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[PC] [PS4] [ONE] [360] [PS3] [WIIU] [PSV] [3DS] Mighty No. 9

Unread postby Tain » 01 Sep 2013 03:51

A kickstarter just opened for a new Rockman-style game led by Keiji Inafune.

http://www.kickstarter.com/projects/mig ... ighty-no-9

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  • Mighty No. 9 is an all-new Japanese side-scrolling action game that takes the best aspects of the 8- and 16-bit era classics you know and love, and transforms them with modern tech, fresh mechanics, and fan input into something fresh and amazing!
  • You play as Beck, the 9th in a line of powerful robots, and the only one not infected by a mysterious computer virus that has caused mechanized creatures the world over to go berserk. Run, jump, blast, and transform your way through six stages (or more, via stretch goals) you can tackle in any order you choose, using weapons and abilities stolen from your enemies to take down your fellow Mighty Number robots and confront the final evil that threatens the planet!
  • Every aspect of development—art, level design, music, programming, etc.—is being handled by veteran Japanese game creators with extensive experience in the genre, and with Mega Man in particular, all the way up to and including the project’s leader, Keiji Inafune himself! Backers will have unprecedented access to seeing this team at work through blogs, podcasts, videos, concept art—the works!
  • Mighty No. 9 is being developed for the PC with gamepad support (of course!), and will be made available through Steam and DRM-free digital distribution methods. Other platforms, including home consoles, Mac, and Linux, are a high priority, but only if we can afford them via stretch goals. Should we reach those goals, anyone funding the project will be allowed to choose which version of the game they would like to receive. The estimated release date is spring 2015.
  • This project is on Kickstarter so it can involve YOU, the fans! Not only will this make it possible, through crowdfunding, for us to make the game exactly as we envision it, but it also allows us to bring dedicated fans of this genre together to assist the team in shaping aspects of the game’s design. We need your help! Let’s make something amazing, and let’s do it together!
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Unread postby ksevcov » 03 Sep 2013 06:32

http://gematsu.com/2013/09/mighty-no-9- ... nding-goal

Mighty No. 9, the spiritual successor to Mega Man from creator Keiji Inafune and his company Comcept, has reached its Kickstarter goal of $900,000 in just two days.

Currently at over $965,000, the project is $1.5 million away from its highest stretch goal of $2.5 million, which would guarantee a console release.

Additionally, a Twitter account launched for the game reveals a few more details.

> Comcept is interested in PlayStation 4 and PS Vita, but “only IF we hear enough interest and can make the money work.”

> Xbox One will also be considered “if there is a demand and we can make the numbers work.”

> 3DS, too, will be considered with “strong enough feedback” and “if we can make the money work.”

> Final retail pricing is still undecided.
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Unread postby icycalm » 03 Sep 2013 22:06

It's at $1.3M now.
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Unread postby El Chaos » 05 Sep 2013 11:07

At $1.6 million. Console release stretch goal has been lowered to $2.2 million: http://www.kickstarter.com/projects/mig ... sts/588626
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Unread postby movie » 10 Sep 2013 04:36

It's at $1.9 million now. PS4 and Xbox One stretch goal set at $3.3 million:
http://www.kickstarter.com/projects/mig ... sts/593460
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Unread postby El Chaos » 17 Sep 2013 18:01

At $2.2 million.

UPDATE: MIGHTY NO. 9 IS COMING TO PS3, XBOX 360, AND Wii U! CONSOLE STRETCH GOAL REACHED!!! :D Thank you and congratulations to all our Mighty Beckers who made this possible!
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Unread postby El Chaos » 19 Sep 2013 23:03

Here's a 40-minute interview with Keiji Inafune: http://www.youtube.com/watch?v=EY8XjnATOU8

Topics discussed include the differences in developing a title with a small team versus a large team, finding enjoyment and inspiration in the act of creation, the importance of fan feedback, and how Kickstarter could very well change the industry.
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Unread postby El Chaos » 30 Sep 2013 14:56

The game runs on Unreal Engine: http://www.kickstarter.com/projects/mig ... sts/613681

Also Rockman 2's composer Takashi Tateishi will contribute to the project [ > ] and there is a survey for choosing the design of support character Call [ > ].
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Unread postby El Chaos » 01 Oct 2013 03:55

At $3.3 million (combined KS and PayPal funding).

MIGHTY NO. 9 IS NOW CONFIRMED COMING TO NEXT GEN! PS4 & XBOX ONE!
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Unread postby El Chaos » 01 Oct 2013 14:28

$3.5 million.

MIGHTY NO. 9 IS NOW CONFIRMED COMING TO VITA AND 3DS, and PS4 & XBOX ONE!
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Unread postby icycalm » 01 Oct 2013 19:02

The flood of all-caps on the Kickstarter page gives me a headache as if someone were shouting in my ear. So repulsive. This is what the creator of Onimusha and Dead Rising has been reduced to, and the rabble calls it "progress".
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Unread postby icycalm » 01 Oct 2013 22:06

What I'd like to know is the typical budget of a Rockman game. If anyone can find this information, let me know.
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Unread postby icycalm » 03 Oct 2013 06:45

This is part of an answer in their FAQ, to the question "Why aren't there eight stages and Might No. bosses, right from the start?":

However, the game is called Mighty No. 9, and not Mighty No.7, right? That’s because we do acknowledge that ideally, in our not-strictly-necessary-but-definitely-best-case scenario, we would have eight stages with eight main bosses, and then a few extra challenges after that—the same as most recent games of this type have been able to offer, including, in our opinion, the greatest game the genre has known to date.


What game is he talking about?
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Unread postby Some guy » 29 Dec 2013 15:35

Mighty No. 9's Call decided.

http://www.kickstarter.com/projects/mig ... sts/706604

日本語のアップデートはこちら!

Drum roll, please!

The Mighty Community has spoken, and we have heard your Call!

It’s finally time to unveil the winner of the Call Vote, and so, by popular demand, I give you the results of the second Call Vote:

In 3rd place... Call H! (15.47% of the vote)

In 2nd place... Call E!! (41.14% of the vote)

And so, the winner of the second and final round of the Call design vote, scoring 43.39% of the votes and thus becoming the basis for our heroine in the final game --

Call F, by Inti Creates’ Yuuji Natsume!!!

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(above) Call F, by Yuuji Natsume of developer Inti Creates

Call F exits the Battle Colosseum triumphant, as the people cheer her on!!

We’d like to say thank you to all the Backers who contributed to making this second vote a great success! The battle got heated at times, but the Mighty Numbers stayed strong and campaigned through numerous threads to support their favorite Call! We couldn’t have done it without you, and the goodwill and enthusiasm surrounding this Poll! Thank you, Mighty Beckers!

What’s your take on the vote? Wish to laud the victor? Lament the vanquished? Let us know how you feel in the forums, KS comments section, and on Facebook and Twitter!

In other news, the New Year is almost upon us and we hope you’re ready to welcome it!

While you’ll want to have your eyes on the skies for the New Year’s Eve fireworks, you might want to peep at the forums too on January 1st for a little surprise! (Shhhh…)
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Unread postby El Chaos » 24 Jan 2014 19:32

Mighty No. 9 first screens (from alpha build):
http://www.neogaf.com/forum/showthread.php?t=757274

mn9_1.jpg

mn9_2.jpg

mn9_3.jpg

mn9_inafking.jpg
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Unread postby El Chaos » 01 May 2014 16:56

MighTV 01 "Dice Talk": Keiji Inafune, Manami Matsumae and Tom-Pom roll the dice and answer some nostalgic questions!
https://www.youtube.com/watch?v=HmLuIvNuuhc
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Unread postby shubn » 30 May 2014 23:07

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Work-in-Progress Play Footage: https://www.youtube.com/watch?v=q1iEFfOBP1o
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Unread postby icycalm » 31 May 2014 02:20

Looks fantastic. So glad they got the character size right and it's not like the claustrophobic GBA Rockman games.
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Unread postby zinger » 31 May 2014 07:36

Sounds like Yousuke Yasui did this track. Actually it has got to be him.
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Unread postby icycalm » 31 May 2014 07:42

Funnily enough, I just noticed that if you look at the very first image posted in this thread -- a concept screenshot -- you can see that it has exactly the claustrophobic GBA perspective that I loathe. So somewhere down the line someone had the sense to realize that this isn't a fucking handheld game. (Not that handheld games HAVE to be claustrophobic -- you just make the sprites smaller for christsake, but I am just sayin'.)
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Unread postby El Chaos » 30 Jun 2014 23:09

Work-in-Progress Play Footage Ver 1.5: https://www.youtube.com/watch?v=a7bwY_H5yo0

And character designer Yuji Natsume tuned Call's design.

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Unread postby El Chaos » 30 Jun 2014 23:22

There's also this footage from the GDC, describing the bosses:
https://www.youtube.com/watch?v=acQj71oGAB8

I don't remember seeing in the other videos that you can shoot in directions other than right in front of you, and also air dash multiple times.
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Unread postby El Chaos » 06 Jul 2014 06:03

New Funding Campaign Announcement: https://www.youtube.com/watch?v=h-6u8_G_J7I
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Unread postby icycalm » 06 Jul 2014 18:19

This is the most belabored funding video I've ever seen. I quit at the 5-minute mark because I couldn't take it anymore, so I don't even know what they are making now. I think it would have been far more dignified if he had just come out with it straight away and wrapped the video in 2 minutes.

The game at least looks great.
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Unread postby movie » 21 Jul 2014 01:09

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