The Mighty No. 9 Thread

That's great. I can't wait to play it.
 
a little off topic but

Shantae teams up with Mighty No. 9 dev for 'Half-Genie Hero'


(5 minutes ago)
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Japanese studio Inti Creates is handling development duties on Shantae: Half-Genie Hero, WayForward's HD installment in the beloved platforming series. You may also recall Inti Creates as the same house handling Keiji Inafune's retro-inspired game, Mighty No. 9.

Shantae: Half-Genie Hero is currently seeking aid through Kickstarter. Publisher WayForward is looking to secure $400,000 in the next 16 days and, as of right now, the campaign has earned over $318,000.

Inti Creates was formed in 1996 by some talent who had left Capcom to strike out on their own. The studio has since formed a working relationship with Capcom and produced several entries in the Mega Man series, including Mega Man 9 and Mega Man 10, and the Mega Man Zero line of games. Inti Creates is also responsible for the upcoming 3DS game, Shantae and the Pirate's Curse.

Source: Kickstarter


It'll also be on other systems as well besides the 3d's like the Wii U and ps4 but this thread is about Mighty No. 9 and it will still be about that. .
 
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Game is now just over 2.6 million. They've revealed some more stretch goals, too. Most notably, the portable one (Vita and 3DS) at a whopping 3.5 million. There's also an online co-op challenge mode (2.75 million), intro stage & Boss (2.9 million), a support character (3.1 million), and the PS4/Xbone versions (3.3 million).

4 days are left.
 
The problem when you let the fans vote (which is a nice gesture) is that they'll overlook some of the more non-conventional designs and go for the obvious.

I think 'C' is the most unique and overlooked design. I also like 'A' because of her quirkness.
 
It's B or E for me, but...I can only vote for one. The downside of being a backer?
 
Mega Man 2 composer joins Mighty No. 9 as funding campaign concludes

(1 hour ago)
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tateishi.jpg
Mega Man 2 sound composer Takashi Tateishi (above, right) has joined Keiji Inafune's team at Concept, and will help score the Kickstarter-funded Mega Man spiritual successor game Mighty No. 9.

Composing under the psedonym "Ogeretsu Kun," Tateishi's works helped define the 8-bit era, and his Mega Man 2 soundtrack is particularly memorable. If you want to sample Tateishi's creations (assuming that they aren't running in a near-constant loop inside your brain already), Wily Stage 1 is a good place to start. Air Man's a classic, too. I'm all about Bubble Man, personally.

The Kickstarter project for Mighty No. 9 recently crested $3 million in pledges, and has entered its final 48 hours. In addition to previously announced releases for the PlayStation 3, Xbox 360, Wii U, PC, and Mac, Mighty No. 9 will also hit the Xbox One and PlayStation 4 if funding reaches $3.3 million by the campaign's conclusion.


also
Mighty No. 9 Will Run On Unreal Engine 3

By Ishaan . September 30, 2013 . 9:30am Comcept have announced that Mighty No. 9 will run on Unreal Engine 3, and have released an early engine test created internally for viewing.


Mighty No. 9 has hit another stretch goal, with around 30 hours to go in its Kickstarter campaign—the game will now include a support character.

This feature will allow for a sidekick character—who hasn’t been decided upon yet—to swoop in for a limited time and use their powers to help out during times of need.

Should Mighty No. 9 hit the $3.3 million mark by the time its Kickstarter campaign comes to an end, developer Comcept will announce PlayStation 4 and Xbox One versions of the game.

Additionally, Comcept have announced that Mighty No. 9 will run on Unreal Engine 3, and have released an early engine test created internally, that was used to test if the engine would provide what the team was looking for. You can watch this below:

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Note that the video above uses placeholder assets and animation, and Comcept say it isn’t necessarily representative of what the final game will look like.


Mighty No. 9 To Have PlayStation 4 And Xbox One Versions. September 30, 2013 . 10:40pm

Mighty No. 9 has hit another stretch goal—the game will now have PlayStation 4 and Xbox One versions.
Mighty No. 9 has hit another stretch goal—the game will now have PlayStation 4 and Xbox One versions. Next up on the list are PlayStation Vita and Nintendo 3DS versions, at the $3.5 million mark.



Source: Kickstarter& Siliconera
 
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The starter hasn't actually hit 3.5 million yet, but it looks like they're going ahead and saying the Vita/3Ds goal is a go. So, it looks like this is guaranteed to be on basically everything current. I figured it would probably make it's way there anyway, but nice to have confirmation and all. Not even out yet and the game has already made nearly 4 mil. Be really interesting to see how it does when it releases.
 
Even though I don't own one, the Vita version was the one I wanted to see happen the most. I hope its a crossbuy title when released
 
I hope Mighty 9 ends up with a ''rival'', too. Like Protoman and Bass.
 
Mighty No. 9 Developers Talk Mega Man Influences And Comparisons. October 1, 2013 . 12:32pm

Keiji Inafune, who many regard to be the father of the Mega Man franchise, is designing a spiritual successor to the series he helped nurture back in the days of the NES and beyond.



Keiji Inafune, who many regard to be the father of the Mega Man franchise, is designing a spiritual successor to the series he helped nurture back in the days of the NES and beyond. Titled Mighty No. 9, the Kickstarter-funded platformer aims to combine retro design sensibilities with newer ones, to create something that is clearly inspired by Mega Man, but at the same time, has an identity of its own.

“You can’t be too bound by the conventions of old games,” Inafune shares in a developer diary video for Mighty No. 9. “Games from 20 years ago have values which are 20 years old by now. There are a lot of good things about retro games, but if we’re too bound by them, I think we’re doomed to fail. Still, if we fail to understand what makes retro games good and make it into a purely modern-style game, that won’t be any fun either.”

“So I think the big challenge is how to mix the “old” and “new” fun and present that mix to the player as a new gameplay experience.”



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The reason Inafune feels that this mix of design sensibilities is achievable for Mighty No. 9 is that the game’s development team includes a number of staff members that worked on the original Mega Man games at Capcom alongside him, but also includes younger staff that were the target audience for those games back in the day.

“It’s not just older guys,” Inafune says. “These are guys I worked with back in the day, and there are younger people who were our target audience once. So we all have similar memories, although from very different viewpoints. That kind of mix helps keep us old timers engaged, while we can teach the younger set what made past games so good, too.”

Mighty No. 9 assistant director Tobuto Dezaki adds, “Even if we say, ‘It’s not Mega Man,’ the game will still be compared to Mega Man. And yes, we do share some basic concepts—but in the end what we’re after here is not just to reboot or refine that same idea. We want to go beyond that concept to a side-scrolling action game that only Inafune—the Inafune of today—could think up.”


Prior to establishing his new studio, Comcept, which is working on the design for Mighty No. 9, Inafune worked at Capcom, where he helped spearhead a number of the company’s flagship titles, including later Mega Man efforts. When he parted ways with Capcom, Inafune claimed it was because he was never given the extent of creative freedom he would have liked to have, despite his contributions to the company.

“I’ve been involved with a large number of big-game series in the past but I don’t have any kind of rights to any of them,” Inafune says. “Even now, people say to me, ‘You should go back and work on those games!’ But I have to say, ‘I’m sorry, I don’t have the rights.’”

However, Inafune adds, “It really bothers me that I can’t respond to fans’ expectations… But with my own IP, I’m free to answer that demand. If they said ‘We don’t want this,’ I don’t have to keep making it, and if they ask me for a sequel, I’m free to create it.’ I’m free to expand the series out like that.”


source:Siliconera
 
Big props to Mighty No. 9. It's really an underdog story and one of the many ways to get around the industry and still find success.
 
Loved that they succeeded. Only slightly disappointed that they'll use the Unreal engine. I was hoping for something more awesome like the concept art. Something beautiful like Rayman Legends.
 

Mighty No. 9′s Call Has Her Final Design. December 29, 2013 . 11:00am
The final design for Call, Beck’s sidekick in Mighty No. 9, has been decided.




The final design for Call, Beck’s sidekick in Mighty No. 9, has been decided. The design was voted on by fans, and the final design is the one below, created by Inti-Creates’ Yuuji Natsume:



Mighty No. 9 is in development for PC, Xbox 360, Xbox One, PlayStation 3, PlayStation 4, Nintendo 3DS, Wii U and PlayStation Vita.




source:Siliconera & GI
 
Still a bit of a bitter backer since I voted for Call E, but it's all good so long as Roll Call's part of the game is fun (and she's not a moe blob).
 
I don't mind that F won, but Call E was clearly the best.

I think F is a little too similar to Roll though.

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I went for either E or F (mostly because the rest was AWFUL). So hey, I'm set.
 
I don't mind that F won, but Call E was clearly the best.

I think F is a little too similar to Roll though.

DEBXpCFl.jpg
the one chosen looks too similar to Roll. I didn't even know there was a vote but looking at the choices, I like C the best. This Call F looks hideous and I think that's all bc of those eyes
 
Call C would have transformed into an Unicorn. :(
 
Call C is stupid, ok.... She looked like a My Little Pony character gone horribly wrong. Plus, she is one of the ugly ones.
 
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