Mighty scammer 9 reviews

sarkwalvein

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You mean the section where everyone couldn't separate Inafune's words from Ben's because you know, that's a thing. And this was one of those sections.
I mean the article linked in the quote, and going only by what is written in the article that I decided to trust.
I haven't watched the stream, it really was not worth my time just to make a joke (the joke tone can even be seen in the name quoted).
But if you say the article is fishy I will take a look at the stream.
 

kuwanger

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The creator of this is also the creator of megaman, however he publicly left Capcom with both middle fingers held high and cited them not caring about megaman so much for the reasons for it, given Capcom's approach to the world in the years leading up to it that is not entirely unbelievable.
He then went to kickstarter and said he would make the ultimate "not megaman" megaman game (I believe they call it a spiritual sequel). The pitch for it was... sloppy at best.
He asked for not an awful lot of money as far as modern game dev costs go (900K USD), especially for what he was attempting to do,

And that's about the point at which I disagree. Not so much that the costs might not reach $900K but that the Kickstarter began with concept art and AFAIK no code. Which leads to...

Now I am quite content for the public to fund such things and then big companies to come in and do things, or use it as an interest gauge but it seems many were under the impression that such things were only for little guys just trying to make their way in the world and for creative visionaries that do not want to be chained to a corporation.

Hope I'm not taking you out of context here, but that's basically it. The whole "left Capcom with both middle fingers held high and cited them not caring about megaman so much for the reasons for it", to then to 'make the ultimate "not megaman" megaman game', I feel that puts you in a situation where you're like most other Kickstarter indie developers: you ask for an amount to "kickstart" your development or to "kickstart" completion or whatever. You don't go around asking for the whole development cost. Add to that the development time involved, and I wasn't willing to plop money down to get a game in 3 years (as without any code, it's ridiculous to think they'd get it out much sooner).

Now, as far as what the game as presented? Not the ultimate "not megaman" megaman game. Better than a variety of other knock offs--look at Explodemon for an example. But I think they suffer the same way Dikatana did: too much expectation and not enough delivery.

Seeing that though some people decided to have another little storm in a teacup.

Yea. Personally, I don't care a lot one way or the other. I certainly don't really expect the father of Megaman, at this date, to really know why people liked Megaman games because I don't think most fans are quite sure at this point. Honestly, the original Megaman games weren't super great. They just were the originals, having created the framework for a genre and captivated the imagination of the gamers who played them. You really can't recreate that magic while staying in that genre and leaving that genre just angers the fans.

The best you can do is try your best to make a solid game. Well, except for the frame rate issues--which I agree are ridiculous--I'd say they delivered.
 

FAST6191

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Yeah the megaman fanbase seems kind of split, on top of generally being suspect in a lot of ways, where you have the classic ones which did seem to be about memory and despite requiring fast fingers were often quite slow and methodical, the zero series and a lot of the stuff like we saw on the DS which was very fast paced whenever I played it (almost Gunstar Heroes but with megaman skin) and battle network stuff which was different again. Not as bad as people actually liking Sonic Adventure and the whole ? the hedgehog thing but similarly split. I would also agree that few things are going to replicate the NES/SNES/GB when you were 7 experience.

On amount to kickstart/whole cost then it seems most people playing in that world use it almost as a preorder system and then don't expect to sell that many copies additionally when all is said and done. Or if we do pretend it is investment lite then I would be happy to see it as a kind of series A. Most of that was more that although the company did not do themselves any favours at a lot of points that the public at large not having any clue what goes and responding with "rabble rabble rabble" influenced the infamy of the project. Granted I think kickstarter is lousy -- if I invest then I want shares/profit cuts or at very least a license for the IP, basically something more than a glorified preorder.

3 years not enough to go from concept to gold? For a 3d COD style affair then absolutely. For a 2d platformer from a theoretically experienced dev of them (it is not like they would have to figure out camera designs, jumping physics, probably do OK on input latency, arguably knows level design...) all for modern machines that you would theoretically struggle to peg in said 2d platformer even if you coded it fairly loosely... I am less sure there, sure I imagine half competent coders could have something together but "worthy" of the megaman legacy and however many millions is a different matter.

I have not played the game yet so I can't comment on how it plays, and I am kind of particular about these things so I would want to see what goes.
 

kuwanger

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On amount to kickstart/whole cost then it seems most people playing in that world use it almost as a preorder system and then don't expect to sell that many copies additionally when all is said and done.

Yes and no. Most kickstarter developers seem to be in the R&D phase where they've already gotten enough invested into it that they'd like to figure out how to fill out the rest of the design and basically, as you say, get preorders to start selling on mass production scales. But the idea is also for them to produce a final product so they can then sell it on Steam/PS4/WiiU/whatever or Think Geek (for physical stuff). For example, Shovel Knight had a campaign that was from Mar-Apr 2013 with a Sep 2013 delivery date. Actual release date wasn't until June 2014. Which leads to...

3 years not enough to go from concept to gold? For a 3d COD style affair then absolutely. For a 2d platformer from a theoretically experienced dev of them (it is not like they would have to figure out camera designs, jumping physics, probably do OK on input latency, arguably knows level design...) all for modern machines that you would theoretically struggle to peg in said 2d platformer even if you coded it fairly loosely... I am less sure there, sure I imagine half competent coders could have something together but "worthy" of the megaman legacy and however many millions is a different matter.

Well, 3 years top, starting from scratch. Based upon a guy who has probably gotten into the habit of corporate bureaucracy. I mean, things would be different if they already had a base engine, were already working on the assets, and had an idea for the design beyond a few base ideas. It'd also be different if they were being ran by a 3rd party (higher ups) that was forcing on them hard deadlines--it sounds like that's part of why Inafune left Capcom.

So, as much as Inafune and several veterans of the industry could push forward a lot of the work, it's easy for me to imagine that without a hard base to go off of, Inafune couldn't likely lead the newbie coders and asset makers forward enough and had to rely upon basically getting lucky that they'd do it themselves. Well, that's like a lottery and ends up with your project scraped ~50% of the time to do it all over again.

Anyways, that's my feeling about it. It'd be a radically different time frame if Mighty No. 9 had been, say, a game that was made by Wayforward or another established company but had Inafune (and one or two others) directing the game design, art, level design, music, etc.

Regardless, virtually no one on Kickstarter seems to deliver on time and most end up needing additional funding. It just seemed Mighty No 9 was especially guilty of asking for money too soon and being too early in the development process.

But, I can't really complain. And most of what I said may well be BS. After all, it's out before Cryamore.

I have not played the game yet so I can't comment on how it plays, and I am kind of particular about these things so I would want to see what goes.

I can't really speak for the game either having not played it. I just know that there's no way it could be "the 7yo experience, playing Mega Man for the first time" no matter how awesome it is. That alone just makes me shrug my shoulders and consider it yet another Mega Man clone.
 

Hells Malice

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The game is alright. It's not as bad as people cry about, but it's also not a spiritual successor to mega man. It's an entirely different game that has some similar themes. But gameplay wise it's completely different.

Also people never seemed to realize that the, what, 4 million? the game raised didn't go into making it. News flash, most kickstarter stuff is just pre-ordering the game before it exists. They already had a budget in mind and only increased it when some milestones were hit, but even then that didn't mean it all went into the new content. A lot of that 4 million was preemptive sales profit.

I think if the art was better, the game overall would feel a lot more AAA. it plays just fine but the art is just awful. It really drags the game down. Also a bit too much attempted story...no one gives two shits about their terrible threadbare story.
 
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ric.

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Why do people keep calling Inafune the creator of Megaman? By the time he joined Capcom, Megaman was already created by Akira Kitamura, who had already decided what kind of game he wanted to make, down to the rock-paper-scissors mechanic. I believe Kitamura only got involved up until Megaman 3, before quitting the industry and leaving Inafune to do as he pleased with the franchise.
 
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