Liking Mechanika more as I’m getting used to her, looks like you can keep cancelling held ground dashes into themselves to sustain mobility whilst holding a charge.
Current loadout is Revolver, Coolerang and Homie, feels ok although I’m not totally sold on Homie, it’s grown on me a bit recently but still feels slow and short ranged.
Only movement thing that’s bothering me now is the drastic speed drop you get when getting closer to an opponent, feels like going down a gear too early in a car and really throws me off.
I’m playing but just barely. Also playing Mechanica. I’m laying new floor in my house so I haven’t had a chance to really dig deep into the games quirks.
Are you implying many developers couldn’t make a better Mighty No. 9 than Inafune?
On a separate note to anyone playing ARMS we got free training but it’s hidden, you can set time and health to infinite in 1p vs cpu and set the CPU to stationary or evasive in the difficulty settings.
No I just hate Might No 9 and Inafune, but on hearing Inafune has nothing to do with this I might reconsider.
The First Mighty Gunvolt crossover game, that 3 way crossover between Azure Striker Gunvolt, Mighty No. 9, and Gal Gun was not awful. But that also came out before Might No9 did.
In fairness to Inafune, the real lesson was that Kickstarter isn’t a good source to bankroll and actual AAA title. Shenmue 3 is going to be the same. People got all hyped and put together $6 million for it, not realizing that the first one cost 10 times that. For the Dreamcast. In 2000.
This is true, but Kickstarter simply isn’t going to generate enough money to produce a legitimate AAA game. Especially not enough for one that was given a multi-platform physical release.I think it was moreso an issue of Inafune being over-ambitious than him actively misleading people.