Sunday, October 1, 2023

Mighty No. 9

  • Genre: Action Platforming
  • Time Played: 17 Hours
  • Too Short/Long: It's pretty much the perfect length, my playtime is a bit long because I played through as both Beck and Ray, did some challenges, redid levels, and after a long hiatus had to get my bearings again.
  • Pleased/Disappointed: More pleased than anyone else in the world, I think.
  • Why I played: Had to keep the Mega Man's coming. I kickstarted Mighty No. 9 way back when. I also played it as soon as it came out. I also took a huge hiatus probably because those last levels are very difficult.
  • Recommend to others: I would definitely recommend Mighty No. 9, especially over most other Mega Man-likes and even over many Mega Man games.
Mighty No. 9 gets an completely unjustified bad rap. I think because it was one of the earlier kickstarter's that blew up and failed to immediately deliver a triple-a product. Mighty No. 9 is not without it's flaws, but they're hardly in the game play. But honestly, so what that the mouths don't move during cutscenes, do you know how many games I've played where mouths don't move during cutscenes? It's not that weird.

Sure it got a lot of money, nearly 4 mil in the kickstarter, but it's only, and only ever was meant to be a 20 dollar game. It's definitely a 20 dollar game, if not more. I already went on a bit of a tangent when I finished Mighty Gunvolt Burst, but I do really wish people wouldn't give this game so much flak. I feel it's gotta be either from people who didn't bother playing it, or are just so hard-up with their bias of kickstarter controversy, which I feel like is barely a controversy. Missed launch dates and delays? Oh my word, I've never seen that in a video game.


It doesn't play EXACTLY like a Mega Man title? I'm glad it doesn't. It's fun. Not that Mega Man isn't, but while Mega Man 9 was a GREAT throwback at the time that really leaned into it, making it unique as a classic mega man in a more modern era. Mega Man 10 felt lacking as just more of the same. 11, which I just recently finished does have some decent level gimmicks and does try something with the Double Gear system, still felt like it was missing something.


Mighty No. 9 generally speaking, plays like a Mega Man game, has a bunch of variety in level gimmicks, has a lot going for it presentation wise, more story throughout the game, more character interaction, more fleshed out bosses and even it's own unique gimmicks that keep it feeling fresh, faced paced and fun to play. Damn, what a disappointment.


If you like Mega Man games or any of the other platformers Inti Creates makes, give it a shot if you haven't, and if you had and only had negative things to say about it, maybe take off your 2013 kickstarter green tinted glasses and try to enjoy it for what it is a stand alone product. Honestly I think this is one of the best Inti Creates games, and wish they would followed up with more of these, rather than Gunvolt and spin offs.

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