Post Reply is mighty no. 9 under rated?
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21 / M / america
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Posted 6/24/16
how do you all feel about the game mighty no 9 do you think its underrated or no i personally think its under rated i dont dislike the game while it does have issues the game itself i do find enjoyable.
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20 / M / Costa Rica
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Posted 6/24/16 , edited 6/24/16
It's not underrated, it's just really mediocre. It could have been so much more with modern technology. It had more than enough potential to be as good as the original Mega Man games, perhaps even as good as the Mega Man X series or even better, but sadly it wasn't.

Based on gameplay alone, it looks entertaining enough, I think it works well as an introduction to the platformer-shooter genre perfected by Mega Man. But in my opinion people will only like it if they haven't played any previous Mega Man game, the good ones at least. But that's just my opinion about the game, if someone enjoys it and has fun playing it, that's perfectly fine, that's the point of games after all.



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Posted 6/26/16
I suspect that many of the reviews and other negative feedback are the result of people venting their frustration with how notoriously mismanaged this game has been. I've been having fun with it: it plays well and learning to chain dashes in the most efficient way is fun. It probably helps that I didn't back the game on Kickstarter and didn't follow the game all that closely (though I was aware of the delays and controversies).


JosephJoestar01 in my opinion people will only like it if they haven't played any previous Mega Man game, the good ones at least.


Well, the NES Mega Man games (3 and 5 especially) were some of my first games and I still love them to this day. And as I said above I'm having a good time with this. So needless to say I don't agree with your assertion.

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23 / M
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Posted 7/2/16
I'm pretty sure almost no one can explain to me why the game is bad, all I'm hearing "Uhg! It's Bad! It looks bad! Uhg!"-
Cool, why is that?-
"Uhg! it's just bad!"-
that explains nothing.
I've beaten the game and I see very little wrong or bad, I could do a review soon and I'll say most of the Play throughs I've seen people have not played this game too properly, even people who wont use the different forms, the game is designed around using multiple forms on the fly at the same time.
And also people not wanting to dash, its super easy and boosts Beck and its not precise so you don't need to dash into anything and you can dash away and still absorb.
I do question about how the game goes about Insta-deaths and traps that kill you, thats one thing, and the Final boss is a bit Megaman X5 Syndrome, but mostly everything in fine and good.
My head feels fuzzy but really, everyone talking about this game that says it's bad has not explained at all why it's bad besides "Uhg! It looks bad!, Uhg! it's just bad!" >=(
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Rabbit Horse
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Posted 7/2/16
people had a very high expectation, especially after giving the developers 4 million bucks (i mean, you'd expect the game to be amazing with a funding of 4 million bucks) the end result turned out to be (from reviews and what-not) mediocre and sloppy.
the character design doesn't really seem like it's a product of a 4 million dollar project to be honest...

http://nintendoenthusiast.com/article/mighty-no-9-shows-the-major-risk-of-crowdfunding-campaigns/
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Posted 7/2/16 , edited 7/5/16

namealreadytaken wrote:

people had a very high expectation, especially after giving the developers 4 million bucks (i mean, you'd expect the game to be amazing with a funding of 4 million bucks) the end result turned out to be (from reviews and what-not) mediocre and sloppy.
the character design doesn't really seem like it's a product of a 4 million dollar project to be honest...

http://nintendoenthusiast.com/article/mighty-no-9-shows-the-major-risk-of-crowdfunding-campaigns/


Your just saying words, your not explaining in detail at all why the game is bad though it's not bad to begin with, it's pretty great and I enjoy looking at it.

The things people are complaining about like insta-deaths and death traps, and then hold the original Rockman games as an example, like- those games even the first game with Bomb Man stage has that sh*t! Rockman 2? Even worse death traps, but those are cool games but these games- between Rockman and Mighty No 9 are not extremely different.

Besides, just because someone has a sh*t ton of money, the game is not going to magically become the greatest thing ever in every possible way.

If that sh*t was true, then what the f*ck would I be training for in Art, Animation and Manga and ALSO Coding?

I don't know, maybe to be BETTER at the f*cking craft! (Lord willing)
Just because I have money doesn't mean the magic Money fairies makes EVERYTHING BETTER!

This shows none of you have much of any experience or any at all knowledge on how game development works or how to code and run things.

Besides, even though this isn't the best game, it's a start, wasn't that the f*cking purpose to start with? to get "Megaman" or "Rockman" Games back, maybe the next one everyone will like.

Where the f*ck at all was this guy being like "Hey give me money and i'll make the game that everyone will like"? (Pptttfff, a game that everyone will like, fat chance)

Plus you don't have much to complain, Keiji did not force anyone to pay him that much money or people handing 100's, besides where are their rewards from kick starter? If they got those and the game, what the actual f*ck are they complaining about?

You guys have f*cking figurines and sh*t, I didn't back the game, I didn't get the DLC, I didn't get any f*cking Kickstarter rewards.

And again I STILL have seen literally NOTHING, F*CKING NOTHING on any details on why the game is bad.
Almost everyone is explaining nothing but the same soppy bullsh*t "It looks like its on PS2! UUHHGGGG!" Shut up... you stupid Nabalain f*cks I'm so f*cking sick of hearing that.

Again, can you explain in details why this game is bad?

Wanna see how I play the game?
Cool, I'll make a Video real soon to F*CKING shame you.
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31 / M / Behind You With A...
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Posted 7/2/16
game is another reason kickstarter needs to die
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Rabbit Horse
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Posted 7/2/16
in traditional game development, much like any software project, the staff developing the game needs to deal with constraints such as budget (how much money they allocate in game production) as well as time (how much time they allocate in developing the game).
the software developers follow a schedule, and everything is planned to ensure the game is released in the best possible condition on time and on budget.

this wasn't the case with Mighty No 9, unless the developers seriously underestimated the budget needed to develop the game. Hardcore fanatics are quick to dismiss criticism, claiming that money isn't everything in game development. I strongly disagree: having a higher budget allows the team to hire more experienced game designers (including those responsible for the character and level design among others). It also allows the staff to get access to better development tools. As for the time constraint, the game was delayed at least 3 times, according to Polygon. The game was originally planned for April of 2015. This suggests a colossal mismanagement of time. One of the reasons for the delay is due to network issues, but as a backer pointed it out, "it was one of the "nice to have" features, ... not a must.... nobody really cares about the feature itself." this suggest not only that there was a mismanagement in time, but the project itself was mismanaged - they spent more time on a "nice-to-have" features instead of focusing on the core game aspects. it doesn't help that they didn't bother to inform their backers about the status of the project for 3 months.

Now, the hardcore supporters quickly claim that the developers have no obligation to give players a quality game, since the players gave them money of their own free will. That's of course true, but doesn't shield the game from criticism nor does it necessarily mean that megaman fans should be happy with the end product.

criticism for the game include, but is not limited to:
>wonky controls
>instant death (according to a reviewer, the final boss instant kills and you're forced back into stage 1)
>inconsistency in the game
(according to a reviewer, "the whole dashing-into-enemies-to-kill-them is just flawed. You never know how many hits you need to land until you can absorb them")
>terrible voice acting
and of course, plenty of criticism as for the visuals.
people also complained that the game requires you to use dash to clear certain stages, but the level was designed in such a way that if you don't have precise controls, you die and have to start over. this is especially frustrating when combined with wonky controls.
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Posted 7/3/16

namealreadytaken wrote:

in traditional game development, much like any software project, the staff developing the game needs to deal with constraints such as budget (how much money they allocate in game production) as well as time (how much time they allocate in developing the game).
the software developers follow a schedule, and everything is planned to ensure the game is released in the best possible condition on time and on budget.

this wasn't the case with Mighty No 9, unless the developers seriously underestimated the budget needed to develop the game. Hardcore fanatics are quick to dismiss criticism, claiming that money isn't everything in game development. I strongly disagree: having a higher budget allows the team to hire more experienced game designers (including those responsible for the character and level design among others). It also allows the staff to get access to better development tools. As for the time constraint, the game was delayed at least 3 times, according to Polygon. The game was originally planned for April of 2015. This suggests a colossal mismanagement of time. One of the reasons for the delay is due to network issues, but as a backer pointed it out, "it was one of the "nice to have" features, ... not a must.... nobody really cares about the feature itself." this suggest not only that there was a mismanagement in time, but the project itself was mismanaged - they spent more time on a "nice-to-have" features instead of focusing on the core game aspects. it doesn't help that they didn't bother to inform their backers about the status of the project for 3 months.

Now, the hardcore supporters quickly claim that the developers have no obligation to give players a quality game, since the players gave them money of their own free will. That's of course true, but doesn't shield the game from criticism nor does it necessarily mean that megaman fans should be happy with the end product.

criticism for the game include, but is not limited to:
>wonky controls
>instant death (according to a reviewer, the final boss instant kills and you're forced back into stage 1)
>inconsistency in the game
(according to a reviewer, "the whole dashing-into-enemies-to-kill-them is just flawed. You never know how many hits you need to land until you can absorb them")
>terrible voice acting
and of course, plenty of criticism as for the visuals.
people also complained that the game requires you to use dash to clear certain stages, but the level was designed in such a way that if you don't have precise controls, you die and have to start over. this is especially frustrating when combined with wonky controls.


https://www.youtube.com/watch?v=TE_xGEH2WvQ&feature=youtu.be

This is my quick run through of the first stage, I take little damage and I don't die.

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Posted 7/3/16 , edited 7/3/16
underrated? not at all.
it seems like it want to go some where while it didn't.
so much that doesn't fit or attract or being rememberable (maybe execpt some of its ideas/theme?)
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16 / M
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Posted 7/3/16

AzuroHeart wrote:


namealreadytaken wrote:

in traditional game development, much like any software project, the staff developing the game needs to deal with constraints such as budget (how much money they allocate in game production) as well as time (how much time they allocate in developing the game).
the software developers follow a schedule, and everything is planned to ensure the game is released in the best possible condition on time and on budget.

this wasn't the case with Mighty No 9, unless the developers seriously underestimated the budget needed to develop the game. Hardcore fanatics are quick to dismiss criticism, claiming that money isn't everything in game development. I strongly disagree: having a higher budget allows the team to hire more experienced game designers (including those responsible for the character and level design among others). It also allows the staff to get access to better development tools. As for the time constraint, the game was delayed at least 3 times, according to Polygon. The game was originally planned for April of 2015. This suggests a colossal mismanagement of time. One of the reasons for the delay is due to network issues, but as a backer pointed it out, "it was one of the "nice to have" features, ... not a must.... nobody really cares about the feature itself." this suggest not only that there was a mismanagement in time, but the project itself was mismanaged - they spent more time on a "nice-to-have" features instead of focusing on the core game aspects. it doesn't help that they didn't bother to inform their backers about the status of the project for 3 months.

Now, the hardcore supporters quickly claim that the developers have no obligation to give players a quality game, since the players gave them money of their own free will. That's of course true, but doesn't shield the game from criticism nor does it necessarily mean that megaman fans should be happy with the end product.

criticism for the game include, but is not limited to:
>wonky controls
>instant death (according to a reviewer, the final boss instant kills and you're forced back into stage 1)
>inconsistency in the game
(according to a reviewer, "the whole dashing-into-enemies-to-kill-them is just flawed. You never know how many hits you need to land until you can absorb them")
>terrible voice acting
and of course, plenty of criticism as for the visuals.
people also complained that the game requires you to use dash to clear certain stages, but the level was designed in such a way that if you don't have precise controls, you die and have to start over. this is especially frustrating when combined with wonky controls.


https://www.youtube.com/watch?v=TE_xGEH2WvQ&feature=youtu.be

This is my quick run through of the first stage, I take little damage and I don't die.


this looks like a ps2 game.
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24 / F / Johnstown, PA, USA
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Posted 7/5/16

AzuroHeart wrote:



Since when is a prerequisite for posting on this thread, "write an in-depth analysis specifically formulated to try and satisfy AzuroHeart's wanton, rage-fueled bias in favor of said video game?" If you really want an explanation, which I doubt your actually open to hearing, try stepping back and considering what it could be like from differing viewpoints. No one should have to spoon-feed you.
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23 / M
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Posted 7/5/16 , edited 7/5/16


That's cool, so explain else where why this game is bad. Show me your view point.
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22 / M / Germany
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Posted 7/5/16
Game made by Keiji Inafune

Do I need to say more? Every Inafune-game sucks.
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Spirit World
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Posted 7/5/16
Not horrible, Not good. Just meh. Wait for a steam sale, isn't worth the $20 something.

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