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Mighty Number Nine: Inafune Strikes Back
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Topic: Mighty Number Nine: Inafune Strikes Back (Read 100636 times)
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May 30, 2016, 08:56:43 PM
Reply #300
MESRecords
Standard Member
Date Registered: May 20, 2016, 08:40:08 PM
Re: Mighty Number Nine: Inafune Strikes Back
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Reply #300 on:
May 30, 2016, 08:56:43 PM »
I really think it will be fine. Not a 'great' game but a solid 7/10. I wish they just went with 2D instead of 2.5D though. Maybe the high jumping speed feels right when you're actually playing the game.
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June 03, 2016, 06:52:43 AM
Reply #301
Emmanuelf06
Donator
Date Registered: October 07, 2010, 03:03:19 AM
Re: Mighty Number Nine: Inafune Strikes Back
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Reply #301 on:
June 03, 2016, 06:52:43 AM »
people were so overhyped since the start anyway, but i think, Inafune used a part of this money of some Red Ash stuff (for the start), it wont surprise me....
Doesnt look a bad game but 3 years for a game who looks like an inde, not sure if it's the best we can do..but yeah, he was in a little team....i won't be rude, i will wait the game.
I just hope, if you don't want finish an enemy with the dash, you don't need to shoot x3 more to kill it.
There is some problems with the trailers too (about the the voice of the guy and what he says" but anyway =p
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June 20, 2016, 01:52:57 PM
Reply #302
Max
MM8BDM Extender
i ate those food
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Date Registered: July 09, 2010, 08:10:13 PM
Re: Mighty Number Nine: Inafune Strikes Back
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Reply #302 on:
June 20, 2016, 01:52:57 PM »
how many of you backed it
i didn't
here's a fun game go through the thread and laugh at people's initial reactions
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June 20, 2016, 03:43:33 PM
Reply #303
Emmanuelf06
Donator
Date Registered: October 07, 2010, 03:03:19 AM
Re: Mighty Number Nine: Inafune Strikes Back
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Reply #303 on:
June 20, 2016, 03:43:33 PM »
I will wait to play the game to be sure...But is it the test from a videogame website? Did he play the game? Not only the old demo ?
Mighty9 wasnt supposed to be so "light colors" (like the pizza thing x)
It's 5.6/20 or 5.6/10 ?....
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June 20, 2016, 05:53:40 PM
Reply #304
MusashiAA
MM8BDM Contributor
Byeah
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Date Registered: February 16, 2010, 04:44:54 AM
Re: Mighty Number Nine: Inafune Strikes Back
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Reply #304 on:
June 20, 2016, 05:53:40 PM »
I wouldn't say it's mediocre, it's good at best. Not anything mindblowing, it looks kinda glitchy and the graphics look bleh, but the game itself looks alright and the music sounds as good as I hoped.
My original impressions were "I hope this is succesful", and I guess the game came out so that's a success, right? It probably won't sell much given the awful awful awful rep its built over the years, but I'd say the game itself met my expectations of a Mega Man successor. In fact, I'd say most first impressions on this thread were "I hope this comes out, I'll support it, looking forward to it since it's Mega Man".
Didn't back it, wouldn't have if I knew the shitty deal backers are having right now, the Kickstarter management is a fucking mess and that's a shame.
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June 21, 2016, 04:26:30 AM
Reply #305
Emmanuelf06
Donator
Date Registered: October 07, 2010, 03:03:19 AM
Re: Mighty Number Nine: Inafune Strikes Back
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Reply #305 on:
June 21, 2016, 04:26:30 AM »
I don't want make things worse but remember that?
https://twitter.com/DarylSurat/status/7 ... 1897381889
People bashed Megaman because it was dead (well it's true in a way), but the fact people said "Megaman is dead, now there is Mighty9" was so ridiculous, it was one of the reason why i didnt one back it.
I did just to try to game but well, too bad....
And now, lets wait for Red Dash ?
french reviewer said the game is empty, but the worst is the way It's made (maybe the level design, monsters placements).
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June 21, 2016, 02:06:14 PM
Reply #306
Jakeinator
Justice League Member
Me draw ooga booga
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Date Registered: September 13, 2011, 06:26:12 PM
Re: Mighty Number Nine: Inafune Strikes Back
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Reply #306 on:
June 21, 2016, 02:06:14 PM »
Apparently this thing bricks the Wii U, So uh... Also mediocre doesn't necessarily mean its bad, but if a game like this with its all star team behind it and what it represented as a revival of old school action platformers, getting a 5.6 is A LOT worse than if something like a licensed game or some random game no one has ever heard of had a 5.6.
EDIT: as a side note, this is pretty damn embarrassing. (tried to put a youtube video here but it wasn't working so I'll just link it.)
https://www.youtube.com/watch?v=bFvXLMD4SSU
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June 23, 2016, 01:32:14 AM
Reply #307
Hallan Parva
MM8BDM MM8 Contributor
drifting absently across an endless sea
Date Registered: September 23, 2010, 10:32:40 PM
Re: Mighty Number Nine: Inafune Strikes Back
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Reply #307 on:
June 23, 2016, 01:32:14 AM »
Quote from: "Jakeinator"
I want to Mighty No. Cry
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June 23, 2016, 04:28:15 AM
Reply #308
Emmanuelf06
Donator
Date Registered: October 07, 2010, 03:03:19 AM
Re: Mighty Number Nine: Inafune Strikes Back
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Reply #308 on:
June 23, 2016, 04:28:15 AM »
I'm pretty sure He has used a lot of this money to start the Red Ash project, and the animes of Red Ash and Mighty9..... and some others things we don't know.... :/
People said the level design is very bad too, i would want try it myself but i have received only the golden beck key (DLC), no idea where i can find the full game key (i have checked everywhere, anyway'
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June 23, 2016, 07:13:54 AM
Reply #309
tsukiyomaru0
MM8BDM Extender
Date Registered: November 07, 2010, 05:01:56 PM
Re: Mighty Number Nine: Inafune Strikes Back
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Reply #309 on:
June 23, 2016, 07:13:54 AM »
I don't mean to say it, but... I told you so. Mighty No 9 would not go well, not with how he choose to handle things.
That aside we can look forward to Iga and Kojima, both have presented some amazing stuff lately that matches the expectations we had of them.
And there's Gunvolt 2 in the oven too. Yay for them!
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June 24, 2016, 09:06:51 AM
Reply #310
Emmanuelf06
Donator
Date Registered: October 07, 2010, 03:03:19 AM
Re: Mighty Number Nine: Inafune Strikes Back
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Reply #310 on:
June 24, 2016, 09:06:51 AM »
When i see how some stages of Megaman X4 was awesome, by exemple.
Awesome level design, original stuff, not always the same, awesome musics, a lot of details.
Remember before? Megaman was cool, especially Megaman X for the action style:
Megaman x4, split mushroom stage:
(click to show/hide)
I don't know if we will get something from capcom but i suppose they are the only one who have the potential to make something good, just they dont want.
Or maybe, if there is really a megaman 11, i won't be with the 8 bit poor style (even if it's fun to play for a sunday).
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June 24, 2016, 06:28:36 PM
Reply #311
Jakeinator
Justice League Member
Me draw ooga booga
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Date Registered: September 13, 2011, 06:26:12 PM
Re: Mighty Number Nine: Inafune Strikes Back
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Reply #311 on:
June 24, 2016, 06:28:36 PM »
I wouldn't mind if they kept making 8 bit Mega Man games for classic IF they also continued stuff like the X series and didn't revert that back to 16-bit style and kept it advancing. I doubt they'd pull something like that if they made another game in the latter Mega Man (zero and ZX) style though.
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June 26, 2016, 03:22:28 AM
Reply #312
JaxOf7
MM8BDM Extender
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Date Registered: March 23, 2011, 03:56:13 AM
Re: Mighty Number Nine: Inafune Strikes Back
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Reply #312 on:
June 26, 2016, 03:22:28 AM »
So I like this game. Looks like I'm gonna be the main proponent for it since hatewagons are fun...
Lives up to the sheer hype? Not really sure if that's possible.
But I backed $20 for a Megaman/MegamanX game and that's what I got. I even got a bonus character.
So the system:
(click to show/hide)
*No walljump, ledge cling, ladder jump: This makes vertical sections more resemble the classic series than the X series while also solving some key issues with classic series vertical sections (only way up was ladders and jumping on blocks. But here you got ledges, jumping up off of ladders, jumping off of hang-rings, and just jumping up platforms that allow up/down passage.) (X series vertical sections tend to be too open ended for their own good)
*No Charge Shot: Well bosses don't have invincibility frames, so you don't really need it. This is just gonna be a matter of taste, I personally like mashing fire on all types enemies.
*DASHING: So dashing isn't limited by something like "# per jump" or "you can't air dash if you dash jumped." It goes "You dash, can't dash for like 1 or 2 frames, you can dash again." SIMPLE and only requires memory of like the last second. Also getting hit while dashing resuts in more knockback, so it's more risky in terms of going fast. As for the fact it pretty much lets you glide, enemies often tend to take up air space anyway, and you can't attack while dashing. The gliding also makes Aviator's stage one of the most forgiving air stages in the genre by letting you save yourself from the bottomless pits. Gliding also takes away a lot of the waiting Brandish's moving car platforms would normally incur in games. So all in all, I like the DASHING a lot.
*Absorbing enemies: So in the X series, after killing an enemy, you should be dashing ASAP afterwards anyway. What this system does is just change the order around a bit: you "kill" an enemy, you dash through them ASAP, and the percentage tells you how quick you were. It lets you know if you're being quick or not while also feeding into the other parts of the absorption system. Main thing about the absorption system is it replaces random drops, so this game has effectively removed RNG from Megaman games. Absorption is how you fill your ETanks (which you lose on death btw) and get buffs from different enemies which just serve to make the game a bit more interesting. (In Megaman, you see a sniper joe and go "crap, shielded guy ruining my day," but here, you see a "Sniper Joe" and go "Crap, shield, but he's going to give me an attack buff, hell yeah") Also absorption gives your current weapon some ammo, I mean why not?
Overall, I'd say the system works pretty damn well for making the game quick and fun.
Bonus: Ray: Ok, so take Beck, remove his absorbing foes for temporary buffs and Etanks, replace his buster with a meh melee weapon, and add on a die-over-time system that gets undone by absorbing foes. (Do note that taking actual damage is not recoverable by absorbing foes, and that the system will not kill but leave you at one health). That sounds horrendous at first, but Ray's pro? An ATTACK DASH. It's amazing how something so simple makes her so fun and quick.
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June 26, 2016, 05:12:19 PM
Reply #313
Gumballtoid
MM8BDM Extender
Recipe for Success
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Date Registered: July 13, 2011, 10:27:00 PM
Re: Mighty Number Nine: Inafune Strikes Back
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Reply #313 on:
June 26, 2016, 05:12:19 PM »
I can completely understand why folks are upset with this game, particularly those that backed it themselves. Still, I'd be lying if I said I didn't enjoy the game, with the notable exception being the voice acting for certain characters (literally just Cryosphere). I think I still prefer playing as Beck, but Ray is still a pretty neat character.
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June 27, 2016, 05:28:52 PM
Reply #314
BiscuitSlash
MM8BDM Extender
Date Registered: November 20, 2010, 12:49:25 PM
im cry
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Reply #314 on:
June 27, 2016, 05:28:52 PM »
This game is the biggest disappointment I've ever seen.
From the screenshots that I saw and the insane amount of money put into it,
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the fact they were basing the concept off the Megaman games which had lots of great and well executed ideas, I was certain that this would be no less than a great game!
Really I was expecting something like Megaman X8. Great visuals for the time, various things included to spice up the formula, 2.5D greatness, unique and interesting ideas for the stages, etc. We didn't get that.
Up until release I felt a bit guilty that I chose not to back the project. Now I feel happy since it turned out the be the right choice. Weird how pledging money towards a movie about an eagle statue was the superior investment.
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Mighty Number Nine: Inafune Strikes Back