wait i thought this game was made by the megaman guy, not the okami guy
Okay but does it shoot bits of itself at you and then reform itself on the other side of the screen, giving you only a second or two to hit its exposed weak point?
MaddocI'm Bobbin Threadbare, are you my mother?Registered Userregular
I don't think it'll have much effect, honestly
It's one game out of a huge number of successful indie game kickstarters at this point, more and more of which are releasing and doing well for themselves
It'll be a black mark on Comcept, but I don't see it going further than that
It's one game out of a huge number of successful indie game kickstarters at this point, more and more of which are releasing and doing well for themselves
It'll be a black mark on Comcept, but I don't see it going further than that
ReCore might win them back some good will, it looks pretty rad.
I think the problem with MN9 aside from the delays is just that the visuals in the preliminary stuff looks so much better than the finished product. The gameplay still looks pretty fun from the videos I've seen but the whole dash combo mechanic isn't what I was expecting when I backed it. I know I'll just wait for release and reviews on any future Comcept games.
Rhylith - <Shambler Milk> Horde Chogall
+1
MaddocI'm Bobbin Threadbare, are you my mother?Registered Userregular
MN9 looks ugly and the voice acting is wretched, but the game itself seems pretty okay.
It'll probably do okay, get a lukewarm at best critical reception, and be summarily forgotten inside of three months.
Well that certainly sounds like a review worth reading...
Eurogamer is pretty positive
Despite its anachronistic design philosophy, Mighty No. 9 is a game peculiarly suited for today. It's a game for the YouTube screamers, those players who are set up to capture and monetise their frustration while playing a game on camera. And it's a game for YouTube virtuosos, those players able to capture and monetise their extreme talent on camera. For those who aren't being paid to play, Mighty No. 9 is a fascinating, often slick video game. It's arguably Keiji Inafune's best work to date, but for the vast majority of players, it may prove too gruelling to justify its more ordinary pay-offs.
Despite its pedigree, Mighty No. 9 doesn’t seem to have a good sense of what was fun about Mega Man, or 2D action-platformers in general. There are brief moments where its pieces come together, but even then it’s hamstrung by its visually joyless art and animation. The soul of the Blue Bomber just isn’t here, and worse yet there’s no endearing personality of its own, and as a result, Mighty No. 9 feels much more like a second-rate imposter than a spiritual successor.
Gamespot- 5/10
For a game that's meant to bear the legacy of a classic series, Mighty No. 9 barely succeeds. It may rouse excitement from time to time, but by and large, it lacks a pervading sense of artistry, both in its level design and presentation. Platformers--and even Mega Man-like games in particular--are readily available. For one to stand out and leave a mark, it has to do something novel that speaks to the player and the conventions of the genre; something to spark wonder and excitement. Mighty No. 9 is an inoffensively average game sprung from the memories of the past, with little to show for its position in the present.
Destructoid - 6.5/10
Following Mighty No. 9 has been one hell of a ride. Having backed it in 2013 at a low pledge level, I can't say that I'm exactly disappointed with the end result. It still has a lot of baggage to unload (the 3DS and Vita ports aren't even dated yet), but most Mega Man fans will find solace in the fact that it didn't end up being a disaster. Other than the art style, of course.
Game Informer - 6/10
Mighty No. 9 was supposed to be the game that sated our long-starved appetite for a new Mega Man entry, but it instead just made me want to play the old games again. I still think there’s room in the gaming world for a new, classically designed Mega Man experience, but it can’t just be a faceless and creatively sapped clone. Games like Shovel Knight feel more like a spiritual successor than this half-baked misstep.
that's the thing that gets me though, is you say that, but there's a lot of little details that totally exceed that description
the model of beck and the bosses legitimately look totally fine! most of the enemies are great as well!
but then you contrast it with shit like those explosions, with the empty, soulless backgrounds...there's these super dramatic highs and lows that almost wind up making it look like it doesn't even have a consistent art style (which, admittedly, is in fact the style of 2004 flash games but). it looks like it was shopped off to multiple studios but they only had a month to work on their individual parts rather than a whole complete product made by one guiding vision.
Well that certainly sounds like a review worth reading...
Eurogamer is pretty positive
Despite its anachronistic design philosophy, Mighty No. 9 is a game peculiarly suited for today. It's a game for the YouTube screamers, those players who are set up to capture and monetise their frustration while playing a game on camera. And it's a game for YouTube virtuosos, those players able to capture and monetise their extreme talent on camera. For those who aren't being paid to play, Mighty No. 9 is a fascinating, often slick video game. It's arguably Keiji Inafune's best work to date, but for the vast majority of players, it may prove too gruelling to justify its more ordinary pay-offs.
Jeez, maybe that's supposed to sound positive, but to me that's the most damning review I've read.
I don't even remember what I signed up for the MN9 kickstarter. I got a t-shirt in the mail like... last summer? Wonder what else I'm supposed to get, let's see...
"Exclusive in-game transformation" whatever that is, a mode where I can make Beck gold colored (wooow), digital manual/art book and soundtrack, digital copy of the game, and then I did some sort of add on for a usb stick with an extra copy of the game that's supposed to be shaped like a cartridge, which I'd be surprised if I ever get because it wasn't included in any of their reward surveys.
I get a little crazy with Kickstarters, but I don't think I've gone over $150 on anything.
Did you at least get some neat backer rewards out of the deal, Chincy?
A signed inafune drawing
Despite this he is still one of my favorite game creators of all time so its not a TOTAL loss, but its still a huge bummer
Yeah, that's pretty cool. It does suck about the game, especially since the gameplay looked pretty good (and from the sounds of it, the core of the game is solid, so it's a case of wasted potential rather than just a bad game, which almost hurts more, in a way).
Posts
This looks really neat
I've sort of been keeping that game in the back of my head for what feels like forever.
wait i thought this game was made by the megaman guy, not the okami guy
This seems like the fitting end for this whole ordeal
It's one game out of a huge number of successful indie game kickstarters at this point, more and more of which are releasing and doing well for themselves
It'll be a black mark on Comcept, but I don't see it going further than that
ReCore might win them back some good will, it looks pretty rad.
I think the problem with MN9 aside from the delays is just that the visuals in the preliminary stuff looks so much better than the finished product. The gameplay still looks pretty fun from the videos I've seen but the whole dash combo mechanic isn't what I was expecting when I backed it. I know I'll just wait for release and reviews on any future Comcept games.
It'll probably do okay, get a lukewarm at best critical reception, and be summarily forgotten inside of three months.
Well that certainly sounds like a review worth reading...
Eurogamer is pretty positive
I find it hard to believe it's his best work to date. very very hard
OpenCritic - 59
IGN - 5.6
Gamespot- 5/10
Destructoid - 6.5/10
Game Informer - 6/10
but man
those explosion effects are still insultingly bad
Do you mean those pizza cloud effects
and I would have found it super impressive at the time, to be fair!
the model of beck and the bosses legitimately look totally fine! most of the enemies are great as well!
but then you contrast it with shit like those explosions, with the empty, soulless backgrounds...there's these super dramatic highs and lows that almost wind up making it look like it doesn't even have a consistent art style (which, admittedly, is in fact the style of 2004 flash games but). it looks like it was shopped off to multiple studios but they only had a month to work on their individual parts rather than a whole complete product made by one guiding vision.
everything in that awful, awful trailer looked easy enough to be mindless but apparently the difficulty just spikes up and down constantly
which is exactly what a game made by a teen with no background in game design circa 2004 would play like
Jeez, maybe that's supposed to sound positive, but to me that's the most damning review I've read.
So the name of the game is apparently actually "VA-11 Hall-A: Cyberpunk Bartending Action"
If you type "valhalla" into Steam it's like the 10th result
At least it's better than Adrift only coming up if you actually typed in "Adr1ft"
:bigfrown:
edit: that's a sympathy omgface by the way
I just don't want to fall further into despair.
Did you at least get some neat backer rewards out of the deal, Chincy?
Bloodstained is my highest backed project at $100
A signed inafune drawing
Despite this he is still one of my favorite game creators of all time so its not a TOTAL loss, but its still a huge bummer
"Exclusive in-game transformation" whatever that is, a mode where I can make Beck gold colored (wooow), digital manual/art book and soundtrack, digital copy of the game, and then I did some sort of add on for a usb stick with an extra copy of the game that's supposed to be shaped like a cartridge, which I'd be surprised if I ever get because it wasn't included in any of their reward surveys.
Oh well~
Yeah, that's pretty cool. It does suck about the game, especially since the gameplay looked pretty good (and from the sounds of it, the core of the game is solid, so it's a case of wasted potential rather than just a bad game, which almost hurts more, in a way).
I thought it was mighty no 9
thats his title
I believe that's more of a designation. Like, all the bosses have both names and numbers as well, I'm pretty sure.
Edit: Ghosted by a chinchilla...
the lady bot is named Call
That is his model number
The professor names his puppets to humanize them and fill the void in his life, much like Geppetto of old