Mighty No. 9 - Keiji Inafune's Next Mega Man

3.5 mill for 3DS?

FUUUUUUUUUUUUUUUUUUUUUUUU!

Still got 2 days for the last minute blitz. It can happen.

The properties on them stretch goals are screwed up if you ask me. I’ll put Vita and 3DS versions over an intro stage and support character.

Man considering both versions will be scaled down technically in some way to the rest of the versions of the game screw you buddy lol. I’d rather have a bunch of cool stuff for the better versions of the game than having some portable ports in lieu of more content.

Though I’m confident that people who can stretch by adding $26 or $36 for extra DVD or USB versions of the games will help push us to the last of the goals anyway. I might just spring for a USB version. I’ll give my friend my Steam code (I figure since I’ll have beta access anyway I can stand to wait a little longer if at all for the physical version).

This is the kind of game I like to play on go. I’ll give up a support character for the chance to this on the subway with the Vita.

Cant they just pay for the rest of the stretch goal lol. We just paid for all the replay value the game can offer.

Late to the party but fuck it we goin to jail.

TEST GAME FOOTAGE!

Powered by Unreal.

https://www.youtube.com/watch?v=5UXDiQrgI6M

I like how people are already complaining that the game isn’t 2D sprites, because they obviously don’t realize what the Unreal engine can actually do.

I like Beck’s speed, I was worried it would be NES slow, but I still want dashing/sliding.

would wall climbing be to much to ask for? I think it added a layer of depth to the x games

If there isn’t wall cling I’m 100% sure there will be at least 1 transformation that lets you reach higher/hidden areas.

What @orochizoolander said. Anything special skills beyond walking, jumping, and a basic attack (we don’t even know if shooting will be one of his basic skills!) is probably going to be a transformation.

I would like to see Beck be able to access transformations quickly like with holding down a shoulder button then in a wheel formation using the analog stick to quickly switch to one of like 8 transformations. A quick tap of the shoulder button can switch to the last one used. Maybe the other shoulder button could be used for mobility transformations like dashing, sliding, X style wall climb, jet pack, etc.

I think the hardest thing for people to get used to is dropping their expectations based on past experiences with Mega Man games.

That’s cuz it looks EXACTLY like a Megaman game. Can’t really blame them. I’m not trying to cry fowl or anything but it’s lookin kinda copy pasta at the moment.

Still excited.

Ok I have to ask this. If they can get that done in 7 days why does this need 18 months to complete? Just something that’s been really bugging me here. Not trying to troll or anything. I’ve just always been kinda iffy about kickstarter as well. And how it takes so long for something and they get to keep your money for that long.

It’d be awesome if some levels forced you to transform multiple times quickly, the the old giant monster chasing you so run the fuck to the right and avoid the shit we throw at you angle.

Because a game is more then 10 feet of level, one enemy, and one shot type?

Yeah things like playtesting, mechanic tweaks, level design, enemy AI, pickups, various algorithms, music composition, etc, require tons of man hours.

Unless, of course you’re a big publisher and you just copypaste everything from last year’s game, add a new level or two and call it a sequel…

Obviously, it’s placeholder, but I’m not liking those distracting shot flashes and explosions. I hope they don’t go overboard with the effects just because the hardware allows it.

I’m liking the placeholder footage. It’s good to see any kind of gameplay. I hope the final product looks closer to the gameplay concept art