GameKnights - The Official homepage of Wednesday Night Game Night

Forums 2.0 BETA

Search Forums

Pages:«Prev 1 2 3

Viewing Topic: Mighty No.9 - Page 3
#20: 06-24-2016 @ 05:23:01 am
Link to this Post: http://www.machvergil.com/gamenight/messages.php?go=12965#12965

MachVergilMachVergil

MachVergil Photo.
  • Real Name:Adam
  • Joined:2010-01-22

For those of you watching this unfold, Mighty No 9 staff had another communication message on their site today to help people deal with issues.


We set Wednesdays on Fire!
#21: 06-24-2016 @ 04:20:43 pm
Link to this Post: http://www.machvergil.com/gamenight/messages.php?go=12966#12966

MachVergilMachVergil

MachVergil Photo.
  • Real Name:Adam
  • Joined:2010-01-22

Beat the main campaign today.  As a backer I also have access to the mysterious Ray's campaign (who appears to be our "Zero" analog, if Zero was always crazy and not sometimes crazy) which is now being called DLC and still need to do that.  Additional thoughts post completion:

  1. I'm going to have to go read/watch some of these very negative reviews the game has gotten and see what the hubub is.  As stated, I am with the crowd who feels like they botched the visuals of this game pretty bad, but having played it I feel like it is a more than competent entry into the "Jump & Shoot Man" (credit to Arin "Egoraptor" Hanson) genre.  I'm sure a touch of that is me wanting to not feel like I lost my $99, but playing through Mighty No 9 has not been a slog and has been fun.
  2. Once I looked past how amateur the graphics looked and how hit&miss the voice acting was I found things to love in the gameplay and characters.  The game left me wanting more adventures of Beck and the other Mighty Numbers.   The game has two robot doctors, Dr Sanda who is a cowardly buffoon, and Dr White who seems like our brilliant, Doctor Light analog but he seems to have a dangerous flaw that might get everyone in trouble if the series were to continue.   I want to learn more about the last boss.  Really I hope there's more to the world and I hope if we ever come back it will be better handled.
  3. My name is in the credits!!  Holy crap there were over 70,000 Mighty Numbers to recognize in the credits.  A LOT of people wanted this game to happen bad enough to give money.

Anyway, I'm sure I'll let slip if this ends up being like Metroid Other M, in which I really liked that game and defended it while I was playing it and once time and critical thinking set in I grew to hate it.    For now though I would give Mighty No 9 a solid positive ranking as a game.  Certainly not better than the true classics like Mega Man 2 or 3, or Mega Man X1 or Mega Man X3, or even Mega Man Zero 2 or Mega Man Zero 3, and honestly not nearly as impressive of a game or achievement as Shovel Knight, but I have played far worse attempts at this genre, and even if Mega Man isn't your bag normally I think this game has a more accessible difficult curve than many games in that series do... at least right up until the last level.  The last level is a beast and so is the the last boss.

Quick note on the last boss:  So they didn't do the normal Mega Man trick of setting up a "beat all the previous bosses" gauntlet before her, but Mighty No 9 is harder than other Mega Man games in that you cannot prepare/horde energy tank-like items.  See, the "Restore Xel" or whatever they call it, is not a drop, but works sort of like the Sub-tanks in Mega Man X in that every time you dash & absorb a "blue" enemy, it charges up the tank.  At 100% you gain a energy tank that will refill your health and you can store up to 2.  However, the trick is these disappear when you die.  Not game over, not continue, die once.  So as a result you could earn two during a stage and then die on the boss, and then be stuck trying to do the boss again with no energy tanks.  This makes the two-phase final boss a real endurance test.  Not a challenge we haven't seen before, after all Mega Man 1 didn't have Energy Tanks in it at all, but still, be ready for that.

Addendum: Okay I did part of point 1.  Here's JimQuisition's 40/100 review and PC Gamers 56/100 review.  We're all hung up on the visuals, and again I don't disagree.  I did find some of the Mighty No's charming though and this appears to be a difference of opinion between us.  They both make spot on points though, I especially like PC Gamer's point about the Turbine in the power stage (which I complained about) violating the very brilliant level design of Mega Man X that Egoraptor praised.    Honestly I find nothing wrong with these reviews, just that I ultimately disagree with the amount of enjoyment I could still get from the game despite these issues.    

I say this as a warning to all of you.  I'm invested because I gave these guys $99 years ago.  You're not.  Please read these reviews, I think both are only embellishing the issues a touch for effect.   As much as I want to tell you Mighty No 9 is your next great Mega Man game, I can't in good conscience do that.  I'm not going to steer you away either, but please please be aware of the issues before you buy. 

This post was edited by machvergil on June 24, 2016, 7:35 pm


We set Wednesdays on Fire!
#22: 06-28-2016 @ 01:09:34 pm
Link to this Post: http://www.machvergil.com/gamenight/messages.php?go=12986#12986

MachVergilMachVergil

MachVergil Photo.
  • Real Name:Adam
  • Joined:2010-01-22

Normally I don't like to link to Jim Sterling because I find his scathing commentary insulting as often as I find it funny, but this video does a good job of explaining the history Mighty No 9, how it failed, when it failed, and the whole controversy.  I don't enjoy that any of this happened, but it's worth sharing.


We set Wednesdays on Fire!
#23: 08-01-2016 @ 06:49:38 am
Link to this Post: http://www.machvergil.com/gamenight/messages.php?go=13214#13214

MachVergilMachVergil

MachVergil Photo.
  • Real Name:Adam
  • Joined:2010-01-22

Late to the conversation, Penny Arcade's "First 15" took a stab at Mighty No 9


We set Wednesdays on Fire!

Pages:«Prev 1 2 3