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Author Topic: Mighty Number Nine: Inafune Strikes Back  (Read 68144 times)

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June 28, 2016, 01:45:22 PM
Reply #315

Offline PacManFan

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Re: Mighty Number Nine: Inafune Strikes Back
« Reply #315 on: June 28, 2016, 01:45:22 PM »
DUKE NUKEM FOREVER II

...THE CURSE LIVES ON.

June 28, 2016, 04:12:25 PM
Reply #316

Offline PressStart

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Re: Mighty Number Nine: Inafune Strikes Back
« Reply #316 on: June 28, 2016, 04:12:25 PM »
I've been enjoying the game quite a bit! It is too bad about technical issues on console versions and other Kickstarter related things; I've been pretty lucky with my Steam version so far.

Some of the transformations are really cool, like Brandish giving you Strider-like sword slashes at no weapon cost. You have to do special techniques (down slash, frenzied cuts) to use energy (which is another thing I like; some powers having multiple attacks).

July 21, 2016, 09:07:26 PM
Reply #317

Offline Heihachi_73

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Re: Mighty Number Nine: Inafune Strikes Back
« Reply #317 on: July 21, 2016, 09:07:26 PM »
Quote from: "Jakeinator"
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.
8-bit is dead, Megaman classic needs to enter 20XX already. Besides, 7, 8 and Megaman & Bass had 16-bit graphics, and I still regard those as the last proper games in the series. 9 and 10 should have had the same visual style, and the ability to slide at least.

December 26, 2016, 11:35:30 AM
Reply #318

Offline jerrycheng

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Re: Mighty Number Nine: Inafune Strikes Back
« Reply #318 on: December 26, 2016, 11:35:30 AM »
Thanks for the information..

May 31, 2020, 10:03:58 PM
Reply #319

Offline Hunters120

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Re: Mighty Number Nine: Inafune Strikes Back
« Reply #319 on: May 31, 2020, 10:03:58 PM »
And now... 3 years later...