MULTI Keiji Inafune Kickstarts Mega Man spiritual successor Mighty No. 9

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The wily creator launches his new project at PAX.


Mega Man creator Keiji Inafune has launched a Kickstarter for a new Mega Man- er, I mean Mighty No. 9 game.
What is Mighty No. 9 you ask? It's a blue robot who's pretty much the Blue Bomber under a different name and no arm cannon. Judging by the response of PAX attendees at the panel where Inafune announced it, attended by Eurogamer, that's close enough.


Mighty No. 9 will be a retro action platformer in the vein of Mega Man, right down to you being able to choose the order in which you tackle the bosses, then steal their powers to conquer other foes.








Mighty no. 9 is currently set for a PC release in spring 2015, but it could spread to other platforms based on its popularity. If it raises $1.35 million it will come to Mac and Linux, while $2.5 million will guarantee a release on PS3, Xbox 360 and Wii U.
Additionally, Double Fine documentarians 2 Player Productions - who worked on the Mighty No. 9 pitch video - will make a documentary about the development process if the project can raise $2 million.
The Mighty No. 9 is looking for $900K by 1st October. After less than a half hour it's raised $22,703.

Looking great.
 

MegamanEXE

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Came here to post this. If this succeeds, this will be a day one legit buy for me even though I don't BUY these kinds of games. More or less a revival of MegaMan. This is actually more awesome than you imagine. Sad that this is not MEGA MAN because those rights belong to Crapcom. I really can't wait to see how this goes and let them show Crapcom how it's done.

Plus, how can you write a post with the word "Mega man" in it and NOT tag me. -_-

But still, Megaman looks way cooler than this dude. :p
 
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MegamanEXE

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Only one day has passed and this has already culminated $795,000! In a SINGLE day! Woooot! Day one legit buy for me under all circumstances.
 
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A Rahim

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I started playing megaman X series from X3 and loved every entry since then. hopefully this will raise the bar even high.
 

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Update: The creator of the Kickstarter, comcept USA, has taken to the comments section to respond to backers regarding the project. So far, the campaign has started successfully with about $580k raised in its first 19 hours of going live. In regards to bringing the game to PS4 and Xbox One, the creator notes that those platforms are on a "'wouldn't it be awesome' dream list," including Vita and 3DS versions. But for now, the official line is that those platforms are not part of the plan. They do add, however, that it'd be nice if the console manufacturers came up with a plan to allow the X360 and PS3 versions playable on the next-gen platforms, though it doesn't seem possible since PS4 and Xbox One are not backwards compatible.

They are listening to feedback, and it's possible that Vita, 3DS, PS4, and Xbox One may see the game in the future with the right budget and fan feedback.

"Thanks for your feedback, and know that we are listening! We would definitely want to see [Mighty No. 9] on as many platforms as possible, and next-gen systems and portables are natural fit; lots of things could be possible via stretch goals, it's just a matter of balancing fan desires and development realities (costs) — so please, keep letting us know what you think! Thanks guys!"
 

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[h=1]Mighty No. 9 Reaches Its Kickstarter Goal[/h]


The Kickstarter campaign for Mighty No. 9, the spiritual successor to Mega Man, has already met its $900k funding goal in less than two days. The project was launched and announced by Keiji Inafune at a PAX Prime panel on Saturday.

Stretch goals are now in the pipeline with $1.2 million to add two more stages to the six stages already planned for the game. At $1.35 million, the developer will add Mac and Linux versions for the game, while $2.5 million will include PS3, X360, and Wii U platforms. A new game plus and turbo mode will be developed at $1.5 million and a making-of documentary by 2 Player Productions is set at $2 million.

There are additional stretch goals at $1.75 million and $2.2 million but details have not been announced at this time.

At the time of writing, the Kickstarter project is at $985k.

Mighty No. 9 is slated for release on PC in Spring 2015. The Kickstarter campaign will end on October 1.

Source: Kickstarter
 

MegamanEXE

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I'm pretty sure beyond the $220,000 goal will be the portable (PS VITA, 3DS) versions as that is the most asked question.
 

r3v3rs3

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So here's a long post highlighting various points related to topic.

You would tend to think that Capcom would take a hint from this and instead of continuous outsourcing of their classic era games they would try to work on something like this (atleast they could try to do it for their most popular early era games). But it hardly seems likely. And they still keep using the names without doing them justice.

So it seems like this is being developed as a PC or console first game. Very good thing in my opinion. I would tend to think that atleast one of the reasons the UGnG for psp didn't turn out nearly as good as it should have been (given that it had the creator of capcom's golden era games on the helm) was simply because the psp simply lacked the processing power for graphics (hence the low fps) and the control pad required for that kind of game. Or perhaps there wasn't enough creative freedom either? Regardless what a disappointment that the 18 year older ghouls and ghosts (arcade) trumped it in every department (including graphics) convincingly.

As for the megaman games themselves, this franchise definitely seems to be quite popular in japan (given the absolutely huge number of games). I have only played MM1, Megaman and Bass and very little of MM9 (few minutes).

So here is my overall opinion of Megaman based on these games:
-- room based structure was ok for first game. I am not sure why it needed to be carried over to later games.
-- weapon system needs improvement or modification. Perhaps have a primary and secondary shot?

-- Most importantly the games need to be less static. I mean battle kid is entirely static too (even more so than MM), but it has very little filler. So in a way, it tried to perfect the static room design. I hope the new game tries to address both these parts. That is being less static and having less filler parts. Again, some of early capcom games do it quite well, so it is certainly quite possible.

Now it might seem like I am being overly critical of these games. Well that's true I guess. MM1 was excellent for its time (probably even a bit underrated perhaps) and Megaman and Bass has some excellent graphics and music (the music is probably the best in the whole 16-bit era imo). I just think that the games have a very good margin for improvement.

Also the last two points that I think are important enough. Too many modern (retail) platform games seem to be collect'em ups. I hope this game won't go that route. The other nice thing would be to have multiple difficulty levels. One difficulty level simply isn't going to cater the whole spectrum of players interested in this game.

All in all though, this game should be a very welcome addition (because apparently capcom don't care enough).
 

MegamanEXE

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So here's a long post highlighting various points related to topic.

You would tend to think that Capcom would take a hint from this and instead of continuous outsourcing of their classic era games they would try to work on something like this (atleast they could try to do it for their most popular early era games). But it hardly seems likely. And they still keep using the names without doing them justice.

So it seems like this is being developed as a PC or console first game. Very good thing in my opinion. I would tend to think that atleast one of the reasons the UGnG for psp didn't turn out nearly as good as it should have been (given that it had the creator of capcom's golden era games on the helm) was simply because the psp simply lacked the processing power for graphics (hence the low fps) and the control pad required for that kind of game. Or perhaps there wasn't enough creative freedom either? Regardless what a disappointment that the 18 year older ghouls and ghosts (arcade) trumped it in every department (including graphics) convincingly.

As for the megaman games themselves, this franchise definitely seems to be quite popular in japan (given the absolutely huge number of games). I have only played MM1, Megaman and Bass and very little of MM9 (few minutes).

So here is my overall opinion of Megaman based on these games:
-- room based structure was ok for first game. I am not sure why it needed to be carried over to later games.
-- weapon system needs improvement or modification. Perhaps have a primary and secondary shot?

-- Most importantly the games need to be less static. I mean battle kid is entirely static too (even more so than MM), but it has very little filler. So in a way, it tried to perfect the static room design. I hope the new game tries to address both these parts. That is being less static and having less filler parts. Again, some of early capcom games do it quite well, so it is certainly quite possible.

Now it might seem like I am being overly critical of these games. Well that's true I guess. MM1 was excellent for its time (probably even a bit underrated perhaps) and Megaman and Bass has some excellent graphics and music (the music is probably the best in the whole 16-bit era imo). I just think that the games have a very good margin for improvement.

Also the last two points that I think are important enough. Too many modern (retail) platform games seem to be collect'em ups. I hope this game won't go that route. The other nice thing would be to have multiple difficulty levels. One difficulty level simply isn't going to cater the whole spectrum of players interested in this game.

All in all though, this game should be a very welcome addition (because apparently capcom don't care enough).
If you want the "Primary/Secondary Weapon" feature, I suggest you play the Megaman Zero series, quite epic and you can equip two weapons at the same time and it feels very satisfying when break through enemies using buster and Z-saber.

Megaman X4-8 also had double weapons but nobody likes to use Zero's buster, everyone prefers the Saber. Megaman is an amazing franchise (exactly why I'm such a fan) but please, I suggest you try its other story driven games as well like Megaman Battle Network and Star Force. If you like the internet, you'll find MM Battle Network quite epic.
 

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[h=1]Mighty No. 9 Kickstarter Stretch Goals Added With Co-Op, Next Gen Support & More[/h]


You've probably heard about Mighty No. 9 by now, Keiji Inafune's spiritual successor to the beloved Mega Man series. It was revealed about nine days ago at PAX Prime and is nearly reaching $2 million. The game has already hit its funding goal and will definitely be heading to the PC, Mac, and Linux. A new revised goal of $2.2 million is in reach for PS3, X360, and Wii U versions, and now comcept has added new stretch goals including the chance for the game to hit PlayStation 4 and Xbox One.

In an update on Kickstarter, a new handful of stretch goals reveal a bonus boss rush mode at $2 million, which would have players battle bosses back-t0-back against the clock. At $2.4 million, a new challenge mode will be added to the game, which will remix levels and enemies for new mini-missions. For $2.55 million, a full extra end stage and original boss will be added as part of the end game.

Should the Kickstarter reach $2.75 million, an online co-op challenge mode will be incuded, having players take control of both Beck and Call. In this online co-op mode, players will be able to tackle dozens of missions, which will also have remixed levels similar to the game's challenge mode. Additional stretch goals are also set at $2.9 million and $3.1 million, but the details for those goals have yet to be announced.
Finally, due to overwhelming feedback, the developer will add PS4 and Xbox One versions should the campaign reach $3.3 million. This will make a whole lot of sense as the game is targeted for a Spring 2015 release. By that time, the next-generation cycle will be well underway when the game is finally finished. Backers will have the option to choose these platforms as their digital copy reward, assuming that the Kickstarter does reach $3.3 million.


For people wishing Vita and 3DS versions of the game, there's a chance that it may come in a future stretch goal but nothing is confirmed yet. Here is what they have to say:

Handhelds are still a possibility! Just because you don’t see them in this next set of goals doesn’t mean we aren’t working on this. :) We know many of you have been asking about the possibility of Vita and 3DS versions of Mighty No. 9, so now we know the desire is most definitely there — what’s left is to figure out if the money and production realities can make this possible. We wish we could say more at this point, but we can say this: There might be other ways to make this happen (besides stretch goals) that we are currently investigating. (Or maybe it will end up being a later stretch goal after all?)
Either way, we hope to have an update of some kind on this by later next week — and just to be 100% clear, this is not a confirmation we can or will be able to offer handheld versions, only that we hear your feedback here, and there are some interesting possibilities we are busy looking into!


Have you funded Mighty No. 9 yet?

Source: Kickstarter

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[MENTION=218]CerebralTiger[/MENTION] do you think this should shift to the general gaming or IS ok here ?
 

manigamer

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[h=1]Mighty No. 9 Gets Extra End Stage/Boss & Challenge Mode With One Week of Funding Left[/h]


The Kickstarter campaign for Mighty No. 9 is near the end of its stage. While the game has reached its funding goal long ago, there are still a few stretch goals that the developer team wishes to meet before the project hits its deadline on October 1.


Players can expect to see a new challenge mode for the game, which is similiary designed to New Super Mario Bros. U.This new mode will remix current levels and enemies, providing dozens of mini-missions for players to accomplish.

Mighty No. 9 will also add an extra full stage with a new boss towards the final part of the game.

So far, the campaign is currently at $2,542,000 with an additional $36,309 from Paypal, totaling about approximately $2,578,000. The next stretch goal is set at $2,750,000, which will bring an online co-op challenge mode to the game. Additional stretch goals include an intro stage and boss at $2,900,000, a support character at $3,100,000, and next-gen versions for PS4/Xbox One at $3,300,000.

If you wish to pledge, it's $20 for a digital copy of the game. Mighty No. 9 is confirmed for PC, Xbox 360, PlayStation 3, and Wii U in April 2015.

Source: Kickstarter

---------------

No longer PC exclusive,, time to move this thread to "GEN GAMING"
[MENTION=218]CerebralTiger[/MENTION] :)
 

manigamer

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[h=1]Mighty No. 9 Adds Physical Copies, Vita/3DS Platforms to Stretch Goal[/h]


The Mighty No. 9 Kickstarter campaign is coming to a close but it has added a new stretch goal today: PlayStation Vita and Nintendo 3DS versions. Also added to the campaign is the option to purchase physical versions of the game, provided that you're getting the Steam copy of Mighty No. 9.


The stretch goal to bring a PS Vita and 3DS version of the title comes at a hefty$3.5 million, $200k over the next-gen goal. The campaign says that the stretch goal was set after analyzing numbers and talking with various companies that would allow the developers to release a great handheld version. As a result, Abstraction Games — who worked on Hotline Miami for PSNand apparently an unannounced version of Duke Nukem 3D Megaton Edition to Vita — will be porting Mighty No. 9 for the 3DS and Vita. Assuming the goal is met, that is.


For people who have backed the game and have chosen the Steam version as their digital copy, you'll have the choice of getting the game in physical form as well. For an additional $26 in US or $31 internationally, comcept will deliver a physical disc copy of the game in addition to the digital Steam version. There is also a special USB memory stick version in the shape of an NES or Famicom cartridge available for an additional $36 US or $41 internationally. Instructions on how to order these physical versions are detailed on its Kickstarter update.



The crowdfunding campaign for Mighty No. 9 is currently just over $2.7 million when totaling the Kickstarter figure and Paypal donations. The next stretch goal at $2.75 million will bring an online co-op challenge mode to the title. The Kickstarter will end on October 1.

Mighty No. 9 will come to PC, Mac, Linux, PlayStation 3, Xbox 360, and Wii U in Spring 2015.

Source: Kickstarter
 

manigamer

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[h=1]Mega Man 2 Composer Joins Mighty No. 9[/h]


In a Kickstarter campaign update, the developers of Mighty No. 9 have announced that Mega Man 2 composer Takashi Tateishi will join Manami Matsumae (composer of Mega Man 1) and Ippo Yamada (Resident Evil, Mega Man 9, Mega Man 10). All three will help compose the soundtrack for Mighty No. 9.

I think this is exciting news, considering every song in the Mega Man 2 soundtrack is just as memorable as the game itself.

Mighty No. 9 also hit a new stretch goal recently, now bringing a new intro stage and boss to the title. It also added an online co-op mode and extra end stage/boss for the game. A new stretch goal of $3.5 million will bring Mighty No. 9 to PS Vita and 3DS.

The next goal at $3.1 million will bring a "faithful sidekick" for the game's hero, Beck.

The Kickstarter campaign ends on October 1 with about $2.96 million funded so far. The title is confirmed for PC, Mac, Linux, PlayStation 3, Xbox 360, and Wii U.

What do you think of the recent development? Anyone else think the soundtrack for this game is going to be awesome?

Source: Kickstarter

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[MENTION=1394]MegamanEXE[/MENTION]
 

MegamanEXE

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They've been on a roll these 2 days. 2 goals accomplished in 2 days. This is BEYOND epic. While you're all talking about GTA5, this is the main game for me. Will no doubt buy it. I really hope you guys play this too!
 
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