The Mighty No. 9 Thread



Mighty No. 9 Will Be Cross-Buy On PlayStation, Support 3D On Nintendo 3DS. June 11, 2015 . 3:00am

Comcept and Inti Creates have shared platform-specific details for Mighty No. 9.


Comcept and Inti Creates have shared platform-specific details for Mighty No. 9, including system requirements on Windows, questions regarding Cross-Buy on PlayStation, stereoscopic support on 3DS, and so on. You can find the details below.

[Windows]

MINIMUM Requirements:
OS: Windows 7 64-bit or newer
Processor: Intel Core 2 Quad @ 2.8 GHz or AMD Phenom X4
Memory: 4 GB RAM
Graphics: Radeon HD 7770 or Nvidia GeForce GTX 550 Ti
Hard Drive: 2 GB available space

RECOMMENDED Requirements:
OS: Windows 7 64-bit or newer
Processor: Intel Core i5 @ 3.3 GHz or AMD Phenom II X6
Memory: 8 GB RAM
Graphics: Radeon HD 7950 or Nvidia GeForce GTX 660 Ti
Hard Drive: 2 GB available space

[Mac]
System Requirements: TBC

[Linux]
System Requirements: TBC

[Nintendo 3DS]
3D-enabled: Yes
Touch screen support: Yes
Amiibo support: No
Spotpass: No
Streetpass: No
Mii support: No

[Wii U]
Gamepad support: Yes
Motion controls: No
Miiverse support: No
Amiibo support: No
Classic controller: TBC

[PlayStation Vita]
Cross-buy: Yes
Touch controls: No

[PlayStation 3]
Cross-buy: Yes
Cross-play: No

[PlayStation 4]
Cross-buy: Yes
Cross-play: No
Touch controls: No
Remote Play: TBC
Cloud saves: TBC
Share Play: TBC
Live broadcasting: TBC
PlayStation TV: TBC

[Xbox 360]
TBC

[Xbox One]
Cloud Saves: TBC
Windows 10 Cross-Buy: No

The PC and console versions of Mighty No. 9 will launch this September. The Nintendo 3DS and PS Vita versions of the game will be made available later.

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
 
odd that there will be touch controls in the 3DS version but not Vita
 
Two questions with legendary 'Mega Man' creator Keiji Inafune


| 8hrs ago

Keiji Inafune co-created Mega Man in the 1980s -- and the rest, as they say, is history. He's led a storied career in video games ever since, building franchises such as Dead Rising and Onimusha. Inafune currently heads up his own studio, Comcept, where he's finishing production of Mighty No. 9, an action platformer that raised $3.8 million on Kickstarter in 2013. But, more on that later. One of the truly surprising announcements to come out of the Xbox showcase at this year's E3 was ReCore, a new IP from Inafune that features a woman in an arid world of robots that carry glowing, mysterious cores. The Xbox conference revealed a trailer, a spring 2016 release window and not much more. We sat down with Inafune at E3 and asked him two questions: one about ReCore and the other about the state of creativity in the video game industry. He had plenty to say.


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source: engadget.com/gaming/JoyStiq
 
20 min worth of gameplay in this video, and the entire time they're interviewing Inafune. I can't wait for this game to come out.

[YT]PafduE95zKc[/YT]
 
So I'm super late to this, probably, but is the name also a play on this essentially being X9? I don't know why, but that literally just popped into my head.
 
I don't think I ever heard them say that.


Also with








  • Mighty No. 9 Is A Punishing Treat For Old-School Mega Man Fans

    Preview
  • on Jun 17, 2015 at 07:49 PM
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    4
    This collaborative effort from Mega Man co-creator Keiji Inafune and studio Inti Creates will kick your butt in a good way.
    ... More
source: GT & GI
 
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So I'm super late to this, probably, but is the name also a play on this essentially being X9? I don't know why, but that literally just popped into my head.
No, it has no ties to the MM franchise, at all. The name comes from there being 8 robot masters that Beck fights through, with him being the ninth. SO Beck is essentially the "mighty number 9".
 
No, it has no ties to the MM franchise, at all. The name comes from there being 8 robot masters that Beck fights through, with him being the ninth. SO Beck is essentially the "mighty number 9".

Yeah...I know that, I meant was it a play on this being a Mega Man X spiritual sequel (X9 that we never got in spirit). I know it's not literally Mega Man X9.
 
No, this game would be "closer" to the original series than the X series, but even that, it's not going to play exactly like MM. This game is more about rushing through levels, and using your power absorption to link combos.

But again, you're not going around looking for equipment, like you do in the X series. It's a bit more straight forward, like the original MM series. Again, the "nine" has nothing to do with being a "spiritual sequel" to X9, it has to do with Beck being the ninth robot master. It plays into the very story.
 
Yeah...I know that, I meant was it a play on this being a Mega Man X spiritual sequel (X9 that we never got in spirit). I know it's not literally Mega Man X9.

I didnt even pick up on that. Good catch
 
No, this game would be "closer" to the original series than the X series, but even that, it's not going to play exactly like MM. This game is more about rushing through levels, and using your power absorption to link combos.

But again, you're not going around looking for equipment, like you do in the X series. It's a bit more straight forward, like the original MM series. Again, the "nine" has nothing to do with being a "spiritual sequel" to X9, it has to do with Beck being the ninth robot master. It plays into the very story.

There's no need to put spiritual sequel in quotations, there's no denying this is a spiritual sequel to the Mega Man series. It was just a thought really, since X ended at 8 and all. Again, was never saying this was a literal Mega Man X9.
 
The only game that was inspired by mega man X to a degree was "Asure striker gun volt" which was said there from the jump that's about it.

same maker & it was the only time that mega man X was mentioned . this over all just their answer to Mega man.
 
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Oh, how I hope this will be successful. Really successful.
And that Capcom is watching closely...
 
It was way more than just "inspired" by lol. And guys, I appreciate the effort to explain and all, but I'm very aware of the background of the game, as I've been following it from the beginning as can be seen by going back in this thread. You took what I said a tad too literally.
 
There's no need to put spiritual sequel in quotations, there's no denying this is a spiritual sequel to the Mega Man series. It was just a thought really, since X ended at 8 and all. Again, was never saying this was a literal Mega Man X9.
I put it in quotes, cause it isn't a spiritual successor to the X series, which was what we were talkng about. The X series is drastically different from the original series. Again, the game reflects closer to the original NES games. I was just explaining why "nine" has nothing to do with X.

And Azura Striker Gunvolt was inspired by Mega Man Zero, which is different form the X and original series. lol, oh boy.....
 
'Mega Man' creator says Japanese publishers need to 'wake up'


| June 19th 2015 at 9:30 am



If you grew up playing any installment of the storied Mega Man franchise, the name Keiji Inafune should carry some weight. Inafune's one of the masterminds behind the beloved metallic man in blue we first met in the NES era. And with his new game, Mighty No. 9, a spiritual successor to his Capcom legacy, he famously kicked off a new wave of Japanese developers who've struck out on their own with the help of crowdfunding.
But Inafune didn't get to this point solely because of a desire to try more modern things; he was essentially forced to turn to Kickstarter when Capcom refused to innovate the beloved Mega Man IP he helped create. "As a creator, as myself, the best thing that happened to this project [Mighty No. 9] is that I have the IP," he says of the experience with Kickstarter. "The IP is mine. The IP is the company's IP, so we can do whatever we want. And that will actually speed things up really nicely because once the backers ask for something, we don't have to go over to the publisher or the first-party [studio] ... or whoever we're working with. We can just make the decision."
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Mighty No. 9 Is A Perfect Harmony Between Action and Platforming. June 20, 2015 . 5:03pm


After playing a near-full version of the game with Deep Silver at E3 this year, though, I’m not worried at all.


I had a great time with Comcept’s Mega Man soul-successor, Mighty No. 9, last year at PAX Prime, but I still felt that the game hadn’t quite veered far enough away from its source material to feel like a truly new experience. After playing a near-full version of the game with Deep Silver at E3 this year, though, I’m not worried at all. In fact, I could barely tear myself away from it.

The demo had ten stages to choose from: Highway, Oil Platform, Water Works Bureau, Power Plant, Mine, Military Base, Radio Tower, Highway, Capitol, and Prison. These stages make up the bulk of the main story in the game, with Highway as the introductory stage and Capitol representing the start of the final stretch. I also had access to all eight of Beck’s transformations, but before I jump into some of those, I want to talk about the controls that make the game special.

Inti Creates is known for its fast-paced action games, exemplified by their recent 3DS title, Azure Striker Gunvolt. One of their key traits is fast, fluid movement—and in Mighty No. 9, this takes the form of Beck’s Dash, which can be executed consecutively without limit. Add in the Xel absorption mechanic—where Beck can dash through damaged enemies and absorb their life force for combat augmentations—and the game’s pace quickly breaks into a sprint.

What’s more, Beck will fire as fast as you can press the button, and augmentations gained by absorbing enemies will cause his shots to pass through enemies and deal more damage. The platforming aspects of the game will tastefully break the pace for the casual player, but for more familiar players, these mechanics can be manipulated for speed runs or score attacks. In that sense, you’re getting both an NES Mega Man game and a Mega Man Zero game in one package; it’s found a perfect and irresistible harmony between action and platforming that makes it hard to put down.



For players focusing on the action aspect of the game, two commands demand mastery: a backwards jump followed up by three diagonal shots, and a forward jump that grants Beck a few frames of invulnerability. Beck’s Dash has a wide range of affect as well, so even if you perform a backwards jump, if you follow up with a dash while the enemy is weakened, he’ll more likely than not absorb it. It’s also important to master the Beck’s eight transformations.

Switching between these transformations was seamless. On the Xbox One controller, the left shoulder and bumper buttons were used to move up or down on a vertical selection window. Pressing the Y Button allowed me to toggle between a selected transformation and my standard form. This system seems to have replaced L and R Button scrolling typical of Mighty No. 9’s source material. All eight of the transformations come from the other Mighty No. characters Beck must save (not destroy!) to progress through the game’s surprisingly deep story.

Some of Beck’s transformations aren’t purely offensive. Mighty No. 6’s grants him the ability to use a propeller which, when held while jumping, allows Beck float across large spaces. When released, it flies upward and returns to Beck like a boomerang. Similarly, Mighty No. 7’s transformation gives Beck the ability to swirl upward with a sword slash, but also perform normal forward attacks while on the ground.

All these elements combined make the game feel like more than just another Mega Man. Although the comparison is inevitable and perhaps even unavoidable, especially since the game has an option to switch the soundtrack to a “retro” setting comprised to 8-bit versions of the game’s main songs recreated by Inti Creates composer Ippo Yamada, the game has a unique style of play that I believe sets it apart from other titles of the same genre. Next time, I’ll talk more about the stages, extra modes, and more importantly, Call—the game’s second character.

Read more stories about E3 2015 & Mighty No. & PC & PlayStation 4 & Wii U & Xbox One on Siliconera.


source: engadget.com/gaming/JoyStiq & Siliconera

 
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He's not wrong. A lot of the western game companies are doing it up big right now.
 


Mighty No. 9 Producer On Call’s Co-Op And Saving Robots Instead Of Trashing Them. June 26, 2015 . 6:00pm


Siliconera had a chance to sit down with the game’s Associate Producer, Nick Yu. The game had changed quite a bit since I’d last played it at PAX Prime back in September, so I decided to start our chat from there.



After spending some time with Beck and Call in the Mighty No. 9 demo hosted by Deep Silver this year at E3, Siliconera had a chance to sit down with the game’s Associate Producer, Nick Yu. The game had changed quite a bit since I’d last played it at PAX Prime back in September, so I decided to start our chat from there.

What kinds of tweaks and balances have been made since Comcept showed of Mighty No. 9 at PAX Prime 2014?

Nick Yu, Associate Producer: Since last year’s PAX, that’s when we brought the beta testing live, we actually set up an email account for the backers with Beta Access to send their feedback directly to us. From there, we gathered all of the information we got from the backers – we actually had someone translating all the feedback, which we finished in about two weeks – and sent it directly to the developers.

From there the tweaking began. Some enemies seemed to deal out too much damage, and others still seemed to have too much health. We also changed Beck’s color from light blue-gray to whitish-silver, since so many backers said that Beck blended in with the background too much.

This is actually the first version where Call has been playable. Are there still tweaks and balances to make with her, or has her gameplay been pretty much finalized?

The gameplay itself is pretty much done. Right now we’re just working on small bug fixes and detailed tunings. Since her gameplay style is so different, there’s not as much tuning to do as there was for Beck.

The sound test for Mighty No. 9 seems like it took a lot of work. Every single track has an 8-bit alternative, which the player can toggle on and off in the title menu. We know Manami Matsumae did the bulk of it, but were there other composers involved?

The two main composers are Matsumae and [Takashi] Tateishi, the composers for the first two Mega Man titles. The sound director is [Ippo] Yamada from Inti Creates. He did most of the heavy lifting for the project. The two composers would make a track and he’d change it to a fitting 8-bit version.


We’ve seen the PC version of Mighty No. 9 before. Today’s demo is running on a PC but using an Xbox One controller, but who’s developing the 3DS version?

Right, so the 3DS version, as well as the PlayStation Vita version, is being handled by a different company called Engine Software, a developer based in the Netherlands. They’re handling the porting work. Well, it’s not really porting work anymore. We actually had to rebuild the game from scratch because of the difference between the console versions and the handheld versions.

Since the game had to be rebuilt from the ground up, can we expect any features to be missing from the handheld versions?

It’ll be exactly the same. Naturally, there might be little bit of a graphical downgrade just because it’s on a handheld, but the gameplay and everything else is intact.


Why did you want to add a dash to the game? It makes it really good for score attacking, but it also seems kind of strange. When you’re shooting an enemy, you kind of want to avoid running into them instead of hitting them head on.

That’s exactly what we wanted to do with the dash. In the older games, you wanted to stay far away from your enemy. The goal was to stay safe and not die. However, in this game, we wanted to get people to get up close and personal with enemies, perhaps even force them to get close to enemies, that way the gameplay itself becomes much faster. No you’re not waiting for the enemy, you have to move toward it yourself. Once you get the hang of the dash mechanism, you sort of get trigger-happy with it right? That’s what we want the players to feel.

You mentioned that the gameplay was built to be fast-paced, but there’s also a co-op mode where one player can be Beck and the other can be Call. How do you maintain the pace when you combine two characters with such different play styles?

Call can definitely keep up with Beck. She may not be able to absorb enemies like Beck can, but she does have that defensive shield – so maybe she’ll man the front and block out projectiles while Beck provides the punch from the back. Each character’s role is very clear in co-op mode. You can’t really make Call an offensive type, so you really have to work together to find that harmony. It’s a very different experience from single player.


I noticed that in this game, Beck doesn’t actually destroy the bosses – he saves them. Why change from destroying bosses to saving them?

Inafune really wanted to focus on the story of each Robot in this title. That’s why the Mighty No. 9’s aren’t just robots, they’re a team, a team that’s competing in the same tournament. They’re the brothers and sisters of Beck. Inafune wanted to stress that they’re not your enemies, but your allies and friends. Hopefully, in the sequel, or DLC, or whatever form, we can explore that relationship a bit more.

You also mention DLC, can you give us an idea of what to expect?

Actually, because of the partnership with Deep Silver, we are able to bring one of the DLC, the one introducing the new playable character, Ray. The players can play her stage, and after defeating her, they can play through the entire single player story mode as Ray. Her gameplay is totally different from what Beck and Call’s gameplay is, and players can expect an interesting twist with her.

Do you have any plans to bring Ray into Co-op mode?

Not right now, but that’s something to think about!

Is Ray also a sibling of Beck?

That’d be a bit of a spoiler, so I’ll have to ask you to wait for the DLC!

How did Comcept get started working with Deep Silver?

The whole working with publishers talk began at last year’s Tokyo Game Show. Even before that we got quite a few offers from different publishers, but after comparing several of the deals, Deep Silver’s was the best. Their approach was very fair, and we felt that there was a lot of potential working with them, so that’s how it happened.

Is Comcept already looking ahead to what will come after Mighty No. 9?

We have some things in mind, yeah!

Do those plans involve Deep Silver?

I mean, the relationship is going so well right now, why wouldn’t it? Definitely, if we wanted to do something, they’re the first ones that we’re going to talk with.

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

Industry
Mighty No. 9 live-action movie in production
Published 39 mins ago. 22 comments.

Led by the creators of the Dead Rising: Watchtower movie.


MN9-Live-Action-Movie-Ann.jpg




Legendary Digital Media, Contraduction Films, and Comcept today announced they will develop a live-action feature-length movie for digital platforms based on the upcoming game Mighty No. 9.
Legendary Digital previously distributed and Contradiction produced Dead Rising: Watchtower, which was releasead on the Crackle online streaming service. A sequel to Watchtower is currently in production.
“The announcement that Legendary Digital is collaborating with Contradiction and comcept on creating a live action project based on Mighty No. 9 is really amazing, not only for myself and the rest of the team at Comcept who worked on the game, but also for all the fans who have supported the project,” said Comcept CEO Keiji Inafune. “This collaboration will give our creation the ability to reach people all over the world. Thanks to all of your support, we have fulfilled another one of our dreams,” Inafune added.
Mighty No. 9 follows an android named Beck, unit number nine in a team of ten combat androids dubbed “Mighty Numbers.” When a computer virus strikes, attacking his fellow robots and machines around the world, Beck is the only one in his line not affected. With the help of his best friend Call, Beck must find the villain responsible for the virus.
Mighty No. 9 the video game is due out via retail and digitally for PlayStation 4, Xbox One, and Wii U, and digitally for PlayStation 3, Xbox 360, PC, Linux, and Mac on September 15 in the Americas and September 18 in Europe. It will launch digitally at a later date for PS Vita and 3DS.

Read More

Industry, Comcept, Contradiction FIlms, Legendary Digital Media, Mighty No. 9



source: Gematsu
 
I really can't recall a time when something has been licensed so much before the original product came out. I mean, I get Beck is basically a stand-in for Mega Man and all, but still.
 
Kamiya from Platinum Games doesnt have nice things to say about this game or Inafune

http://www.forbes.com/sites/ollieba...cks-mighty-no-9-calls-it-an-insult-to-capcom/

The Platinum Games game director Hideki Kamiya recently let rip on what he really thought about Mighty No. 9 and it was rather scathing.

As many know, Kamiya is quite the character on Twitter TWTR -2.14%. Not only does he like to block people for all manner of trivial reasons but he also refreshingly speaks his mind. As such his recent responses to Mighty No. 9 were very much in character.

In one Tweet he called the game a copy of Mega Man and in another that it was an insult to Capcom. Both of these comments frame the creator of Mega Man, Keiji Inafune in a rather unflattering way.

It’s no secret that Inafune cashed in with the Western media in the last generation and chastised Japanese game developers as being irrelevant and unable to come up with anything new. So when he announced Mighty No. 9, which was effectively a remake of Mega Man, it’s hardly surprising that many of his industry colleagues likely took issue with his obvious hypocrisy.


Now Inafune is trying to evangelize Japanese pop-culture again, as the wind has shifted back and it is clear people like Kamiya haven’t forgotten his prior behavior.

While it doesn’t let Capcom off the hook in terms of their mindless mismanagement of the Mega Man series, among a slew of others, it does place people like Inafune in a different and less sympathetic light. Especially as Mighty No. 9 has had all manner of production issues anyway.

Kamiya is by no means a faultless individual but he doesn’t portray himself as one, nor does he slam his entire industry for quick and cheap attention. So in that regard I am with him on this, though he is also a big Xabungle fan so my judgment may be a bit impaired on account of that.

In any case, Mighty No. 9 is out this September on pretty much every gaming device there is. It will be interesting to see how it does.

He needs to shut the hell up
 
He needs to shut the hell up

Lol, what in the world?

But anyway, this isn't new at all. Kamiya has been critical of Inafune in the past. There's the infamous, 'He's not a game designer, he's a business man tweet' Kamiya had, and I think he said in an interview that all the respect that Inafune gets from other creator's is to his face only, though that may have been someone else? I can't recall now.
 
For a business man Inafune's chose's haven't been that great since he started all this. some how I think he's the opposite of all that kinda talk is really a designer. other wise some of the stuff everyone is all over him minus kaymiy state would be said. which is counter to what the latter said as well.
 

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