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Mighty No. 9

New video for the game:



The video makes the game looks horrible. 640 Likes... 5000 Dislikes!
 
strange promo... any opinions from folks who've actually played it? looks can be deceiving...
 
Man that trailer is terrible. You'd think Deep Silver would try to make something that makes the game look amazing after the mountain of bad press it has gotten. Even the gameplay bits didn't look compelling. And those jokes, yikes. Bad 90s advertising is not what you want to go for.
 
"Crying like an anime fan on prom night"

There's sarcasm, and then there's being tone-deaf.
 
tone-deaf like a monkey outside a circus tent at 5:30am
 
Its just...soulless. Even from this "exciting" trailer the levels, enemies, mechanics look blah. Still.
 
That trailer finally convinced me to go cancel my limited edition preorder....sigh
 
Its just...soulless. Even from this "exciting" trailer the levels, enemies, mechanics look blah. Still.

The flashy points showing up on enemies kills are what looks the worst to me. Mega Man had a really simple charm and I don't ever remember trying to get a high score in the games. They were just fun to play and earn all of the weapons and fire out what worked.
 
The flashy points showing up on enemies kills are what looks the worst to me. Mega Man had a really simple charm and I don't ever remember trying to get a high score in the games. They were just fun to play and earn all of the weapons and fire out what worked.

Well you have to give a new modern interpretation some artistic leeway. The new Doom game has weapons that weren't in the original. Don't knock it until you watch someone else play it on Twitch first. Not telling you to buy it and become a guinea pig. :)
 
I'm interested in this, but my no preorders ever policy still holds. Last time I broke that policy I got seriously ripped off, Street FIghter V? I'd rather play IV. One bad trailer is not enough to put me off.
 
Looks like you called it.



Ugh, that whole sequence starting at ~23:40 is so rigid and dreadful looking. The transitions aren't smooth and the series of air ships to take down barely even look animated. There is no life in anything, its all just so dead.
 
After all this time, I don't know if I even want to play it. I think I have a WiiU box coming in the mail or something. Perhaps I can recoup my money.
 
I'll play it later, see how it goes. Hold no hope though.

Just tried the first stage..... eh.... it doesn't play nearly as bad as I was dreading. But the game doesn't seem to be detecting my ds4. So kb/m is annoying me.
 
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I want to try it because it seems to have it's moments. Just don't want to spend over $7.50 for an obviously flawed experience. After watching the Twitch streams this morning, and seeing guys complain about it being hard, I thought it was freaking hilarious.

They would start off saying that the game seemed lifeless, not enough enemies, blah, blah, blah. Then when they got owned by the simple mechanics that they were condemning earlier, I was darn near shedding real tears of laughter. I had to explain to my mom that I wasn't having a medical emergency at one point.
 
Anyone have issues with the game and using DS4? It's clear that my computer detects the DS4 as it works with other games but not seem to work for this game.

Oh, I will add this... the game doesn't seem to know what you're using so it gives you prompts for controller, regardless.
 
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I backed it and have been playing it on ps4. Honestly, I think it's fine. I feel like it's a bit more challenging when remote playing on the vita, the pyro boss beat me pretty bad :(
 
It's not that bad, man. I probably wouldn't have paid as much as I did for it, but tbh, I rarely do that in most cases anyway.

Hell, I'm pretty hyped about Mankind Divided, but I'm trying to get it for 35 bucks.
 
Wait, how did they drastically change the art style?

Got pics, I do not remember this... though I wasn't exactly actively looking a the project.
 
Look at the front page of this thread the gif at the top was supposed to be the original art style more handrawn like Megaman 8.
 
Look at the front page of this thread the gif at the top was supposed to be the original art style more handrawn like Megaman 8.
Ah, but I always took that as concept, rather than what it would be.... I think. it's been a while so not sure i remember how I took it.

The art stle seems teh same but changed from 2d to 3d.
 
ZtzjuIU.png
 
Ah, but I always took that as concept, rather than what it would be.... I think. it's been a while so not sure i remember how I took it.

The art stle seems teh same but changed from 2d to 3d.

There is clearly less detail in the current game then there was in their pitch video. The lighting took a massive hit, the character models all look worse due to the lack of detail, and so on. It looks like some shitty CG cartoon.

This is what they were initially promising:

a1d0e45fc7a68f4c962f2ebcd7a2210c_original.jpg
 
There is clearly less detail in the current game then there was in their pitch video. The lighting took a massive hit, the character models all look worse due to the lack of detail, and so on. It looks like some shitty CG cartoon.

This is what they were initially promising:

a1d0e45fc7a68f4c962f2ebcd7a2210c_original.jpg

Nowhere NEAR that level of detail now..
 
Nowhere NEAR that level of detail now..

Exactly. And, yes, that is concept art but still. They're using UE3 there is no excuse for the game looking as bad as it does outside of someone thinking they need to make it look like some modern cheap-ass CG cartoon.
 
Reading on Kotaku (would link but work firewall is blocking) the developer pretty much is admitting it is bad. His biggest flaw was trying to release the game on many platforms at once. 360, XB1, PS3, PS4, Vita, Wii U, 3DS, PC. He didn't think it would be as difficult as it was.
 
There is clearly less detail in the current game then there was in their pitch video. The lighting took a massive hit, the character models all look worse due to the lack of detail, and so on. It looks like some shitty CG cartoon.

This is what they were initially promising:

a1d0e45fc7a68f4c962f2ebcd7a2210c_original.jpg
Indeed... it is lacking in comparison, not denying that. But it isn't horrible. Mediocre is what it is... run of the mill.

Man though, I forgot about that pic, definitely looks way nicer.

Reading on Kotaku (would link but work firewall is blocking) the developer pretty much is admitting it is bad. His biggest flaw was trying to release the game on many platforms at once. 360, XB1, PS3, PS4, Vita, Wii U, 3DS, PC. He didn't think it would be as difficult as it was.

Oh, yea... that was the reason, couldn't have been anything else, not at all.... nope!
 
Reading on Kotaku (would link but work firewall is blocking) the developer pretty much is admitting it is bad. His biggest flaw was trying to release the game on many platforms at once. 360, XB1, PS3, PS4, Vita, Wii U, 3DS, PC. He didn't think it would be as difficult as it was.

He was on Capcom's board of directors, he had in depth knowledge of how Capcom ran everything on the publishing side, he managed teams and budgets significantly bigger than the one for MN9. When he left Capcom he was the global head of production. I don't buy the excuse.
 
Yes, and the Shovel Knight devs said that it costs $10,000 per month for each employee you have to run the development house. The Kickstarter for Mighty no. 9 was only $4 million of which they saw 60% of. $2.4 million spread out over 3 years is not a lot of money when you are creating a game for many platforms at once. They should have released the PC version with their heart and soul into it, and then ported all of the consoles at a later date from that. I bet if he were to have a frank discussion about it he would admit that the compromise was to downgrade everything so that it could work well on the lowest system. Limit the enemies, A.I., graphics, etc to make it fit.

Kotaku article about Mighty no. 9.
http://kotaku.com/mighty-no-9-s-designer-says-i-will-own-all-the-proble-1782382706

Shovel Knight dev costs.
Shovel Knight devs break down costs, sales

Shovel Knight developer blog.
Sales Breakdown: One month later! | Yacht Club Games

Here is the quote from the developers of Shovel Knight on how much game development costs.

So let’s do that for Shovel Knight! These days, most studios will put the average cost of a developer on a game at around a $10k man month. What does that mean? Essentially, each developer will cost the company 10,000 dollars a month or 120,000 dollars a year. Now, of course, not every developer on the team makes that much money and often, NONE of the developers on the team make that much money.

That’s because this monthly $10k goes into much more than just paying the salary of the employee. It covers any and all expenses accumulated from having that employee on site. That includes not only individual expenses for the employee like salary, health insurance, etc but also company expenses like rent, electricity, water, food/snacks, conventions, computer and other equipment, software licenses, lawyer fees, taxes, development kit expenses…the list goes on and on. Given that it encompasses so much, we can use this figure to calculate the cost for the entire game. Also note that some developers may only be on a project for a few months, while others will work for the whole project’s duration. The man month total number can vary widely for games, but for Shovel Knight, we figured it was something around 144 man months to finish the game.

Now, YOU too have the power to estimate game budgets! Just multiply it out! For example, a 50 person team working for two years? That would be 12,000,000! Twelve million dollars! You can see how game budgets really start to add up!
 
I'm pretty sure he would have secured private investors to help the game along as well. Let's also not forget that he spent over a decade managing teams and budgets across projects with several different budget levels. And his final role at Capcom had him handling the business end of EVERY non-Japanese studio the company was working with. Including keeping track of project goals and budgets. Inafune isn't some young developer with big dreams and no understanding of how the industry works. He's been part of the industry for nearly 30 years.
 
I'm pretty sure he would have secured private investors to help the game along as well. Let's also not forget that he spent over a decade managing teams and budgets across projects with several different budget levels. And his final role at Capcom had him handling the business end of EVERY non-Japanese studio the company was working with. Including keeping track of project goals and budgets. Inafune isn't some young developer with big dreams and no understanding of how the industry works. He's been part of the industry for nearly 30 years.

Deep Silver for one. I bet they lose the IP to this and the other game if sales are bad.
 
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