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Viewing Topic: Mighty No.9 - Page 2
#10: 08-05-2015 @ 08:25:24 am
Link to this Post: http://www.machvergil.com/gamenight/messages.php?go=10752#10752

MachVergilMachVergil

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And now the game has been pushed back to 2016.

I'm kinda irked, but as always I'd rather the game was late and good than early and terrible.


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#11: 01-25-2016 @ 06:34:59 am
Link to this Post: http://www.machvergil.com/gamenight/messages.php?go=12026#12026

Misharum KittumMisharum Kittum

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Hey, guess what! Mighty No. 9 was delayed again. The February 9th has been pushed back to sometime in the spring of this year.


Justice and Truth
#12: 01-25-2016 @ 06:48:20 am
Link to this Post: http://www.machvergil.com/gamenight/messages.php?go=12029#12029

MachVergilMachVergil

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This is solidly a "good" for me.  That game needed more time in the oven... a lot more... last time I played it.  Hopefully the delays can only help at this point.

This should come as no surprise to anyone since I'm not a disgruntled Star Citizen backer, but I'd rather my kickstarter game be awesome and super late, than on time and terrible.

That said, I'm not sure what these "network features" are that are causing the delay.  That's a little odd.

This post was edited by machvergil on January 25, 2016, 10:06 am


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#13: 05-25-2016 @ 02:00:37 pm
Link to this Post: http://www.machvergil.com/gamenight/messages.php?go=12780#12780

MachVergilMachVergil

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This trailer though...

Ugh.

This was supposed to be a surefire bet.  Damn it.

I wish I could say that this trailer wasn't a reflection of the generally poor quality I have found the product to be in when I've played it... but it is.


We set Wednesdays on Fire!
#14: 06-20-2016 @ 08:47:07 pm
Link to this Post: http://www.machvergil.com/gamenight/messages.php?go=12934#12934

MachVergilMachVergil

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So, it is 6/20/2016, 11:44pm eastern.

Might No. 9 is supposed to be released on Steam sometime on the 21st.

I still do not have a key for the full version of the game.  I am not pre-downloading.  Not only that, but I do not have any communication at all from the dev team on when I can expect the key.  For all I know folks who pre-ordered the game on steam $20 are going to get to play it before I did, someone who backed the game for $99.

This was supposed to be a safe bet.  Comcept you need to stop letting me down over here, or we're all going to continue to be unkind to you once word it comes time for your backers to start spreading word of mouth.  Reviewers aren't helping you that's for sure. 

EDIT: So they updated twitter moments ago.  We may yet get our keys soon.

EDIT Next Morning: Keys sent.  Steam still hasn't activated the game but keys were sent by Humble Store so if I wasn't going to work today I could download and play w/o steam right now.

This post was edited by machvergil on June 21, 2016, 8:17 am


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#15: 06-21-2016 @ 11:54:51 am
Link to this Post: http://www.machvergil.com/gamenight/messages.php?go=12937#12937

DominionDominion

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Gonna have to let us know how this turns out. This thing has turned into a trainwreck from what I'm hearing. At least general gameplay has sounded all right.


"Video games are bad for you? That's what they said about rock and roll." Shigeru Miyamoto
#16: 06-21-2016 @ 12:56:31 pm
Link to this Post: http://www.machvergil.com/gamenight/messages.php?go=12938#12938

Misharum KittumMisharum Kittum

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I hope you don't get stuck with two keys for the same DLC like some people seem to be.


Justice and Truth
#17: 06-21-2016 @ 08:41:48 pm
Link to this Post: http://www.machvergil.com/gamenight/messages.php?go=12941#12941

MachVergilMachVergil

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Regarding the state of launch:  I have both Steam and Humble Bundle versions now.  All codes work.  For a bit there my "Ray DLC" wasn't working.  It is now.

Current status: I'm past all eight base Mighty Numbers... or in Mega Man speak, I'm passed the Eight Master Robots and now I'm into the Wily stages.   I will write up something about the game itself a little later when I'm not holding up a round of Overwatch.


We set Wednesdays on Fire!
#18: 06-22-2016 @ 05:16:25 am
Link to this Post: http://www.machvergil.com/gamenight/messages.php?go=12943#12943

Misharum KittumMisharum Kittum

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Wow, that didn't take long at all.


Justice and Truth
#19: 06-22-2016 @ 09:03:52 am
Link to this Post: http://www.machvergil.com/gamenight/messages.php?go=12952#12952

MachVergilMachVergil

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September 04th 2013 was when this topic was opened.  On June 21st 2016, almost 3 years later, I can finally say I've played the final product. 

Let me get the bad news out of the way first.

Mighty No. 9 is an ugly looking game.  It's this really bizarre example where art direction doesn't save limited technical capabilities of the engine.  I love the art direction for this project and the character designs.  The problem is those poorly translate into the game itself. 

We were shown this as a production concept during the kickstarter

Now that is clearly not a screenshot, so expecting that would be unrealistic.  However concept images like these seem inline with games currently being made, like Wayforward's upcoming Shantae sequel.

If Comcept had delivered something that looked like this, holy crap I'd be happy.

Instead we got 3.5D garbage.

Now you're probably thinking "that doesn't look so bad."

But this does:

I want you to take a good look at that character model and notice how it is textures painted on a very low poly model.  Now I want to point to how they do close ups like this all the time during cutscenes, in which character's mouths do not move while they voice dialog speak, and maybe animate a little bit to show emotion.   These are of course things that are acceptable when you're talking about sprites, but making zoom ins like this on 3D models just makes you feel like someone uprezzed a PS1/N64 game.

Then there's the bad textures, low poly environments.  Many of the locals feel boring and uninspired (though not all) due to drab, flat texture work and low poly models.

It's a shame because the game's great character and enemy design continues to shine through regardless anytime 2D art appears.

I love the designs of nearly all the Mighty numbers. 

At least they fixed it so that it's much much easier to see bullets against the backgrounds now.  This was a serious problem before the game came out.

So that's the bad.  I also feel meh about the soundtrack so far.  There's some good tracks but none that are super memorable the way Shovel Knight's or the old Mega Man game's were.  Part of the problem is the audio balance is all wrong and the music becomes truly background with how quiet it is compared to the sound effects and voice.   I've made adjustments to fix this but often the music kind of drifts into the background and doesn't really get into me.  The game gives you the choice to play the music in either modern or 8-bit mode and I want to recommend the 8-bit mode to you as it better highlights the strength of some of the compositions.  I'm hoping once they release the Soundtrack I can listen to these songs w/o them being drowned out and I might like them more.

The story is a Mega Man Story.  You're not here for it to be honest, but that said I do think it has a lot of neat bits.  For example there is more than just two scientists this time around so it's not just the battle of the good doctor vs the bad doctor.   I like that Might No 9 takes place expressly in America but mention to Japan is made.   I like that Beck's ability to take his foe's powers seems to have an explanation.  My favorite part of the story is the whole "Mighty Number" concept because it's a fun nod to the original Rockman/Mega Man.  In case you didn't know, all of the original Mega Man major characters and bosses have numbers.  It starts from Protoman (No. 00), then Rock (aka Mega Man) who is No. 01, Roll is No. 02, and each of the Mega Man 1 bosses going on from there.  It continued in future games (Bubbleman from Mega Man 2 is Number 11 for example).  Here they stuck with the numbers as a major identifier, but still gave each Mighty Number their own name and matching identity.  Mighty No 4 Seismic here, for example, is an Earth mover, has a gruff personality, but his fellow Mighty Numbers call him "Mic" for short.

The best part about this though is that they play up the idea that the Mighty No.s feel a sibling-like kinship to each other.  Mega Man and Protoman had that, but it was kinda odd that he didn't feel that way about the other 6 Wily/Light colaboration robots from Mega Man 1 (Most of the later ones were Wily only projects so they'd be half-siblings at best).   So when you defeat a Mighty Number in MN9, Beck doesn't destroy them, he just snaps them out of their madness.  This allows them to return later, meaning that the game builds each of these characters up as personalities and once they are on your side, some of them are pretty fun.  My favorites at the moment are Mighty Number 5:  Battalion who has a gun for a head and shouts a mix of random Full Metal Jacket and General Patton references, and Mighty Number 8: Coutnershade who is voiced by Steve Blum and as a cool sniper/cowboy.    I also like the way the game feels like original Mega Man in tone, but its plot seems a little more similar to the "Maverick Virus" of the Mega Man X games.

Anyway all of this is window dressing.  The most important part is how it plays as a game.  On that front I have mostly good news to report.

Might No 9 starts with the "Jump and Shoot Man" formula of Mega Man but then turns it on its head by making killing enemies about dashing through them.  There's no Mega Buster or anything like it, so you just shoot foes until they start to glow, and then you can dash through them to finish them off.  The sooner you dash through them you gain bonuses both in terms of points and temporary attack, speed, or defense buffs.  This is also how you charge up your Sub/Energy Tanks.    This gameplay encourages quick thinking and quick playing, though it doesn't force it.  You can take levels slow and steady.  As a result MN9 feels like a game that is designed to allow patient and new players to beat it, but really reward speed runners and those who build up skill with the game.   The dashes are unlimited, including air-dashing, so you have just insane amounts of mobility in the game and it's easy to forget this isn't Mega Man X where your air-dashes are limited to 1 per jump.  There's also no wall-slide/kick like in Mega Man X so have to remember that.

My biggest problem with this method was in previous version this was all there was, which meant while it was interesting it lacked variety.  The full version of this game fixes this problem in that Beck does gain the ability to absorb powers from his fellow Mighty Numbers.  The absorbed powers don't just give him a gun, but transform him in some way.   In some cases this amounts to a new way to attack, but in some cases it changes him significantly, like turning his legs into treads or giving him a helicopter propeller for a head that he can use to jump higher and glide to safely and then throw at his foes.    The weapons also recharge slowly over time, which encourages you to actually use them instead of feeling like you have to save them for bosses.  Putting this much variety into the weapons also reduces the need for Rush or a Rush-like subpower type thing.

The game's difficulty is... odd.  On the one hand there have been parts and boss fights that have made me growl and shout.  On the other hand, I've been playing the game for only a handful of hours and I'm already done with the 8 Mighty Numbers and onto the post-game.   This was made easier because the game does something that elevates the mystery of "which weapon is good against each boss."  See as you save each Mighty No, they will move in to support you on the stage of the Mighty No their weapon is strong against.  For example, there's a water plan level where Mighty No 2 has set up shop and is freezing everything.  If you beat Mighty No 1, Pyro will show up as "Advice" for that level on stage select, which is your clue that you use Pyro's weapon to beat Cryo.    With that mystery solved it was much easier to proceed through the game once I beat my first Mighty No.   I'm not opposed to this decision because I think it makes the game more accessible, especially if there's a new generation of gamers playing this who have no previous Mega Man experience.   For me though, it makes the journey through the first eight bosses much easier.

The graphical issues with the game do hamper gameplay, even if bullets are easier to see.  It's not always clear to me when an object is in the foreground or the background, where the hit-box for large obstacles or enemies begins or ends.  This was a real problem on one stage where I had to "down slide" under a turbine.  First of all they never explain what that is even though there is a hint for it when you approach the turbine (it's hold down while hitting dash btw).  Second of all, because it's not clear where the hitbox on the turbine begins or ends, you can easily start the dash too far away  and die or get too close to the turbine trying to start the dash.

To wrap up: Kenji Inafune has done the very Japanese thing of taking responsibility for the game's flaws.  I  think it's very telling that he now thinks they over-reached trying to support all the platforms they did at first, especially given this is a new studio and their first game.  A lot of my graphical problems with the game can easily be explained by "well shit Adam, this game had to run on 3DS."  That puts things in a different standard but again makes me fume about "why wasn't this done in sprites?!"  It's Inti Creates!  It's not like they aren't capable of fantastic Sprite Art!

TL:DR; Mighty No 9 is disappointing, certainly not the success of some other Kickstarter games, like Shovel Knight, but to call it a train wreak is an exaggeration.  Yeah, communication was bad before launch, but I have all my keys  now and they are communicating regularly about updates for systems and regions currently left out.


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