and a submersible, but those seem like abilities Beck should be able to gain on his own from bosses (I'm basing this on some of the concept art, like the image of Beck with tank treads rolling over spikes).
Concerning Beat, he was helpful when I was playing one of the Wily stages of Mega Man 6 last night.
I'm assuming Call is not a nerfed version of Beck in co-op mode and that she has relatively comparable abilities so that she can navigate stages. As such, why is she not playable in the regular offline stages that already exist?
Or am I misunderstanding, and she is already playable in the main game and this new stretch goal is only to give her an exclusive stage (ie. alternate intro stage to set things up from her point of view or something)?
I don't think she is meant to be a "nerfed" version of Beck, but she probably plays differently than him. Which means she probably can't properly navigate stages designed around Beck, since she might not have the same abilities as him. (random example - if she can't jump as high as Beck, she might not be able to clear some gaps) (edit: conversely, she might have an ability that completely breaks a normal stage - like being able to skip past a significant portion of it with some ability)
I think what the stretch goal is though is a brand new, unique stage just for Call. The co-op stages will all be remixes of existing stages, so they are not technically "new" (they will have the same art, enemies, boss, etc)
Edit 2: Oh, but ultimately the reason you can't play her in the normal stages is probably because there's a lot of story/scripting stuff that would have to be re-designed from scratch to accommodate her, which is a lot of work. The "one extra stage" is kind of a compromise to that.
Beck just destroyed a beautiful family.
Plus the stages aren't even complete yet, so if they know they are going to have a playable Call (in the online mode), why would they design the stages in such a way that she cannot complete them? (or conversely, design Call in such a way that she can't complete the regular stages?) Especially when we've also seen them have the foresight to include options to toggle extra blocks and such for different difficulties in more recent Mega Man games and a similar option could be put into play here if her particular abilities needed it for navigating stages.
Maybe I'm biased though, because I'm not much of a multiplayer gamer and so seeing a playable character get over a dozen multiplayer levels but then having just one single-player level as a possibly out-of-reach goal annoys me. But it really doesn't make sense to me that they'd have a fully functional character and then purposely design the game so that they couldn't be played in the regular stages (especially since, as stated, they have experience with this sort of thing).
Though again, it's also possible I'm misunderstanding and she is playable in the main game and that stretch goal is just to give her an exclusive intro or final stage or something.
Edit: I could maybe understand if the stages are planned to be cutscene-intensive and feature a lot of voice work, as that would certainly take extra money to implement, but that's not actually something I'm expecting from a spiritual successor to classic Mega Man.
A light tone like the original games but no ultra silly plot devices (like mad scientists trying to create the robot version of the common cold) atleast somewhat of an effort put into the story like the X games, intro stage setting the story, the eight bosses converse with Beck before fighting, etc. That sort of thing.
Yes, and it's awesome. They have the composer from MM1 and MM2, two of the most memorable soundtracks of my youth. Both working on one project.
I am very happy
Official PA Forums FFXIV:ARR Free Company <GHOST> gitl.enjin.com Join us on Sargatanas!
Yeah, my assumption is that it will be something along the lines of what Mega Man X did. Though hopefully leaning towards early MMX and not like, MMX5 levels of "OH MY GOD SHUT UP ALREADY AND LET ME PLAY THE LEVEL!"
The last thing I'd ever want is every boss talking before the fight. Playing through X1-x8 recently really highlighted to me how much that fucking butchered the flow of the stage. Save that for end game bosses at least.
Twitter 3DS: 0860 - 3257 - 2516
I'm hoping it spikes even further for that last 100k although the projection doesn't include paypal so even at this rate it will be close.
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Come on Vita version!
// Switch: SW-5306-0651-6424 //
Gave the mavericks more personality beyond just looking cool.
the solution in both cases is to have an option to turn off all dialog (alia notifications/boss chatter/etc) for those who didn't want to listen to it
In the immortal words of Shawn and Gus: Capcom, suck iiiiiiiit!
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Nintendo Network ID - Brainiac_8
PSN - Brainiac_8
Steam - http://steamcommunity.com/id/BRAINIAC8/
Add me!
Yeah that would be cool. Don't really care about the online race mode.
I'll turn as much of this game 8-Bit as they'll let me.