The Mighty No. 9 Thread

*Hope you enjoy text*

I’ve been seeing a lot posts that have a lot mixed feelings of Call F. Most of it deals with the fact on how much she looks like Roll. Now, I’m sure people picked her for different reasons, but people in the MN9 kickstarter, destructoid, various megaman websites, and etc. seem to have a huge issue with this. One of the biggest complaints being that “People merely picked her because they want their Megaman game and they’re stupid.” Hey, I liked E and F and I wasn’t a backer. Didn’t affect me……. In fact, I think a lot of the designs for Call would’ve been used better as Support characters, NPCs, or even villains (C and D). If Mighty No. 9 turns out successful, then it would most likely put Capcom in a lot of shame (they’re not only bad game developers, but also bad business people and terrible human beings).

Anyways…. Why are you guys putting the people who voted for F down? I’m not sure if the voting was rigged or not (I’ve heard weird things going on). But 43% is still a huge number. And I would think that those backers played a large role in getting the game where it is today. It is nearly HALF of the backers who voted for F. I don’t think pissing them off would be the best idea. If the development cycle for the game had any issues or controversies, going back on the poll would make things even WORSE.I am willing to bet that a large number of backers were indeed Megaman fans. Sure, nostalgia can be blinding (look at how people praise ****** games like Final Fantasy X), But as I said, they played a role so huge that it shows how much the care about the original creator. Again, I’m not too sure if they all voted for F. But if they did, is that any reason to put them down? To make them feel ashamed that they wanted something close to Megaman? I’m the type of people that would think that it’d be sad to see a person crying, just because they’re being them.

The best solution is to have the best of both worlds. I don’t know if anybody noticed, but there are campaigns to bring back several of the concept designs that would’ve been Call. I can’t make any promises that all of them will be used, but if one of the staff members imply that Call D might play a mysterious role in the game.

I am promoting the idea of using the designs to not only have them in the game, but also to ease disagreements. I myself don’t think the majority of the designs best suit Call (seriously, C looked like something from My Little Pony that gone terribly wrong). But I do think they have the best use as something else.

Remember, every backer was there when the developers needed them. We also need to look out for each other instead of hating each other. We got this far. Why stop over who’s Call?

-Thank you
 
See, that's what I find funny...

People get excited and are favorable about a game where the developers let, allow, permit the fans and followers to give input, vote, submit ideas, and get involved.

These same fans and followers that get pissy when they don't like the results that are presented to them. These same fans and followers that should be damn grateful their voices are even being considered in the 1st place.

This is a community effort. The votes came from the community. So of course, you get the community members who didn't vote that way and didn't like the choices that made it through. Thus proving that even still you have those that have this entitlement-mentality, instead of looking at the bigger picture, being that Comcempt is evening letting, allowing, permitting the masses to have any say in this game whatsoever.

So, yeah, I'm find with Call. I just want this game, dammit.
 
I honestly couldn't care less what those people think. Don't like Call F? Well, suck it.
I'll be buying and playing it when it comes out.
 
Ditto. Only cares I have with this game is...

3DS, PS4, or Wii U version?
 
I'm kinda upset at how people treat people who are actually fans of Megaman.... Sure, nostalgia can be a bad thing, but they're also fans. Apparently they have no issues on attempting to get Call D back (as a different role), when she's basically a young female version of Wily.... What the ****?
 
People get excited and are favorable about a game where the developers let, allow, permit the fans and followers to give input, vote, submit ideas, and get involved.

These same fans and followers that get pissy when they don't like the results that are presented to them. These same fans and followers that should be damn grateful their voices are even being considered in the 1st place.

This is a community effort. The votes came from the community. So of course, you get the community members who didn't vote that way and didn't like the choices that made it through. Thus proving that even still you have those that have this entitlement-mentality, instead of looking at the bigger picture, being that Comcempt is evening letting, allowing, permitting the masses to have any say in this game whatsoever.

Your argument's fallacious. The project wouldn't have gone past a Kickstarter page without people (like me) who pledged money to make it happen. "Entitlement" would make sense were this a traditionally published game; those games should be as the team envisioned, and the recent trend of petitioning games to be changed on the whims of maybe-customers is pretty silly. But that's not what this is at all. This is a crowdfunded game where the public input is a show of gratitude. So of course you're going to have donators get passionate about the process. Like with any investor, it's their money at stake here.
 

Keiji Inafune Talks About The Impressive Mighty No. 9 Kickstarter Campaign . January 10, 2014 . 5:00pm

Mighty No. 9 director Keiji Inafune discusses his experience with Kickstarter and his supporters.





It’s been about three years since Mega Man creator Keiji Inafune left Capcom to start his own company, Comcept, where he’s recently been working on titles such as Yaiba: Ninja Gaiden Z, Mighty No. 9, and KAIO: King of Pirates. During an interview with 4Gamer in November, he talked about his experience with Kickstarter.

In addition to Yaiba: Ninja Gaiden Z and Soul Sacrifice Delta, Inafune has keeping himself quite busy with Mighty No.9—what he considers to be the spiritual successor of Mega Man—which hit every single stretch goal in its Kickstarter campaign, amassing almost $4 million in total. 4Gamer asks if it’s safe to say that The Mighty No. 9 is the most popular title of his, within the western media.

“Yes it is, but the reaction is quite different from them when compared to the Japanese, starting with the very first word spoken when we meet,” elaborates Inafune. “From developers to publishers, the first thing they say is ‘congratulations on your successful Kickstarter campaign!’ but in Japan, while my fellow developers do congratulate me—and it’s not that they don’t have as much of a reaction—I think it’s that most people aren’t aware of [Kickstarter].”

4Gamer points out that not only is Kickstarter not as popular in Japan, but those who do know of it, don’t exactly know about how it’s used as a way to fund various campaigns.

“That’s likely the case. I haven’t asked others about it, but I think that could be it,” says Inafune. “Just the other day someone from the industry told me, ‘if I only had 200 million yen ($2 million) I still wouldn’t be able to make a game,’ so I think it’s also because of such a mindset.”

Inafune adds, however, that the person he spoke to was talking about developing games such as Call of Duty or Resident Evil, which wouldn’t really be possible with a budget of just $2 million.

4Gamer then asks if the United States was the country that backed Mighty No. 9 with the most funds.

“Yes, but speaking of money, those in the Middle East are amazing,” says Inafune. “Previously, I got an email from a funder who lives in the Middle East, and he said ‘I’d like to make a fund for all of the pledges, is there any way to make that possible?’ and he was really serious about it.”


“It makes me really happy to know that everyone is pleased,” he continues. “To have over 40,000 backers [at the time of the interview] and have them spend their money on a game that has yet to be released, is really quite something else.”

While having the support of 40,000 people might not seem as impressive to some, Inafune sees it as similar to having a complete baseball stadium full of supporters—and the best part about it is that they’re from around the world.

In addition to all of the supporting funds that Kickstarter made possible, Inafune also mentions that the entire project has caused plenty of people from within the gaming industry to reach out to him.

“Mighty No. 9 is content to which we own the rights to, so I’ve been invited on numerous occasions from others who want to use the rights to make something together,” shares Inafune.

4Gamer points out that several popular games that are being funded through Kickstarter feature prominent industry veterans. They ask Inafune his thoughts on what he thinks of this.

“From this point on, Kickstarter will most likely become part of the main battlefield,” replies the Mighty No. 9 director. “The thing I’m most pleased to have done this time, is having opened the ‘gate’ that is Kickstarter. I hope to become some sort of reference to those who will be coming in afterwards.”



also he'll be at D.i.C.E.



Source:Siliconera

and don't for
get about his other project yaiba ninja guiden z
 
Lump Ninja Gaiden Z, Soul Sacrifice Delta? An upcoming Soul Sacrifice 2??! Sheeet...hellz yeah!
 
so for those of you that saw the live stream From EPD.TV/ROTR (and if you haven't you still can the replay up on that site of their's) of the writer for sleeping Dogs and Mortal kombat deception Tim Carter who works in both mediums has said that one of the many projects he's doing will be made into a movie and one of them is this Keiji Inafune's Mighty Number 9




The Electric Playground


Mega Man fans rejoice! There's a Mighty Number 9 live action adaptation in the works! http://epdaily.tv/?p=133068



EXCLUSIVE



MIGHTY NUMBER 9 LIVE ACTION ADAPTATION IN THE WORKS


Tim Carter, writer & producer over at Contradiction Films, has helped pen such projects as the first season of Mortal Kombat: Legacy and Sleeping Dogs. During our EP Live interview with Tim, he revealed that his company is currently producing a live action adaptation of the Mega Man spiritual successor Mighty Number 9.
“We are building the story right now,” Carter said about the project. “Inafune-san created [Mega Man], and he has now created Mighty Number 9. We don’t have the rights to Mega Man, obviously, but we are working with him on a live action adaptation of it.” He said of Inafune, “I was a little apprehensive about it at first until I got his notes, and thought “Dude, you should be working at Pixar!”"
“I was a little apprehensive about it at first until I got [creator Keiji Inafune's] notes, and thought “Dude, you should be working at Pixar!”"
Carter didn’t elaborate further as to whether it would be a web series, film or in some other type of format, but we can’t wait! We’ll keep you posted as more details surface. Check out our full interview with Tim here, the Mighty Number 9 goodness starts at around 18 minutes.



· 10 hours ago ·



Source:EPD.TV/RTOR & their Face book page.
 
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Watch Keiji Inafune Play An Early Build Of Mighty No. 9

By Ishaan . February 7, 2014 . 10:34amComcept have shared a brief video of Keiji Inafune playing an alpha version ROM of Mighty No. 9.






Comcept have shared a brief video of Keiji Inafune playing an alpha version ROM of Mighty No. 9. Titled the “α2” ROM, this build of the game can be seen below. The video was part of Inafune’s talk at D.I.C.E. 2014.

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Mighty No. 9 is in development for PC, Xbox 360, Xbox One, PlayStation 3, PlayStation 4, Wii U, Nintendo 3DS and PlayStationVita. It’s scheduled for launch in April 2015.
Source: Siliconera
 
this was from two days just didn't put it up til now.


How Mighty No. 9 Developer Inti-Creates Develop Their Games. March 4, 2014 . 5:10pm

In a recent episode of the Mighty No. 9 podcast, Takuya Aizu, President and CEO of Inti-Creates discussed the studio’s approach to game development.





In a recent episode of the Mighty No. 9 podcast, Takuya Aizu, President and CEO of Inti-Creates discussed the studio’s approach to game development. Inti-Creates worked on Mega Man 9 and Mega Man 10, and are also developing Mighty No. 9.

In response to a question from a fan regarding what order Inti-Creates design levels for their games in, Aizu provided the following answer:
“Usually, in normal development, we usually create the intro stage first and then create the last stage next, and we were taught that that’s how you make good games.

That’s how we’ve been doing it in many situations, but in current days, we’ve been in situations where we’ve been asked to submit a vertical slice. So basically, if we start creating the intro first, we’re not able to show a good vertical slice.

So, what we do is—and this is what we’re doing in this case—we pick one of the normal stages and we create it, and we create it in a way that you could play it over and over again, so people can judge what the game is going to be like. And then we move on to the intro stage, and then create the last stage.

That’s the ideal way of moving, but a lot of times, the designs for the last boss comes in later during development, so sometimes we’re not able to do the ideal case of making the last boss stage after the intro boss stage, because the designs aren’t ready.”

Aizu says that in the case of Mighty No. 9, Inti-Creates are using the Mighty No. 5 stage as the game’s vertical slice stage. Later in the podcast, he reveals that Inti-Creates present Keiji Inafune—who is acting as the project lead—with a playable ROM once a month or more, and take his feedback into account.

Mighty No. 9 is in development for PC, Xbox 360, Xbox One, PlayStation 3, PlayStation 4, PlayStation Vita, Wii U and Nintendo 3DS. The game is planned for a Spring 2015 release.

Note: Aizu’s quote slightly edited for grammar and easier reading.
source: Siliconera
 

Mighty No. 9′s Beck Will Have A Downward Dash And Backwards Jump . March 10, 2014 . 10:31am

Mighty No. 9, co-developers Comcept and Inti Creates shed some light on the game’s story, as well as some of the moves that the game’s protagonist, Beck, will be able to use.



In a recent progress report for Mighty No. 9, co-developers Comcept and Inti Creates shed some light on the game’s story, as well as some of the moves that the game’s protagonist, Beck, will be able to use.

Regarding the story, Mighty No. 9 director Koji Imaeda shares:
In the game, Beck can run, [dash] and blast baddies with the best of them, but the truth is he’s a kind and somewhat timid robot. He was never able to display his true talents in the Battle Colosseum, and came to be seen as the weak link holding back his team of fellow Mighty Nos. Gradually he lost more and more self-confidence…until! The global robot rampage!!

Beck was the only robot who didn’t go berserk, which is why he alone is charged with the daunting task of resolving the crisis. At first Beck can’t shake his fears and anxiety, but with the encouragement of his creator Dr. White, he eventually resolves to take on the mission!

The update also reveals that Beck will have access to a downward dash and backwards-jump, although project lead Keiji Inafune feels that neither mechanic is as polished as it needs to be, at the moment.

“The dash is a fundamental mechanic in Mighty No. 9, but it still isn’t fun to do on its own,” Inafune said in a recent feedback meeting with the rest of the team. “Also, we should make the backward jump look more like a distinct, deliberate action—the current animation doesn’t really make that clear to the player.”

Additionally, the team is now also taking feedback from Backers on what text should be displayed at the start of each stage. You can provide feedback here.

source:Siliconera
 

Mighty No. 9 Video Shows Off Early Gameplay Footage . March 19, 2014 . 7:03pm

At his GDC panel today, Comcept’s Keiji Inafune debuted a new gameplay video for Mighty No. 9, featuring footage from an alpha build of the game.






At his GDC panel today, Comcept’s Keiji Inafune debuted a new gameplay video for Mighty No. 9, featuring footage from an alpha build of the game. Watch it below.

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



and


Keiji Inafune On How The Original Mega Man Was Like An Indie Game. March 19, 2014 . 6:51pm

In a sense, Inafune suggests, the original Mega Man for Famicom was an indie movement of sorts within Capcom.





Keiji Inafune once famously said, “Japan is over.”

The controversial comment earned him a considerable deal of ire, and understandably so, since not everyone understood what Inafune was trying to convey. At the time, Inafune was referring to the fact that Japanese developers had been unable to keep themselves on the map, and to lead the industry as they once did. Ambition, Inafune had said, was lacking.

His opinion hasn’t changed very much from that original statement even today, Inafune shared at a panel during GDC this evening.

Japanese games aren’t doing very well in the U.S. and overall in general. The energy level of Japanese games hasn’t come up to a satisfactory point as yet, and a huge amount of effort is required for Japanese games to get back to where they once were.

Inafune went on to discuss what it feels like to be an independent developer, now that he isn’t an employee of Capcom any more, and is working on Mighty No. 9, which is entirely his own project, being developed in collaboration with Inti Creates. Inafune said that watching indie developers in the west helped him figure out what he could do after he left Capcom, and that he feels his “heart and soul” are a lot more free and healthy now that he’s struck out on his own.

That said, Inafune isn’t necessarily concerned about the usage of the term “indie”.

In a sense, he suggests, the original Mega Man for Famicom was an indie movement of sorts at Capcom. At the time, arcades were Capcom’s main business, and the team that Inafune was part of was simply tasked with porting arcade games to home consoles like the Famicom. However, the team had aspirations beyond just porting existing games, Inafune said—they wanted to create a game of their own, and so they did.

The development team for the first Mega Man game was extremely small, and it wasn’t even housed in the main building of Capcom’s headquarters. (Inafune said the team was “treated as such”.) Instead of adhering to what was requested of them, the team followed their passion, which led to the creation of Mega Man.

The team for Mega Man 1, Inafune said, comprised of just six people, three of which were new hires with no experience or any idea of what they were going to work on at the time. So, in a sense, the passion that led to the game’s creation is where the “heart of indie” lies, according to Inafune.

Oh, and those three new hires, Inafune mentioned, are now working on Mighty No. 9.

source:Siliconera
 

Keiji Inafune To Hold Q&A Panel At Anime Expo. May 26, 2014 . 9:31am

Mighty No. 9 creator Keiji Inafune will attend Anime Expo as a guest of honour this year.



Mighty No. 9 creator Keiji Inafune will attend Anime Expo as a guest of honour this year, the convention’s website reveals (thanks, ANN). Inafune will hold a Q&A panel and autograph sessions at the event.

Known best for co-creating the Mega Man series, Inafune has since been involved in a number of games produced by Capcom over the years, including Dead Rising and Lost Planet. Following his departure from the company, Inafune began collaborating with other developers on titles like Soul Sacrificeand YAIBA: Ninja Gaiden Z.

At present, Inafune is working on Mighty No. 9 in collaboration with Inti Creates and is also developing KAIO: King of Pirates with Marvelous AQL, both through his development studio, Comcept.

Anime Expo will be held from July 3rd – 6th.

source: Siliconera
 

Mighty No. 9 Has New Work-In-Progress Gameplay Footage. May 29, 2014 . 11:00pm


Comcept and Inti Creates have shared new work-in-progress footage from Mighty No. 9.










Comcept and Inti Creates have shared new work-in-progress footage from
Mighty No. 9
, featuring the Mighty No. 2 and Mighty No. 5 stages, as well as a glimpse of boss fights. You can view this below.



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Comcept are also taking votes for the naming and colour scheme of the game’s support character. You can find details on this here.

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

source:siliconera

 
That actually looks a lot like Maverick Hunter X
 
Mighty No. 9 : Work-in-Progress Gameplay Footage Ver 1.5

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Also, Call got a (very slight) redesign.

40e3c1fafd1a9b30ec4e1a85d6fa72de_large.jpg
 
Animated series teaser video



Keiji Inafune, the creator of Mega Man, announced today at the 2014 Anime Expo in Los Angeles that an animated TV Series is in development based on his studio’s forthcoming crowdfunded video game Mighty No. 9. The series will be an action-packed comedy aimed at kids 6-11. Digital Frontier, an animation company in Japan, is developing and producing the series for a worldwide release. After witnessing the massive support internationally for the Kickstarter campaign, Digital Frontier reached out to Inafune to develop the animated TV series. (Note: Digital Frontier will not be using any of the funding from the campaign for the production of the animated series) Digital Frontier is actively seeking partners internationally including but not exclusive to merchandising, broadcasting and production. The studio has been recently pitching the series and is currently in talks with interested parties with announcements coming soon.

http://www.dfx.co.jp/en/whatsnew/wp-content/uploads/2014/07/PressReleasePDF.pdf
 



It's a better alturnative to the movie that was told told EPN.Tv by the same studio that 's making this . Too many people at least in the west would have been turned off if they still went live action much less every one else


oh this was put up as well

Mighty No. 9 Gets A Second Crowdfunding Campaign. July 5, 2014 . 10:09pm

Comcept have started a second crowdfunding campaign for Mighty No. 9, which they say is for bonus content that will be added to the game.


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Comcept have started a second crowdfunding campaign for Mighty No. 9, which they say is for bonus content that will be added to the game.

The existing Kickstarter campaign will cover the game in its current form, according to project lead Keiji Inafune. The new campaign—which will be handled through PayPal—will be used for new game content and to help expand Mighty No. 9 to other forms of media, which will somehow be reflected in the game itself.

The first “stretch goal” for this new crowdfunding campaign is full English voice-acting in Mighty No. 9. This feature will require $100,000 in funding. Stretch goals beyond this one have yet to be announced.

Comcept say that this second crowdfunding campaign is not going to be used to fund the Mighty No. 9 animated series. Funding for that will be secured separately by Digital Frontier, who are handling production work on the series.

Additionally, Mighty No. 9 can now be pre-ordered digitally. The game alone will cost $23, although more expensive versions can also be pre-ordered, and will come with bonus items like a digital manual, Steam Early Access and more.

You can find pre-order details here and crowdfunding details here.

source:Siliconera
 
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Mighty No. 9 Videos Demonstrate Basic Actions And Absorb Ability. July 10, 2014 . 11:13am

Comcept have shared new gameplay footage of Mighty No. 9, explaining how Beck’s in-game actions work.



Comcept have shared new gameplay footage of Mighty No. 9, explaining how Beck’s in-game actions work, starting with the basics of of running and jumping and shooting.

Basic Actions:
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Climbing Action:
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Dash Action:
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Absorb Action:
[YT]AHZNRtgLw7k[/YT]


Once you’ve weakened the enemy with a few shots, dashing into them triggers your Absorb ability, which lets you absorb their Xel—the parts robots are built out of in the Mighty No. 9 universe. This ability is exclusive to Beck, meaning Call won’t have it.

Director Koji Imaeda says that you’ll need to be careful while attempting to absorb Xel from enemies. If they aren’t sufficiently weakened, you’ll end up taking damage, and this damage is actually greater than the amount of damage you would take on average. There’s a pushback when this happens, too, so if there are any pit nearby, you’ll find yourself knocked back into them.

In the same update where they detail the above mechanics, Comcept also delve into the making of Mighty No. 2, show off a work-in-progress stage where enemies take advantage of the dark, and say they will soon provide clarification and further details on Mighty No. 9’s second crowdfunding campaign, which they recently launched.


Read more stories about Nintendo 3DS & PC & PlayStation 3 & PlayStation 4 & PlayStation Vita & The Mighty No. 9 & Videos & Wii U & Xbox 360 & Xbox One on Siliconera.
source: Siliconera
 
Keiji Inafune Will Consider A Mega Man Legends-Style Mighty No. 9 Kickstarter. July 14, 2014 . 10:30pm

At the SGC 2014 convention, Keiji Inafune was asked if he would consider developing a Mighty No. 9 game in the style of Mega Man Legends.


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At the SGC 2014 convention hosted by ScrewAttack, Mighty No. 9 project lead Keiji Inafune conducted a Q&A with audience, during which he was asked if he would be interested in creating a Mighty No. 9 game in the style of Mega Man Legends.

Inafune provided an answer to the question, which was then relayed by his translator to the audience. Here’s what he said:
When [Inafune] thinks about Mighty No. 9, the series, he would love to see it go in different directions—any directions that would fit the series. And he just had a question: if you guys saw a Mega Man Legends-style Mighty game come up on Kickstarter, would you consider backing it?
The audience cheered in response to the quote, followed by Inafune saying a few more words. His translator conveyed his quote thusly:
He’ll think about it. So, just to be sure, nothing to announce today. Just to be sure. He’s got nothing to announce today, but the fact is, he just heard all of you shout out like that, so he’s definitely putting that in his pocket and taking it back with him.
Mighty No. 9 is presently in development with the goal of being released in Spring 2015.


Read more stories about Nintendo 3DS & PC & PlayStation 3 & PlayStation 4 & PlayStation Vita & The Mighty No. 9 & Wii U & Xbox 360 & Xbox One on Siliconera.
source: Siliconera
 

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New Gameplay Footage for Mighty No. 9

New gameplay footage from Mega Man co-creator Keiji Inafune's new game Mighty No. 9 has arrived. Keep in mind that this is all work-in-progress footage, but it's still pretty cool. Mighty No. 9 will launch in Spring 2015. It'll be available on pretty much every platform under the sun thanks to its insanely successful Kickstarter campaign.

And
Mighty No. 9 Trailer Shows Off Beck’s Transformations. July 21, 2014 . 3:29pm

A new trailer for Mighty No. 9 demonstrates some of BecK’s transformations in the game.
A new trailer for Mighty No. 9 demonstrates some of BecK’s transformations in the game, among other in-game footage. You can watch the trailer below.
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Mighty No. 9 is currently in development and is slated for release in 2015. A CG animated TV series based on the game is planned for release in 2016.
m9_thumb.png


Read more stories about Nintendo 3DS & PC & PlayStation 3 & PlayStation 4 & PlayStation Vita & The Mighty No. 9 & Videos & Wii U & Xbox 360 & Xbox One on Siliconera.


source: EPN.TV & Siliconera
 

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