Mighty No. 9 Articles RSS Feed | GameSkinny.com Mighty No. 9 RSS Feed on GameSkinny.com https://www.gameskinny.com/ en Launch Media Network Gone Rogue: 7 Developers Who Left AAA to Create Their Own Games https://www.gameskinny.com/biuyf/gone-rogue-7-developers-who-left-aaa-to-create-their-own-games https://www.gameskinny.com/biuyf/gone-rogue-7-developers-who-left-aaa-to-create-their-own-games Mon, 22 Jan 2018 14:14:36 -0500 Allison M Reilly


A career in game development doesn't have to start with indie games and move up toward the AAA games. It can go the other way around, or touch upon a little bit of every type of game. These seven developers show that if you have the drive and the talent, you can make any type of game you want. 


David Goldfarb


Goldfarb is best known as game director for Payday 2 and lead designer for Battlefield 3. He announced in 2014 he was leaving Overkill Software. He founded indie development studio The Outsiders, which is currently working on Project Wight, an action-adventure taking place in an alternative history. In Project Wight, players will play as creatures who are being decimated out of existence by humans. The creatures crawl on all fours, have the ability to soar through the air, and fight with teeth and claws. The game doesn't have a release date yet but is slated for a PC-first release.


Cliff Bleszinski


Bleszinski spent two decades at Epic Games, serving as design director for Gears of War. Bleszinski is also one of the few video game designers who've been profiled by The New Yorker and has appeared on The Tonight Show with Jimmy Fallon. He's primarily known for his work on one game, but incredible work on an even more incredible game.


Nonetheless, he left all that to start Boss Key Productions and launch LawBreakers, a multiplayer first-person shooter. Though the game opened with positive reviews, the title is currently suffering from a lack of active players.


LawBreakers is available on Steam for $29.99.


Mike Tipul


Tipul was one of many developers at Bungie who worked on Destiny to make the switch to indie games. His indie title from Marauder Interactive, House of the Dying Sun, is a tactical space shooter with VR capabilities. The game was long in the making, first showcased in 2012 before it was finally released in November 2016.


House of the Dying Sun is available on Steam for $19.99.


Maxime Beaudoin


Beaudoin was a software architect for Ubisoft who worked on games big and small, including Assassin's Creed Syndicate, Surf's Up, and Prince of Persia: The Forgotten Sands. He called it quits and in 2015 founded indie developer Gingear Studio with his girlfriend, Julie Lortie-Pelletier. Gingear has one mobile title to its name, a cocktail-themed puzzler called Open Bar. Beaudoin explained in a 2016 blog post why he left Ubisoft and finally made the leap to indie game development.


Open Bar is available on both the App Store for $2.99 and Google Play for free.


Brian Reynolds


Reynolds has worked on several great titles during his career. Civilization II, Alpha Centauri, Rise of Nations, and Frontierville are among them. After leaving Zynga in 2013, he revived Big Huge Games (which developed Rise of Nations) as SecretNewCo to create the mobile combat strategy game DomiNations. SecretNewCo took the Big Huge Games name back in 2013, when the state of Rhode Island auctioned off the rights. Big Huge Games was acquired by South Korean game developer Nexon in 2016.


DomiNations is free to play on both the App Store and Google Play.


Evan Rogers


Rogers, the chief gameplay programmer of What Remains of Edith Finch, has been hard at work on a new game called Legendary Gary. Slated for a PC release some time early this year, Legendary Gary follows an avid gamer named Gary. Gary is trying to balance gaming with real life like any gamer, but as elements of the fantasy game he's playing gradually show up in his real life, things just get complicated.


Keiji Inafune


For nearly 20 years, Inafune was a producer and illustrator at Capcom, working on hit titles such as Street Fighter and the Mega Man series. He left Capcom to start his own game development studio Comcept. Although not the only game to come out of Comcept, the studio is best known for Mighty No. 9, a spiritual successor to the Mega Man series. Mighty No. 9 received mix reviews at best. As for Comcept, the studio was acquired by Level-5 in June 2017.


Mighty No. 9 is available on Steam for $19.99.


Working for a giant, well-known, international brand isn't for everyone, even if the job entails developing some of the best and most popular video games. Working on someone else's game is not the same as working on your own game, and many talented developers went on to do just that. Here are seven developers who went rogue, leaving awesome AAA projects to create their own game.

Backer Betrayal: Mighty No. 9 Backers Still Waiting On Physical Rewards https://www.gameskinny.com/2o9vh/backer-betrayal-mighty-no-9-backers-still-waiting-on-physical-rewards https://www.gameskinny.com/2o9vh/backer-betrayal-mighty-no-9-backers-still-waiting-on-physical-rewards Sun, 08 Jan 2017 08:18:29 -0500 Will Dowell

Mighty No. 9, the Kickstarter project infamous for its mismanagement and lackluster release, has taken another hit. Backers have reportedly not received the promised physical rewards for their monetary support. The merchandise company contracted to fulfill these rewards, Fangamer, has come forward in an attempt to explain the situation. In a game backer forum post, Fangamer has explained that while they were contracted to provide these backer rewards, they do need necessary materials from Comcept to fulfill said contract. 

Currently, these physical rewards are in production and are planed to be shipped in early 2017. However, this date is based on if production schedules are fulfilled and successful. There is limited to no information from Comcept to affirm or deny these claims. 

This is not the first time Mighty No. 9 has faced issues supporting its backers. The game faced numerous delays, even after Keiji Inafune promised that there would be no further delays. Trailers such as the one below rubbed many potential backers and buyers the wrong way, with quotes such as " Cry like an anime fan on prom night." The game even had graphical downgrades after the first trailers and screenshots were release,easing many backers to feel as if they had been taken advantage of. 

 Stay tuned to GameSkinny for more news on The Mighty No. 9



Could another true Mega Man be around the corner? https://www.gameskinny.com/67x3m/could-another-true-mega-man-be-around-the-corner https://www.gameskinny.com/67x3m/could-another-true-mega-man-be-around-the-corner Tue, 20 Dec 2016 16:31:03 -0500 SarahKel

So, Mega Man has a new cartoon and a new version of the game for iOS. This just shows how much love there is for the game and that interest for it remains happily in the hearts of gamers. As such, people are talking about Mega Man again. Is there still potential for a new Mega Man game? Let’s find out.

With the original action platform game Mega Man, it followed the adventures of the robotic humanoid titular hero, trying to save the world from Dr. Wily and his destructive robots. Throughout the game, Mega man runs, jumps and shoots his way through stages to defeat a series of bosses called robot masters. Defeat all the bosses and then finally defeat Dr. Wily himself.

It has been over a year since the last Mega Man game was released, with the Legacy collection, which was simply a re-release of the original six games.  But it’s been six long years since an actual full game has been released with Mega Man X.  The game has been on virtually every console since 1987.

Megaman for iOS and Android

There has been a great experience of Mega Man historically being released for portable devices, such as the Game Boy.  So, it is no surprise that the series is going to re-launch the first six games for iOS and Android. It is very exciting. 

The games have been optimized for mobile devices with adjustments to game speed and controls to ensure the best game play possible. Instead of a brand new game, in the manner of Super Mario Run, developer Capcom has listened and realized many people want to play the original games on mobile devices. 

The games will be released from January 2017 for iOS and Android, at $1.99 per game.

Mighty Number 9

The game Mighty Number 9 was funded on Kickstarter and reached its goal. But the game was a disappointment, with the surface of a Mega Man successor, but frustratingly it was marred by missing visual effects, struggling frame rates and broken menu options. 

Overall, it was underwhelming and does not have the sense of what was fun about Mega Man and feels like a second rate impostor than a true successor.  However, it has still sparked hope that fans of the Mega Man game get a true successor to the original and has certainly raised people’s interest in the series.

As Mighty Number 9 has now been out for six months, surely it is time for the developers work out that people want a Mega Man game. And of course, they won’t want to miss out on a new game for the Nintendo Switch, will they?

Megaman: The New Cartoon

A new Mega Man cartoon is being released in 2017 and again proves that 2017 will be the year that momentum really swings in favour of the game.

The series will showcase Mega Man and his struggle to maintain his superhero duties on top of his everyday life. Familiar characters will be back, such as Rush, but also new characters too, one called Mega Mini. This means that there are new stories, new characters and new situations to add to the world of a new Mega Man video game.  

With new things to explore and also retaining the familiar, the game can maintain its original roots, but also provide something new and exciting to draw in new audiences. 

In essence, Mighty Number 9 was created because Capcom failed to release a new Mega Man game, but owing to its disappointment, the brand is beginning to fix what has gone wrong.

A new cartoon and the re-release of the original games for iOS prove that the developers want to pull the game back into people’s consciousness and please those who love the game so much.

Arguably, if the forward plans work as expected, a new Mega Man game cannot be too far in the future and we look forward to seeing this happen. What do you think of the possibility of a new Mega Man game?

After the Anti-Hype: Is Mighty No. 9 as Bad as Everyone Said? https://www.gameskinny.com/gqlz3/after-the-anti-hype-is-mighty-no-9-as-bad-as-everyone-said https://www.gameskinny.com/gqlz3/after-the-anti-hype-is-mighty-no-9-as-bad-as-everyone-said Tue, 27 Dec 2016 05:00:01 -0500 Janette Ceballos

Hype is a tricky tightrope developers need to carefully balance to succeed. Not enough of it and a game fades into obscurity. Too much, and backers may form unrealistic expectations that destroy a game once it releases and doesn’t meet those preconceived standards. Unfortunately, Mighty No. 9 suffered from the latter, which led it to be hated by its community.

For a quick recap, Mighty No. 9 was meant to be somewhat of a spiritual successor to the popular Megaman platformer series; it was even created by one of the character designers on that franchise, Keiji Inafune. It was originally scheduled for a 2013 release, but delays pushed it to a 2016 launch instead. The game quickly garnered a notorious reputation for controversies surrounding development, marketing and distribution of certain backer rewards.

Five months have passed since the game’s release. Most of the initial outrage has ebbed away over this time, so the game can probably be fairly and critically reviewed, separate from the extraneous controversies. But is Mighty No. 9 really as bad as everyone thought?

Well, not exactly. People were calling it the worst game ever, which just isn’t true when you consider a few key points.

What the Game Promised -- and Delivered

Mighty No. 9 was advertised as a 2D sidescrolling action game, and that’s exactly the product people were given. Players run, jump and blast their way through platforming levels to reach an end boss -- the basic formula for the genre.

Is it executed well? No, but it’s also not abysmal either. And that’s the tricky thing about this game: It’s average in a lot of ways. 

The game promised to add new ideas to change up the genre, which it did. The various dash mechanics made movement effortless and fighting simple enemies speedy and fast-paced. The addition of absorbing simple enemy abilities and weapons added a bit of variety and challenge, while Co-op, Challenge and Race modes were included to add replayability.

You could argue that these additions don't fit well in a platformer, but they still did what they were intended to: change the formula.

But to get to the crux of the matter, let’s consider common complaints players had when the game first came out.

Mighty No. 9's Looks

While the concept art was more 2D and darker in nature, the final product features a 2.5D perspective. The game also keeps a cartoonish look that is very similar to the Megaman series it was inspired by; and it’s quite possible that because of the close association between the two games, people may have been expecting a pixelated style that more closely mirrored its predecessor.

Some gamers have complained that it looks like it should have run on PlayStation 2 or Gamecube, but the stylistic choices fit with the overall tone of the game. They're nice and complementary, especially for the robots. 

Mighty No. 9's Plot

The story here is no different than your average Megaman plot: robots are running amok in a futuristic city. You're job is to find and subdue them, discover the source of the chaos and stop it. The only real issues I can see with this is that the game stops for cutscenes that run a little too long in a game focusing on speed and dynamism -- and it doesn't help that they are unskippable, for the most part.

Mighty No. 9's Level Design

It’s standard, but not completely unplayable as people make it out to be. There’s a challenge in its design because of the dash mechanic, which requires a bit of skill to maneuver across tricky areas with death pits or deadly spikes.

Another issue players initially had with Mighty No. 9 was that the levels are easy and straightforward, which is true if the focus of the game was on platforming or puzzle-solving -- but it’s clearly not. The focus rather is on how fast you can get through the levels and how high of a combo score you can achieve. 

So, for being speed-oriented, the levels are mostly okay. They could have benefited from better enemy placement and more variety -- like Countershade’s or Brandish’s levels, which break away from the usual formula and use the dash ability for efficiency -- but for the most part, the stages are still playable and fun.

Mighty No. 9's Gameplay

Again, everything is standard. The jump is standard, the attack is standard, everything is standard. You have multiple types of dash moves activated in different ways and meant for different obstacles. It’s all average. Not terrible, but not amazing either.

The abilities absorbed by minions don't affect the gameplay in a huge way, which is okay considering they were thrown around the stage at multiple points. They were made more as limited powerups rather than completely new transformations like people were expecting.

Players have repeatedly stated their dissatisfaction with the game’s over-reliance on dashing, which can be a punishment. 

Combos and scores are dependent on how you dash through things like enemies and other obstacles. If you time things right, you can use the dash to move through entire sections of a stage incredibly fast (like you are encouraged to do). The dash spamming is justified when we consider this purpose. It’s not a great justification, but it explains why the mechanic and constant use of it exists in the game.

Mighty No. 9 is not Megaman

I don’t think it was ever meant to be. Mighty No. 9 was supposed to take elements from those types of games and change them. The game did that, even though people may not have been expecting the kinds of changes that are in the actual game.

It seems that because the game was created by Inane and others from his team, people were (mis)led to believe it would be exactly like the vaunted franchise. Unfortunately for them, this wasn’t true.

It was a spiritual successor, not a carbon copy! That means the game was influenced by either the elements, themes or styles of the source material, and we can see that clearly. From the plot to the boss battles and the overall appearance, it’s Megaman-ish, but it’s not Megaman. For a lot of people, this was enough to deem the game as one of the worst ever, which isn’t really a fair evaluation.

Silver Linings

There were a few nice ideas included in the game. The bosses have a role outside of being battle enemies. They have personalities that make them seem more than obstacles to overcome. It was different and a nice reminder that they are characters in themselves.

I really liked the way they could affect the stages and not just battles, but it would have been nice if this was expanded upon further. I would have liked for them be able to help unlock certain regions or work together with you, fighting by your side in a small portion of the stage. But these all expand on the initial idea of letting the bosses be more involved in the game, which it was starting to do.

On the topic of the bosses, I liked that one of the final stages required you to use the boss abilities to pass through certain obstacles. It meant you had to think about what strategy would be best for the situation.

I liked the inclusion of Call’s level, a more traditional platformer that encouraged strategy. Enemies were difficult to eliminate in the stage, so players had to focus on how to trick enemies away from an area. The placement of it so late in the game was jarring since most players were used to the fast action of the past eight stages. Aside from that, it was a familiar type of stage that was a welcome change of the formula.

Overall Thoughts

As far as platformers go, Mighty No. 9 is pretty average. It’s not amazing, and it’s not what people expected. But it’s not the worst thing in existence.

The main problem I see with the game is that it could have been more. It could have had better, more strategic enemy placement. It could have improved the enemy absorption abilities to have more of a noticeable effect on the levels themselves. It could have formed levels around the dash mechanic the way a few stages kind of did. But the sad fact is, it didn’t.

I wouldn’t call this game horrendous like many people initially thought, and I’m not saying backers have no right to complain. People understandably felt let down, but many let this anti-hype skew their perception of the game.

And this is what we're saying: it’s not as bad as it was originally made out to be. It’s just ... disappointing.

What did you think of Mighty No. 9? Is it a terrible game or just a disappointment of high expectations? Are these two different things? Let us know in the comments below!

The Worst/Most Disappointing Games of 2016 https://www.gameskinny.com/56k0q/the-worstmost-disappointing-games-of-2016 https://www.gameskinny.com/56k0q/the-worstmost-disappointing-games-of-2016 Tue, 06 Dec 2016 07:00:01 -0500 Ty Arthur

We're nearly at the end of the year, and looking back it's clear 2016 had some very high peaks for the gaming industry, with titles landing to much critical acclaim in just about every genre.

Dark Souls III tops just about every chart and list this year (much to my amusement, as I've never been able to get into that series and don't see the appeal at all). Despite having a lot of potential to be truly abysmal, Final Fantasy XV is doing surprisingly well and it looks as if the hype is paying off for Square Enix.

Uncharted 4, Doom, X-COM 2, Tyranny, and many more entries all arrived that showed off the best of the best in gaming in 2016. A few even managed to surprise by not being awful, like Call Of Duty: Infinite Warfare. All the naysayers simply have no clue what they are talking about there. While the multiplayer wasn't anything to write home about, both Zombies In Spaceland and the single player campaign were awesome.

For all those games that were well worth shelling out the cash to play, there were also a slew of utter flops that were either disappointing compared to previous entries, or were so outright bad they only deserve to hit the top of a trash heap.

Mighty No. 9

One of the biggest disappointments for a generation of fans eagerly awaiting the return of proper Mega Man-style gameplay, Mighty No. 9 is a game that is single-handedly being blamed for the plummet in video game crowd funding dollars spent this year.

How did it end up so, so bad, and how did it end up looking and playing significantly worse than the demo trailers the game was first sold on? The lack of graphical polish going on here was astounding, and it felt like a slap in the face to everyone who backed the Kickstarter campaign.

There was only one game this year that failed to meet expectations to a greater degree and even more exemplified the old adage of buyer beware...

 People will think twice before crowd funding now...

No Man's Sky

What can be said here that hasn't already been written across a thousand angry forum rants and reviews? The game that was promised was not the game that was delivered, and the lack of polish killed this game.

The fact that those images and videos not at all representative of the finished product are STILL being used to advertise this let-down is just mind boggling. The developer has started releasing updates adding new features, but it may be too little, too late, as gamers have lost all trust.

It's got to be a serious blow to everyone at Hello Games that this is more frequently referred to as No Man's Lie across the Internet than by its actual name.

An object lesson in how to fail to deliver.

Street Fighter V

Easily among the most iconic and recognizable of fighting games in the world, Street Fighter's 2016 edition is a frustrating entry in the long-running franchise because it isn't an outright bad game, but it does feature some bad design choices.

The game was released in an incredibly bare-bones state that felt unfinished, with players having to wait months for content to reach a more finished state. The Fight Money unlock system is also a major point of contention that hasn't been sitting well with fans.

 Not as much of a knockout as Capcom was hoping for

Alekhine's Gun

Trying valiantly to take the Hitman formula and put it in the cold war setting, Alekhine's Gun just didn't manage to wow players and really failed to execute on an interesting premise.

Subpar controls, voice acting, and level design collided with a buggy and unpolished state to create an all-around critically panned game. It's a pity too, because there was potential here.

Just play Hitman or watch The Americans instead


"Uninspired" is the word that gets tossed around most often in reviews of Bombshell, and its a descriptor that fits. An action RPG / shooter, there's not much interesting going on here that hasn't been done better elsewhere in various sci-fi and fantasy games. Buggy and lacking on the story and gameplay fronts, there's just not much reason to bother trying Bombshell.

How did they manage to maker her boring?

Homefront: The Revolution

I hesitated to list this one, as I actually really enjoy Homefront: The Revolution and have sunk a solid 45+ hours in so far, but there's no question it had a rocky launch that didn't quite deliver what fans of the series were looking for.

The switch in style is marred by a lot of “rinse and repeating” in its open world, doing the exact same things in slightly different locations, and a whole lot of people (myself included) had frame rate stutters and all around bad performance on launch.  It also deleted my save and put me back about 10 hours with the latest patch, which was the final straw.

For all the fun to be had capturing Strike Points, driving bombs on RC vehicles into enemy strongholds, and modifying a ton of weapons on the fly, there's just no denying that overall Homefront: The Revolution has been disappointing to many fans.

 Is it possible to love and hate something at the same time?


As a diehard metal head, this one hurts to have to list here, but it's true, Slain! was just a mess. Much like Mighty No. 9 promised a classic Mega Man experience, Slain! promised a return to old school Castlevania gaming with metallic twist.

While visually and sonically appealing, the gameplay just isn't there with this one. It's buggy, unpolished, and overly hard, resulting in a very frustrating experience. Although a different style, Metal Tales: Fury Of The Guitar Gods is a metal-themed game that came out recently and is actually worth playing.

In another universe, this was the game of the year.

Umbrella Corps

The upcoming Resident Evil VII is going to have to work hard to re-establish this once-mighty-but-now-fallen franchise.

Every time they try to take it a more action-oriented route the results are always less than spectacular, and that really came to a crescendo with this third person squad shooter.

The player base is tiny, the controls are terrible, the animations and movements are wonky, the level design is bad... this is just an all-around awful game.

Schick's Hydro Costume

So this one's not a game, but it was an utterly horrifying entry into the gaming universe that caused some serious head scratching at The Game Awards 2016. Who on earth thought this was a good idea?

I think we have to invent a new kind of phobia just to describe this walking monstrosity. It's just a static picture, but I'm still terrified that at any moment he's going to bend down and razor someone to death.

 Run for your life - it's alive!

What was your biggest gaming disappointment this year, and what truly awful games did we miss that should have made the list?

If you're looking for the best rather than the worst and want to know what was worth playing this year, be sure to also check out:

Top 5 Industry Scandals of 2016 https://www.gameskinny.com/s36w3/top-5-industry-scandals-of-2016 https://www.gameskinny.com/s36w3/top-5-industry-scandals-of-2016 Fri, 11 Nov 2016 02:00:02 -0500 Unclepulky

 When it comes to major industries, controversy will always arise. The gaming industry is no different, and 2016 has been filled with plenty of scandals.

2015 gave us Konami's self destruction as they canceled Silent Hills and broke ties with Hideo Kojima, Bethesda and Valve trying to get people to pay for Skyrim mods, Batman: Arkham Knight straight up not functioning on the PC port, and much more.

And oh boy, 2016 was just as juicy. These are the Top 5 Industry Scandals of 2016.

 5. IceFrog: The Truth Revealed

IceFrog is well known within the gaming community as a long time game programmer, as well as the lead designer of DOTA 2. For the longest time, his real name was a secret, with rumors of what it was popping up every few years.

However, this past Spring, the President and Chief Marketing Officer (CMO) of Riot Games, Mark Merrill, revealed IceFrog's real identity on Reddit. As with the original article on the site -- in which this was discussed -- I will not display his name here.

We still don't know what prompted Merrill to do this, or even if he realized what he was doing when he made the Reddit post, but fans of IceFrog were understandably not pleased.

IceFrog had managed to stay incognito for a decade, and it's understandable how fans saw the reveal of his name as a form of betrayal on the part of Riot Games.

4. Polygon Reviewers: Does a Good Reviewer need to be a Good Gamer?

This past May, the Doom franchise received a reboot. There was nothing controversial about the game itself, most fans and critics responding favorably to it.

No, this scandal stems from the geek news website, Polygon. Like the majority of other reviewers, they gave the game a positive score, an 8.5 out of 10. The problem was that a gameplay video posted alongside the review showed the reviewer's skills at the game to be, shall we say, less than adequate.

Polygon received an abundance of angry comments, their fans outraged that the people they had reviewing games didn't meet their standards when it came to skill.

While no one is asking the reviewing community to be made up exclusively of pro gamers, it is understandable how someone could think that only players who are good at a game can truly evaluate it.

3. The Binding of Isaac: Too Violent for the App Store?

Very early in the year, February specifically, Tyrone Rodriguez, founder of studio Nicalis, revealed that Apple had rejected The Binding of Isaac: Rebirth, from the App Store.

The Binding of Isaac is a very Zelda-esque game in terms of gameplay, while also serving as a satire of the Biblical story in which God orders Abraham to sacrifice his son Isaac. While the original version was panned for being too clunky, the Rebirth version has garnered a very loyal fan base.

Apple supposedly rejected on the game on account of it depicting violence against children. However, there are many depictions of child violence viewable on iTunes.

This had led many to believe that Apple thinks of games as a lower form of media, beneath music, books, and TV shows. We don't know if this is true, but with iOS being a closed system, it's difficult to get around the ban on the game and play it another way.

2. Pokemon GO: The Most Dangerous Game?

One of this Summer's biggest fad's was Pokemon Go. People are still playing it, but in July and August, everyone was playing it. You couldn't go outside without watching a fully grown man trying desperately to catch a Dratini.

The quality of the game currently is questionable, but at launch it was barely playable. Server's would be down 90% of the time, the game was prone to frequent crashing, and the distribution of gyms and Pokestops throughout towns and cities was a mess.

But all of that is pretty inconsequential when people used the game as a means to commit armed robbery.

In the state of Missouri, a fruitful lead, led police officers to finding four people who were suspects in several armed robbery cases in the St Louis and St Charles counties.

As it turned out, these adults, who were charged with first degree robbery, had been using Pokemon Go as a tool to target people. They'd go to a Pokestop of Gym in a secluded area and wait for an unsuspecting player to come by.

This would be bad enough on its own, but shortly after the game's release, stories involving the game were making headlines daily. Dead bodies were being discovered, homes were being broken into, and car crashes were being caused by drivers playing Pokemon Go at the wheel.

So really, only one question remains.

When are the gen 2 Pokemon becoming available?

1. Mighty No. 9: The Final Product

I wanted this game to be good. We all wanted this game to be good. But sadly, for the gaming community as a whole, and especially for the 67,226 people who backed this game on Kickstarter, Mighty No.9 is not a good game.

By the time the game was delayed for the third time, we weren't expecting much. The hype had long died down since the game's initial announcement, and all we were really hoping for was a fun nostalgia trip.

That is not what we got.

Instead, Mighty No. 9 proved to be nothing more than a paint by numbers platformer, with a short campaign, few features worth coming back to, and painfully slow gameplay.

Sure it looks and sounds okay, but that doesn't make up for what proved to be a major failure from Keiji Inafune, and a waste of the almost four million dollars that went into funding it.

Which of these scandals do you think was the biggest? And were there any I left out? Let me know in the comments!

Is Now the Time to Be Getting Hyped for Red Dead Redemption 2? https://www.gameskinny.com/d8trm/is-now-the-time-to-be-getting-hyped-for-red-dead-redemption-2 https://www.gameskinny.com/d8trm/is-now-the-time-to-be-getting-hyped-for-red-dead-redemption-2 Wed, 19 Oct 2016 06:00:01 -0400 Clayton Reisbeck

As we all have heard by now, Red Dead Redemption 2 has been announced by Rockstar Games. I classify Red Dead Redemption as one of the absolute best games to come out on the Xbox 360/PS3, and the best game that Rockstar has put out to date. I've spent countless hours in that game and in the Undead Nightmare DLC that they brought out for it. Knowing this, one would think that I would be ecstatic for this new game, right. Sadly, I can't say that I am. 

Now, I would be lying if I was saying that I have no excitement for a new Red Dead game. There is a small bit of excitement I have, but in the recent months, there have been plenty of places to be burned after being hyped. Let's look at a few of the games that have come out recently that were highly anticipated but came out in states that no one wanted them to be in.

Batman: Arkham Knight (Rocksteady Studios/Warner Bros. Interactive Entertainment)

Batman Arkham Knight

I think it's safe to say that Batman: Arkham Knight was one of the most anticipated games to come out last year. With Rocksteady returning to the helm after taking a break from the series, there was plenty to be excited for. But, after bugs that seemed to be rampant through the game, a PC port that is still broken with no official intent to be fixed, and a game that, when it did work, as a whole was just okay (in my opinion), Batman: Arkham Knight felt like it was to be the poster child for reasons to not buy into the hype machine of games marketing.

As someone who is a giant Batman fan, I felt extremely burned by this game. I had played Arkham Asylum and Arkham City numerous times and absolutely adored them. Arkham City is hands down my favorite Batman game ever made. When Arkham Knight came around, I was so hyped. I couldn't wait to see how Rocksteady was going to end an amazing series that I had no problem supporting. I even had a copy of the game that didn't have a serious bug problem and I still felt let down by that game (the Batmobile was the worst thing to happen to that game). I still have not finished the story of the game and have no desire to do so. My copy of the game now lives in the floorboard of my car because when I went to trade it in at my local game shop, I was told that they had so many copies already that they couldn't accept any more.

No Man's Sky (Hello Games/Sony Interactive Entertainment)

No Man's Sky

By now, everyone and their mother knows about the issues with No Man's Sky (heck, I've even written about it), but if we're talking about games that exemplify the problems with overhyping a game, it would be foolish not to mention it.

No Man's Sky is easily the most hyped game I have seen in my life. The hype around it made news on numerous occasions (remember the death threats?). If there was ever a game to point to about reserving your excitement, No Man's Sky is the perfect example.

The promises made about that game were huge and honestly unattainable especially for an indie studio who had only made Joe Danger, but the marketing around that game, the interviews with Sean Murray leading up to the game and the evangelists that came from the gaming community built that game up to basically be the second coming of Christ. When the game came out though, we all learned what mistakes the community had made by putting all their eggs in one basket.

Mighty No. 9 (Comcept/Inti Creates)

Mighty No. 9

Oh Mighty No. 9, where do I start with you? Mighty No. 9 was a game that got funded through Kickstarter after original creator for Mega Man proposed a spiritual successor to the Mega Man series. Promising a game that would feel like the Mega Man games of old, people flocked to throw their money at the Kickstarter. The game was funded in only 2 days. Originally slated for release in April of 2015, the game was delayed on numerous occasions and finally released in June of 2016. The game people received, however, was not what they were expecting. The game had many bugs and other technical issues that seemed to clog the gameplay making for a pretty mediocre experience.

This game is interesting to talk about here, because recently we've seen a fair few spiritual successors to games that are classics. Yooka-Laylee and Bloodstained: Ritual of the Night are two other games that have been funded on Kickstarter that are pretty hyped at the moment. The difference between those games and Mighty No. 9, is that Yooka-Laylee and Bloodstained: Ritual of the Night seem like they are being handled in a way that will live up to the expectations they have set for themselves. Mighty No. 9 falls short because it seems to have been clearly mismanaged. On top of that, people rightly expected a working game and didn't get that. The game is littered with many different issues, from level design to graphical issues. This game shows to not only to reserve your hype, but to also be wary when putting your money behind a game that is being crowd funded.

These are only 3 games out of a growing list that have not lived up to their expectations. Spore, Aliens: Colonial Marines, Fable III, Duke Nukem Forever are other games could easily be talked about here. As gamers, we have to be vigilant about what we spend our hard earned cash on. We can't continue to forget about games that didn't live up to the huge expectations that we give them. If we continue to forget how we've been burned, this industry won't learn from its mistakes and continue to take advantage of us.

While I'm not saying, "you shouldn't trust Rockstar." Of the big game developers today, Rockstar can easily be one of the most trusted. Their games are almost always hits, and usually release without a lot of massive issues (GTA IV and San Andreas PC versions excluded). I'm just saying that as we have over a year until Red Dead Redemption 2 is supposed to be released. I think it's safer to reserve my excitement, for now.

Why Can't Developers Make Classic Franchises Great Forever? https://www.gameskinny.com/u47en/why-cant-developers-make-classic-franchises-great-forever https://www.gameskinny.com/u47en/why-cant-developers-make-classic-franchises-great-forever Wed, 19 Oct 2016 10:00:01 -0400 Eliot Lefebvre

Mega Man. Sonic the Hedgehog. Final Fantasy. Resident Evil. Silent Hill. These are just a small number of franchises that helped define my personal gaming history. And they're also franchises with fans who react to new titles with less "oh, great!" and more "ugh, not again."

This is kind of an inversion from the earlier days of gaming; I remember that there was once an unofficial rule that movie sequels were always terrible while game sequels were always good. In several of the above cases, the franchises even have provided some great games along the way, but they're also games that didn't connect with the long-time fans who would have been eagerly awaiting the next installment.

So why aren't older franchises evergreen? Why do the games you loved two decades ago not lead to more games in the same style now? The answer is that there are a lot of reasons why classic franchises aren't great forever, and it's helpful to understand why that's the case.

The people responsible have left...

When people start listing the great Silent Hill games, they always include the first three, usually including the fourth with a bit of a grudging nod, and pretty much never include the later games. Incidentally, the first four games were the only ones developed by Team Silent at Konami, with each subsequent installment developed by a completely different team.

Does that surprise you? It shouldn't. The creative team behind a game can really inform a lot of what goes into the actual game, and that goes beyond just saying that the original designers are always the best at designing a franchise. Teams that work together and develop multiple games can often produce games that feel very similar to one another in a positive way, but once people move on or new people come on board, the games they produce often feel very different even if they have the same core ideas. When Inafune left Capcom, that didn't stop the publisher from making more Mega Man games... but it also meant that the original creator wasn't there any longer, and that was after several staff and platform changes.

You can't just hand off tasks to an endless series of different people who don't necessarily understand the appeal of the original games. Watching a team really nail a franchise for multiple installments is a thing of beauty; witness the past few Persona titles, for example. But it's never permanent.

...and they might not have the spark left anyway

Here's a fun fact: Hideo Kojima wanted to leave the Metal Gear franchise after every single title. Why does Metal Gear Solid 2 end with such a bizarre, nonsensical cliffhanger? Because Kojima never intended to resolve it. He didn't want any lingering cliffhangers after the first Metal Gear Solid, he wanted to make that and be done with it. But he kept getting pulled back for another one, resulting in an ongoing contest of wills in which the franchise just would not die.

It's not just a matter of spite, though; playing through Mighty No. 9 repeatedly made me think that maybe Inafune needed to hang up his hat, that he just didn't have any more Mega Man in him. The reality of that, is that it's fine. Games are art like any other form, and it's fine to hand off the reins to someone new after a while. It just means that you are going to see a different sort of game, probably one that doesn't exactly resemble the originals.

The franchise has evolved past your memory

Final Fantasy was Hironobu Sakaguchi's last game ever. That was the plan. He made a game he never expected to sell as a wild experiment, so he could leave the field happy. Instead, it wound up becoming a huge success, resulting in a long-running series that has always brought on a wide variety of different developers and storytellers to make a series of games that are not meant as direct sequels to one another.

When people complain that, say, Final Fantasy XIII feels so different from classic Final Fantasy games, it stands out simply because most of those classic games also feel so different from one another. The franchise is built on doing something new with every single installment, and while some of the conceptual walks are further than others, you'd be hard-pressed to find a single pair of games that feel like the same game with a different set of wrappers.

The bright side is that it means that each new title is something fresh and different. The down side is that if you buy Final Fantasy XIII expecting Final Fantasy VI but new, you're going to be disappointed. The exchange for a franchise never getting stale is that it doesn't maintain the same shape indefinitely.

The environment has changed too much

You could not release Resident Evil today as a brand-new game without the weight of the franchise behind it. The game's awkward controls and pre-rendered backgrounds worked in no small part because of when it was released; if it was launched today it would be panned for bad acting, bad storytelling, weak gameplay, and poor graphics.

All that is fine. But there's an attached point that's easy to overlook: every new release in a franchise is the first release for someone. Yes, you've been playing Sonic the Hedgehog since the oddly stutter-stop motion of the first game in the series, but to someone out there, the most recent game starring a blue hedgehog is the first one they've ever played. And the fact of the matter is that these franchises need to evolve, simply to continue marketing themselves against legions of other games who have been inspired and influenced by these originals.

This is particularly true of older games that marketed themselves on punishing difficulty designed to artificially extend the game by eating up quarters. (Even if you didn't actually have quarters.) No one is willing to buy a new game for $60 that you can blow through in an hour but takes you time to beat because you just keep getting killed consistently. That means that designers need to bulk out the game in some way, and in the case of franchises that traditionally work on the basis of straightforward smashing sequences, it means that the core needs to change to account for the new gaming environment.

There's no longer a market

It barely needs to be said that the gaming market and environment is very different now compared to where it was in, say, 1990. And yes, some of that is as simple as the fact that video games are no longer exclusively sold in the back reaches of department stores who might put one or two on the shoe racks if they find the box, but it goes much further than that. The availability of gaming devices, the ways we engage with games, the budgets of big titles... everything is different.

This means that even old franchises need to adapt and change, as mentioned above, but it goes beyond bulking out games. Our patience for some features has evaporated, while our patience for others has increased. When Blizzard first launched StarCraft, online play was a novelty that was essentially just a bonus; when StarCraft II came out, it was a major component of the game.

Unfortunately, it does mean that some of the stuff you loved from back in the day just doesn't stick around. But on the bright side, it means that there's a neverending stream of new things. We live in a world with such a maddening surfeit of gaming options that even if your favorite franchise goes in a direction you no longer care for, there are still so many new games out there. You can almost certainly find something that appeals specifically to you.

Or you can just play Pokémon. I mean, let's be real, that gameplay isn't changing much until the heat-death of the universe.

Why Mighty No.9 failed to succeed Mega Man https://www.gameskinny.com/2dcag/why-mighty-no9-failed-to-succeed-mega-man https://www.gameskinny.com/2dcag/why-mighty-no9-failed-to-succeed-mega-man Tue, 12 Jul 2016 08:08:41 -0400 CalendarV

Mega Man, originally known as Rockman in Japan, is a video game series developed by Capcom. Except for a few series such as Mega Man Battle Network or Mega Man Star Force, Mega Man games are basically run-and-gun platformers. The series has been loved by many gamers, having about 31 million sales as of March 2016.

However, the series is practically not being developed any more. The most recent Mega Man was Mega Man Legacy Collection, which is not a new game. It was just a collection of first six Mega Man titles. Fans of the series wanted more games like Mega Man. Understanding their wishes, Keiji Inafune, a director who contributed a lot to the Mega Man series but eventually left Capcom, announced Mighty No. 9 --  a game that closely resembles Mega Man.

There hasn’t been any official announcement that directly relates Mighty No. 9 to Mega Man, but many features of Mighty No. 9 caused people to accept it as the spiritual successor of Mega Man. However, after waiting several years to come out, Mighty No. 9 wasn’t good enough to become the successor of the beloved Mega Man. And here's why.

Mega Man did not have anachronistic graphics.

From the start to the recent Mega Man games, the graphics weren’t bad. Yes, the original Mega Man was released in 1987 for NES, and pixels were visible in its sprites. However, such graphics weren't outdated. Titles such as Mega Man 6 actually had high quality graphics, showing the best it could do with NES. Mega Man X4 is also an example of Mega Man with good graphics.

But the graphics of Mighty No. 9 were simply bad -- so bad they became infamous, and the official Twitter account for Sonic the Hedgehog mocked Mighty No. 9’s graphics. 

 Also, the revealed game’s graphics were clearly different from the concept arts that were released before. Mighty No. 9’s graphics were not only bad, but also just outright wrong. Left is the concept art and right is the graphic from trailer.

It has similar structure, but different gameplay.

In Mighty No. 9, you use dash and jump to avoid obstacles, and shoot the enemies with the weapon until you reach the end of the stage, where a boss appears. After beating the boss of the stage, you absorb the boss’ ability. This system highly resembles Mega Man.

Something unique to Mighty No. 9 is its dash system. In many other games, dash is used to pass through some obstacles that cannot be passed without dash, or used to spend less time to move; however, in Mighty No. 9, dash is part of its attack system. You can stun enemies by hitting them several times, and you have to finish the stunned enemies by dashing, which will give you some resources. The amount of resources you earn depends on how quickly you dashed into the enemy after stunning it. By earning resources, the character gets buff for parameters such as damage, speed, or HP for a short time. Therefore, if you move and kill enemies in a fast pace, you will beat the stage with several buffs on your character during most of the playtime.

This new system would work out greatly with smart, well-structured stage design, which was one of Mega Man’s strengths. Unlike Mega Man, however, Mighty No. 9’s stage design is generally dull. The concepts for some stages aren’t so distinct from each other, and stage gimmicks aren’t introduced fluently. The concept of a gimmick should be introduced by a simple puzzle, and it should get complicated about the time when the player starts to get the hang of it. However, the gimmicks in Mighty No. 9 are used unexpectedly, which causes its difficulty to rise in unenjoyable way. By playing Mighty No. 9’s stages, the players will not experience the fantastic level design that they got from playing Mega Man.

If it is not compared to Mega Man, Mighty No. 9 is somewhat enjoyable side-scroller game.

It isn’t that expensive, and it has new systems that weren't in other games. However, comparing Mighty No. 9 with the Mega Man series is inevitable. Many people funded to the development of Mighty No. 9 because they wanted the successor of Mega Man. It could not have shown its face out to the world without relying on Mega Man.

However, it failed in succeeding Mega Man properly because of its its bad graphics and inadequate gameplay. So, unfortunately, Mega Man fans should say bye to Mega Man and let him go, or have their last hope with Capcom, since Mighty No. 9 was not good enough to be the spiritual successor we've all wanted. 

Failed to deliver: 6 game releases that bombed harder than Mighty No. 9 https://www.gameskinny.com/6odd5/failed-to-deliver-6-game-releases-that-bombed-harder-than-mighty-no-9 https://www.gameskinny.com/6odd5/failed-to-deliver-6-game-releases-that-bombed-harder-than-mighty-no-9 Fri, 01 Jul 2016 05:34:05 -0400 Ty Arthur


Obviously there are many more awful games out there, but these six are among the most legendary for how badly they bombed upon release.


What did you think of our picks, and do you agree they were all worse than Mighty No. 9? What titles do you think should have made the list of biggest bombs in gaming history? Let us know in the comments below!


Superman 64


Kids today have no idea how utterly vicious the console wars used to be. Forget Xbox One vs. PS4 – the real war was the N64 versus the original PlayStation, and it was fierce.


While Nintendo's console from that generation had ground breaking entries that are still loved today, like Super Mario 64, it also had some true stinkers, like Superman 64.


Words can't fully encapsulate the disappointment of this game, which mostly had you flying through blocky rings and then restarting the level endless times.


There's conflicting reports of why the game is so awful – the developers have since come out and claimed the license holder refused to let them make the game they wanted to – but no matter who is responsible, it was the gamers who set down money on this nonsense who really lost out.



Assassin's Creed Unity


Another game that prompted an actual apology from someone high up (how often does that happen?). In this case, Ubisoft Montreal CEO Yannis Mallat took the heat for this criminally untested game.


“Buggy” doesn't even begin to describe what happened here, with NPCs behaving in extremely bizarre ways, invisible walls appearing out of nowhere, and characters frequently hanging several feet away from where ledges where actually positioned. Needless to say, it made the bottom of our ranking of the entire AC series from best to worst.


Perhaps the most immersion-breaking (and terrifying) bugs involved missing textures, where half of a character's face would disappear mid-conversation.


Not only was there complimentary DLC handed out to smooth things over, but Ubisoft actually decided to break the 1-a-year cycle. Maybe Infinite Warfare will bomb hard enough to convince the Call Of Duty franchise to do the same?



Afro Samurai 2


A true lesson in what sort of state you should NOT release a game in, Afro Samurai 2: Revenge of Kuma received relentlessly negative reviews (including some calling it the “worst game of the year”).


How bad was this game? Well, it wasn't the notorious Atari E.T. experience, but it is notable in video game history for what may be a first. Realizing how badly they'd screwed up, the developers actually yanked the game from Steam and the PlayStation store.


They even went a step further then, offering refunds to absolutely everyone who made the mistake of buying the game. Obviously the next two planned segments of the series were entirely scrapped.


The whole situation was so bizarre that Afro Samurai 2's doomed existence made our list of the biggest gaming scandals of 2015.



Sonic The Hedgehog


The blazing blue hedgehog has been on the decline for decades now and has never really managed to capture the wonder of those old Sega Genesis titles in the modern day.


What really took the cake though was 2006's Sonic The Hedgehog. It featured bad controls, bad camera, and was just an all around bad interpretation of the Sonic experience.


Trying to out glitch all other games, the title has become notorious for its buggy nature. It was bad enough that Sega publicly apologized both for this steaming pile, and for the lackluster entries that preceded it. Will the series ever redeem itself, or are we doomed to replay the original games for eternity?



Final Fantasy XIV


After the relative success of Final Fantasy IX, I'd have to imagine the franchise's second major attempt at an MMO was more than a little disappointing for the execs at SquareEnix.


A (very) short lived MMORPG world, FF XIV was only live for a little over two years before the servers were shuttered and the game world came to a close.


This entry in the long-running series was so bad that subscription fees were nixed and then the game had to be entirely shut down and relaunched later under a different name after undergoing some serious fixes.


FF XIV: A Realm Reborn has certainly redeemed the game, however, and is still going strong today. If only something similar could happen with Aliens: Colonial Marines!





Much like with Colonial Marines, the Xbox 360 edition of Shadowrun was an object lesson in what not to do with a long running and beloved license.


Of all the games to make into a multiplayer death match, this is the one that makes the least sense. Multiplayer, squad-based stealth missions for Mr. Johnson? Sure, absolutely. But mindless capture the flag or death match? There's just simply no correlation there to the Shadowrun universe other than the inclusion of orcs and elves.


What really killed the game was the total lack of a single player campaign at a time when Vista was the most hated OS and not everyone was online gaming on the 360 to begin with. Good luck finding a big enough group of people to actually play a match on this game today if you find it in the bargain bin at GameStop.


Thankfully, Harebrained Schemes stepped in and crowd funded Shadowrun Returns, eventually leading to the two superior and modern day classic sequels Dragonfall and Hong Kong. There's a pretty good chance a genre redefining fourth entry will arrive after Harebrained Schemes wraps up their Battletech reboot as well.


Sadly, history repeated itself with Shadowrun: Online (later changing names to Shadowrun Chronicles: Boston Lockdown), which bombed with fans and critics, especially after the home run of Shadowrun Returns.



Aliens: Colonial Marines


I remember when that supposedly “in-game” trailer dropped back in 2012 and had everyone absolutely stoked. It seemed like we would get a proper horror experience that really took the feel and tone of the classic '86 flick Aliens and translated it into a gaming setting.


We were, of course, all horribly duped. The game looked and played nothing like what was shown. Not only was there none of the tension hinted at there, the game was overall average-to-bad shooter fare where the aliens didn't even play a huge role. The people who paid full price for this got straight up robbed.


What's even more sad is that this is what was actually released after Obsidian Entertainment's Alien RPG was canceled mid-development. While we never did get that proper space marines title to evoke the feel of the movie, a legitimately worthy title did arrive in the form of Alien: Isolation, which took some major cues from horror classics like Outlast and Amnesia.





After a protracted battle against both time and angry backers who raised $4 million to see it created, the Mega Man spiritual successor Mighty No. 9 finally arrived... to less than triumphant fanfare.


Reviews are consistently coming in on on the low side, and people are so upset by what was created with all that money that some are wondering if it means the death of crowd funded video games.


For all the shade being cast at No. 9 though -- gamers seem to have forgotten we've had significantly worse (and less playable) games thrown our way in the past.


From big budget movie tie-in games that ended up in the bargain bin within months of release, to titles that so drastically changed style they were unrecognizable, there have been some mighty flops in gaming history. 


Here were going to look at six of the worst offenders that caused no shortage of headaches (and monetary loss) for publishers and developers alike. These half-dozen titles are all nothing short of a slap in the face to the gaming populace, and probably never should have been released.

Mighty No. 9 Boss Guide https://www.gameskinny.com/3rygr/mighty-no-9-boss-guide https://www.gameskinny.com/3rygr/mighty-no-9-boss-guide Mon, 27 Jun 2016 08:53:18 -0400 Jeffrey Rousseau

Now that Mighty No. 9 has been released, it has been testing players' skills. The game is no pushover, and neither are its bosses. If you find that one of the robot bosses has your number, here's our boss guide for the game.


The first Mighty Number is weak to Aviator's power. He'll begin each attacking phase by engulfing his body in fire. Afterwards depending on your distance he'll charge to the opposite side of the room. He'll try to charge you or explode near you. It's easy to move to the opposite side while chipping his life away.

When his life reaches the 50% mark he will begin his desperation attack (all bosses possess this). He'll be engulfed in a more intense blue flame and will charge you much faster. Be warned -- if Pyro grabs you in this state it's instant death. Thankfully, if you keep your wits about you, you can blow this fire.


The second Mighty is weak to heat. She uses her speed to travel back and forth across the room. This is all an attempt to try to freeze you. When Cyro has you pinned on a side, unleash your charged fire and destroy her ice wall. This is often leave her incapacitated and free to further damage. Careful with he desperation attack because she'll try to freeze you while chasing. You can dash under to avoid this with proper timing. If she freezes you she'll encase her self in a giant spiked ball of ice. This may kill unless you break free to run away. Brave those dangerous waters and bring the heat.


Mighty No 3 is weak to Brandish's power. Initially, she'll float around the room, free to damage. She'll attack by firing her electric nodes at you. If you don't avoid them or shake them off, you'll be in trouble. She'll then summon electricity that will be able to attack you from anywhere. When her back is to the wall, she'll summon an electric shield. Thankfully, you can use your blade whirlwind to eventually break it. Continue to stay mobile and it's lights out for Dyna.


The forth model finds himself weak to explosives. Mic begins by dropping stones from above to harm you. He'll also throw some stones from the opposite side of the room as well.  He will also charge you from either side of the room. During this attack you can use the walls to avoid damage. This isn't completely safe, however, because he will also attack with drills that will reach you if you stay stationary. When Mic gets desperate, he'll reduce the room's size and will charge more often. Stay calm and blow apart his tough exterior. 


The fifth creation of William White is weak to ice. Bat will spend his time attacking with missile fire combined with rapid bullets rather frequently. You'll want to exercise patience with long distance warfare against him. When things get dire, he'll attack much more rapidly. He'll also fire a missile that will spell game over if you're nearby as it detonates. Keep these tactics in mind to help him return home from war.


The sixth Mighty unit is helpless against Shade's power. Avi's fight is unique in the sense that he will announce his attack sequence. He'll first begin by attempting to dash into you. In another attack sequence he'll fire at you while flying horizontally. Fire often at his personal camera and the ricocheted bullet will hit the target. When he knows his number is up, he'll fire a constant flurry of bullets at you and will perform a powerful instant death charge. His charge can be avoided safely by dashing to a platform at the last second. Make sure to not fall to your death and clip his wings.


Mighty No. 7 is powerless against Mic's power. Brand applies hit and run tactics in his fight. He'll often run towards you to slice you up and or perform his blade whirlwind. He'll also use dive kicks to attack from an angle. The key to minimizing damage is to stay moving and stay aware of his positioning. When low on life, he'll perform a series dashing attacks from multiple angles. These attacks are preceded by a blue light in the direction he'll slash and thankfully you can dash away from danger. Show him you don't bring a sword to a gunfight.


The eighth robot doesn't deal well with electricity. As a sniper, Shade mainly attacks from afar. He'll teleport often to vantage points as he tries to hit you from angles. Most of the time, you can find cover but you'll need to move occasionally. When things get dangerous, he'll occasionally take aim at you from afar with an array of bullets. You'll need to dodge these by moving constantly, because he can hit you from anywhere. He'll also have a shadow and you'll need to determine whom is the real one. The shadow glows and is easy to ignore. Help him step out of the shadows when the fight is over.

Hopefully you'll find this guide will help you conquer the game.

Did we miss any details? Let us know in the comments section below

Image sources: mightyno9.com

What does Mighty No. 9's flop mean for the future of crowd funding? https://www.gameskinny.com/16qlr/what-does-mighty-no-9s-flop-mean-for-the-future-of-crowd-funding https://www.gameskinny.com/16qlr/what-does-mighty-no-9s-flop-mean-for-the-future-of-crowd-funding Mon, 27 Jun 2016 07:57:12 -0400 Ty Arthur

As crowd funding has gone from an eccentric oddity no one believed would work to a commonplace household name in the gaming industry, there has been a string of failures that led many to prophesy the death of sites like Kickstarter, IndieGogo, GoFundMe, etc.

While that's probably a premature (and incorrect) prediction, there's no doubt that some gaming fanatics are thinking twice before donating to a campaign these days, due to titles either arriving in less-than-polished states... or not arriving at all.

Moderately OK No. 9

The latest high-profile flop has been the Mega Man spiritual successor Mighty No. 9, which consistently made headlines over the last few years with a slew of delays and poor marketing decisions that had backers hopping mad.

Now that the game is actually out (well, for some – more delays await Xbox 360 players), the reviews are tanking, with backers not feeling all the money or the wait was worth the end result. As of this writing, Mighty No. 9 has “mixed” Steam reviews, with 443 positive and 429 negative. Metacritic gives it a 50/100 – as badly average as you can get.

 Insert sad trombone sound here

That's got to hurt for the developers, especially considering how long the development process dragged on and how much fan money they took. The game started with a goal of $900,00 and made a whopping $3,845,170 from Kickstarter, with over $4 million actually raised including PayPal donations. How does a $4 million dollar game end up so lack luster?

Crowd Funding – A Mixed Bag

There are plenty of other crowd funded games to look to for comparisons to see where they went wrong.

Pillars of Eternity, for instance, had a similar funding goal ($1,100,000), a similar built-in fan base wanting a return to a classic style, and made a similar amount of money ($3,986,929). It even had a delay, originally being estimated for a 2014 release and actually coming in March of 2015.

Despite all those similarities, the difference in reception and fan feedback is like night and day. Pillars easily made the top mentions in our look at the state of RPGs in 2015 and was voted best game of the year by several staff members here at GameSkinny.

Now to be fair, there was a bit of a backlash and a minor “scandal” over a fan-generated grave marking that had a less-than-classy joke on it, but overall, we can call PoE a success.

 Woo-hoo, it didn't suck!

Of course Pillars and No 9. are in completely different genres, even if they had so much else in common -- so perhaps its not fair to compare them, especially considering the long and storied history Obsidian Entertainment has in game development.

Unfortunately, the problem only gets worse when you compare apples to apples, as there are retro platform games that have incredibly solid gameplay and didn't make nearly as much in crowd funding (or in some cases, weren't even crowd funded at all).

Shovel Knight, for instance, made a paltry $300,000 – 10X less than Mighty No. 9 – and has overwhelmingly positive reviews, currently sitting at 5,700 positive and 200 negative on Steam.

Clearly the issue isn't with the funding medium itself, but rather with what is being done with those funds once they are acquired.

 You've got every reason to be proud Shovel Knight!

Retro Kickstarter Flops – And A Glimmer Of Hope

We can't lay all the criticism on No. 9's doorstep however – there have been other reboots to attempt similar retro revolutions that failed to truly stoke a fire within gamers.

Project Scissors (released as NightCry) is another crowd funded title that benefited strongly from the tug of nostalgia, convincing fans of the early Clocktower games to fork over cash for a return to what they loved about the original titles.

In the end, nearly all of them hated what was eventually released. Even the positive reviews frequently bring up the terrible bugs, clunky controls, and unsatisfying endings.

Sometimes nostalgia lies to us!

Where did all this go so wrong, and will the Kickstarter bubble burst soon?

There were a slew of buzz-worthy Kickstarter campaigns promising old school goodness for lovers of all things early gaming that hit their goals in the past few years.

Some of them arrived to rejoicing backers and generally positive reviews – like Shadowrun Returns, which used its success to release followup Dragonfall without crowd funding at all, and is notable for building up and improving each iteration of the franchise up through the Kickstarted Hong Kong entry.

 You can't really go wrong with ghoul ronin and post-human riggers

Others took their share of knocks though, and perhaps took advantage of crowd funding in questionable ways. Wasteland 2 soared to $3 million in contributions, suffered delays, and then arrived to mixed reviews with a very buggy second half.

Before developer InXile had even released that crowd funded game; however, they returned to the Kickstarter well another time to get even more money for Torment: Tides Of Numenera.

It was a strategy that worked – what fan of classic RPGs wasn't going to take part in a sequel to Planescape: Torment? - racking in more than $4 million. Of course the timetable for a relatively small developer working on multiple big projects led to just as many delays as Mighty No. 9 ever had.

When Torment made its crowd funding goal in 2013, I made a comment on Facebook about how the late 2014 release date was unrealistic and we wouldn't be playing this game until 2017 at the earliest. I've never received so many negative replies from angry fan boys in all my life -- yet here we are, and the game has officially been delayed until 2017.

 More text-heavy weirdness is coming... sometime.

Planescape and Numenera fans are taking it better than Mega Man devotees did with Mighty No. 9, but there's still a good deal of grumbling... and easily some backers who are going to think twice next time before believing an InXile release schedule.

Sadly, InXile didn't learn from that lesson and again crowd funded a next project before the previous one was done, only netting $1.5 million on the next go around for The Bard's Tale 4 – less than half what was earned on the previous two games.

The delay problems inherent to crowd funding can get even worse when coupled with the dreaded “Early Access” phenomena. At this point, I expect the post-apocalpytic After Reset to release sometime after Star Citizen in the year 2082. Developer Richard Nixon's robotic manservants will probably have to complete the game a few generations from now after they develop sentience.

Fortunately, it's not all gloom and doom on the retro gaming front.

There are currently-running or recently-completed Kickstarters that promise a return to form and an old school experience, as well as realistic expectations and a lack of feature creep from stretch goals.

Most notably, Lovecraft and Heroes Of Might Magic fans should be looking out for Stygian: Reign Of The Old Ones, while lovers of all things isometric and cyberpunk have Copper Dreams to look forward to soon.

What Can Developers (And Backers) Learn From This Mess?

Managing expectations and handling delays openly and honestly with fans are absolute musts if crowd funding is going to keep on chugging along.

The huge amount of features that were pitched to potential backers for Mighty No. 9, along with the wide range of platforms the game was developed on, unquestionably led to the frustrating delays that didn't need to happen – or at least didn't need to be handled so poorly.

Marketing, keeping fans apprised of changes, and a clear idea of what the end product is going to actually look like are other areas where No. 9 flopped hard.

The game's launch trailer is trying to edge out Infinite Warfare for most dislikes for a variety of reasons, one of which was the line “Make the bad guys cry like an anime fan on prom night.” Personally, I laughed. All the anime fans who lacked a date for prom night didn't.

That silly slogan wasn't the biggest offender though: the lack of graphical polish was the real problem.

As many have pointed out, the evaluation test engine test, which was used to pull in backers for the Kickstarter campaign, actually looks better than the finished product in some ways.

Pulling an Alien: Colonial Marines switcheroo is never a good idea if you want to keep the fans from revolting.

There's a strong lesson to be learned here in setting realistic goals and not overselling what can be delivered in a timely manner in hopes of gaining more capital from fans. That's the heart of the matter, as unlike with other business partnerships, fans who back a crowd funding campaign really have no say in what happens next.

When a crowd funded project goes bad, there's nothing for backers to do and no way to recoup losses. Kickstarter isn't Walmart, or even GameStop. It's right there in black and white when you back a project – it may not be released, and you may never get your money back, just like with a real investment where you have a financial stake.

This is something Star Citizen fans are learning the hard way, when the developers recently changed the terms of service so you can't get a refund unless the game doesn't come out by the end of 2018.

Duke Nukem Forever... In Space!

How Does All This Affect Crowd Funding?

After what went down with the highly-anticipated Mighty No. 9, I suspect gamers will be a little more selective in the future -- and that's not necessarily a bad thing. Not every crowd funding campaign deserves to hit its goal, and not every team is prepared to actually take their concept to stable release on schedule.

On the whole though, there have been enough pleasing releases and even extraordinary successes that crowd funding doesn't seem in any danger of going away. At the very worst, what we are seeing is a culling of those who can't deliver as promised, and fans will in the future primarily back developers who already have a strong track record.

While that perhaps goes against the spirit of crowd funding (since the whole point is to give money to people with strong ideas and no existing capital), it's certainly not the worst fate Kickstarter could suffer.

There's also reason to believe hope in the system may soon be restored, if the upcoming Bloodstained: Ritual of the Night, which resurrects Castlevania in the same way Mighty No. 9 was aiming to resurrect Mega Man, manages to have a smoother release.

Please actually look like this...

What do you think of the Mighty No. 9 debacle, and has it changed your opinion of crowd funding video games?

Why I am looking forward to Mighty No 9 on Vita https://www.gameskinny.com/iwmk0/why-i-am-looking-forward-to-mighty-no-9-on-vita https://www.gameskinny.com/iwmk0/why-i-am-looking-forward-to-mighty-no-9-on-vita Mon, 27 Jun 2016 09:41:45 -0400 TheSmartestMoron

To say I’m disappointed with the way Mighty No 9 has turned out is a gigantic understatement. Originally, I was going to go with a Xbox 360 or Wii U version. Instead, I opted for the Vita version. Why? Honestly, I didn’t know at first, but something in my gut warned me about the other two versions. Considering how the Wii U was suffering from bugs, and the Xbox 360 version has now been delayed on release day, I seemed to dodge a bullet. Well, one of the bullets from the hailstorm of artillery raining down on everyone, as the handheld versions have been delayed.

I was patient with all the delays, not even batting an eye. After all, I was confident there would be major improvements to make the game run better. Not to mention I was already looking forward to other Kickstarted games more than Mighty No 9, like Cosmic Star Heroine, Bloodstained: Ritual of the Night, and Indivisible. Plus I have a gigantic library of games to complete and review for my YouTube channel. Others complained about the delays, but I thought we just needed to be patient.

Another thing I should mention is that I am not that big of Mega Man games. This is partly due to my lack of skill, but it doesn’t mean I hate the series. My favorite incarnations of the blue-bomber were Battle Network, Legends, and X series. I funded Mighty No 9 out of spite against Capcom. Remember, around the time the Kickstarter for MN9 emerged, Capcom was not doing much of anything with Mega Man, and had made a reboot of Devil May Cry that to this day makes me cringe. I was also warned against supporting this too, as Inafune was the one to actually kinda set Capcom on this path of westernizing some of its games, which resulted in stuff like Bionic Commando (which had the hero’s wife be his robotic arm), and the reboot of DMC. I was willing to give MN9 a chance though, as it seemed like Inafune learned from the experience at Capcom, while Capcom was being sent into a spiral of mediocrity, damn near destroying series I loved.

Then Inafune announced Red Ash, and doubts began to surface.

It was set to be a Mega Man Legends clone, but the thing is, MN9 wasn’t finished yet. Inafune was asking for lightning to strike twice. What he didn’t count was a typhoon to slam the idea into the ground. Even after getting help from a Chinese company, Fuze, he still had the Kickstarter up to promote DLC for the game. They should have started with this idea when Mega Man Legends 3 was cancelled. The amount of angry fans back then would have supported that in a heartbeat. Moreover, Inafune should have finished MN9 first, judge what his audience wanted.

Then there was the trailer for MN9...I don’t think I need to comment on this much, but pro-tip: don’t insult the fans of your game when you are planning a goddamn anime for this series too!

And he didn’t learn from this, as we eventually find out some more reasons for the delays. He wanted to make a franchise out of MN9 before it even hit store shelves. An anime, a movie, even a sequel for characters we barely even knew about! It was kinda what Capcom wanted to do, as they wanted to make the DmC reboot to eventually make a movie off of the new series. Judging by what fans thought of the reboot, it’s clear that wasn’t going to happen. On top of that, I had only just found out that MN9 received additional funding, and thus expected a much better product. Then again, at most, here’s what I expected and wanted: a game that worked. No need for patches, no game-breaking bugs, just a satisfying and fun experience.

Judging by the immense negative reception to the game, and the amount of bugs reported, he made the jump into a spiky pit.

There was a similar experience of waiting on a game to be finished, the wait was killing me, but I did want the game to actually work. The game in question was a English-translated version of Summon Night 5, and I had pre-ordered the physical edition. It missed the release window, and the Vita version had some annoying bugs too. I had sold the Vita version to a friend, as I was eager to pull out my PSP again to play the physical copy. Months passed and I was growing more impatient. But I did eventually come to terms that if they messed this release up, and my copy had bugs, I would forever be upset and lose faith in their work, especially because PSP physical games cannot be patched now due to the Vita taking over the main market of handhelds for Sony. I eventually my bug-free copy and am currently loving it. Took some delays, but they delivered on exactly what they promised.

MN9 has not despite its delays.

In short: I want him to learn. I want him to care about delivering a satisfying product. I want him to avoid these same damn mistakes. And the stakes are raised, as a Vita isn’t exactly easy to develop. I follow Zeboyd developers, and they discussed how unexpectedly difficult it was to develop Cosmic Star Heroine on the Vita, yet claimed how they tried so hard to deliver a good product. THAT is what I hope to see Inafune and his team pull off.

I have a Vita TV, and am curious how they are going to handle this. Even if this game is not compatible with the Vita TV, I can just give away the code, or get a PS4 and just listen to news about the Vita port. I’m sure it will take a year, maybe more, maybe less. Either way, I’m just waiting to see if Inafune is willing to make the same damn mistakes he made on this launch, or actually learn from this experience, and make a much better running product. Only time will tell.

Mighty No. 9 Review https://www.gameskinny.com/uqj5y/mighty-no-9-review https://www.gameskinny.com/uqj5y/mighty-no-9-review Fri, 24 Jun 2016 09:52:32 -0400 Jeffrey Rousseau

Mighty No. 9 (MN9) was released earlier this week, and it would be quite the understatement to say there's been a lot of news surrounding it. The game was developed by Inti Creates and Comcept, and has been published by Deep Silver. Now we like to judge games not by the news they're embroiled in but by their own merits and entertainment.

So is Kenji Inafune's MN9 a worthwhile modern platformer? -- Here's our review.

Mighty No. 9's story reads very much like an anime targeted towards children. It tells of a future where advanced robotics are commonplace. Disaster strikes and the little brother of the Mighty Numbers, Beck, is charged with stopping his rampaging siblings. The story may seem familiar, because like Mega Man, the story has been inspired by the manga, Astro Boy. A young robot evolves before the world's eyes as he works for the greater good.


Considering this is a platformer, we'll address its gameplay first and foremost. You are Beck and your actions are run, jump, shoot, and dash. The primary goal is to navigate through a stage on a 2D plane to fight the boss waiting. Each stage features its own unique set of challenges that will require well-timed jumps, recognizing enemy patterns, and using quirks to your advantage. For example, a fiery theme stage will require you to keep Beck from oil fires and instant death from falling debris. The tension this creates is fun, and you feel thoroughly accomplished at your feats of agility and mastery.

The dashing ability allows you to defeat and absorb weakened robots. Depending on what type of foe you assimilate, you'll receive certain bonuses. You may gain increased speed, armor, and an increased attack rate. These bonuses certainly help with clearing areas and helping your performance.


My favorite feature of MN9 is the stage scoring system. Yes, it's all based on performance, but it's detailed and very elaborate. For example, you'll receive additional points for destroying foes in a room during a certain time line. Performing certain actions flawlessly and clearing areas as fast as possible. The list goes on -- and that's not even mentioning the performances bonuses against bosses. For those that live for getting S rank on all stages, its both addicting and satisfying. 

As you proceed to defeat the Mighty Numbers, you'll unlock extra features and additional challenge stages for Beck. Let me say they are notoriously difficult and will ask for nothing short of perfection. If you're someone that lives for speedrunning, MN9 has certainly been designed for you in mind. Also clearing the game will allow you to unlock hard and very hard mode as well. 

Look & sound

Now that we've discussed the gameplay, we can discuss the game's aesthetics. Visually speaking, the game isn't the best looking, to be honest. Yet, its art design does work well enough from animated stage enemies to menacing bosses. MN9 is a colorful game with its different locales and environmental threats.

The game's soundtrack is a treat, as it was scored by Manami Matsumae, whose previous work includes Mega Man 10 and Shovel Knight. Stage tunes are a mix modern techno that ranges from ambient to upbeat. I also forgot to mention the game also you to switch from the original arrangement or an 8 bit soundtrack.

Now MN9 isn't without it's shortcomings.

Some deaths you'll encounter will seem due to a lack of proper design. A number of challenges feel a bit tacked on rather than fully fleshed out. Also you may feel some bosses are soul crushingly punishing even on normal difficulty. These issues somewhat hold back the experience.

The bigger question is that will the game leave you with some memorable moments of platforming perfection? Yes, definitely -- but it won't leave too many lasting impressions. Fans of the genre will enjoy their time testing themselves and newcomers can easily start here as well. You'd do yourself a disservice if you let its controversies deny you a fun game. 

If you're looking for a game to play for a weekend or for a few hours I would recommend Mighty No. 9. 

Mighty No. 9 vs. Mega Man: Does Inafune still have the magic? https://www.gameskinny.com/umwbi/mighty-no-9-vs-mega-man-does-inafune-still-have-the-magic https://www.gameskinny.com/umwbi/mighty-no-9-vs-mega-man-does-inafune-still-have-the-magic Fri, 24 Jun 2016 05:28:46 -0400 Sergey_3847

Since the very first showcase of Mighty No. 9 concepts back in 2013, the hype for the Kenji Inafune’s spiritual successor to Mega Man has been growing proportionally to the Kickstarter campaign that eventually reached $3,845,170, which is 4 times over the budget.

Does this mean that Mighty No. 9 is worth every penny people spent on it? Now, when the game is finally out we can take a deeper look at the two protagonists and try to identify which one holds up better from design and mechanics standpoints.

What exactly do robots need?

Beck, the Mighty No. 9’s protagonist, looks very similar to Mega Man in both physical presentation and color palette. However, the technology behind these robots differs greatly – Beck is made of Xel, smart particles that have been used to create super robots in the fictional world of Mighty No. 9. Mega Man, on the other hand, is a typical robot made of mechanical parts and cogs.

From the design standpoint Mighty No. 9 has a lot of cool ideas, but when it comes to gameplay, they simply don’t hold up.

This peculiarity allows Beck to transform into various weapons and not just equip them -- which is, of course, a much cooler effect. But does it influence the actual gameplay? Sometimes it looks fantastic, but it doesn’t really make the experience any better.

Every fan knows that special weapons in Mega Man have their own purpose, while in Mighty No. 9 you don’t always feel the need to use a particularly acquired weapon simply because any other weapon can deal with enemies just as well. This means that from a design standpoint Mighty No. 9 has a lot of cool ideas, but when it comes to gameplay, they simply don’t hold up.

Keep fighting to bring peace to humans and robots

Beck has a very simple task in the game – to destroy the rest of the Mighty bosses in a non-linear set of levels. Mega Man has always had a much larger agenda – his goal was to bring peace to all humanity and robots. This alone elevates the motivation and the sense of adventure in the Mega Man games, while Mighty No. 9’s story is bleak in comparison.

Of course, we may assume that the following installment of Mighty No. 9, which has already been confirmed, will bring new pieces to the world of Beck. Most importantly, the developers need to bring back the sense of tight gameplay instead of pushing the flashy and dynamic, but ultimately empty, experience of Mighty No. 9.

You can't beat me with fake power!

Most players that have already played the game said that Mighty No. 9 has very fast-paced combat, especially with all the combos like shooting and dashing. However, at the end all this doesn’t feel that much exciting.

The developers need to bring back the sense of tight gameplay instead of pushing the flashy and dynamic, but ultimately, empty experience of Mighty No. 9.

So what could be the reason? Probably it’s the combination of all the other factors, such as uninspiring level design, inconsistency of mechanics, pointless scoring, tedious dialogues, and some others that have already been mentioned above.

This means only one thing – Inafune and the team forgot how to make really good 2D action-platformers. In this regard, Mega Man had all the right components and it didn’t have to be fast in order to make you feel engaged on every single level.

That's the same old apology

keiji inafune mighty no 9

On the day of release (in Japan), Keiji Inafune responded with the following statement to all his fans:

“I’m kind of loath to say this because it’s going to sound like an excuse and I don’t want to make any excuses. I own all the problems that came with this game and if you want to hurl insults at me, it’s totally my fault. I’m the key creator. I will own that responsibility.”

This is a sad statement, but it had to be done in order not to jeopardize the next installment of Mighty No. 9. The developers really need to focus on the gameplay mechanics and just do them in a way that would make sense.

Modern gamers are much more experienced today and many have gone to the development side of things themselves. They can identify even the smallest mistakes made by the developers, especially when it comes to such highly anticipated game like Mighty No. 9.

Inafune and co. should keep their ears open to these people’s suggestions and deliver a solid experience on par with that of Mega Man next time.

What do you think about the community reactions to Mighty No. 9’s drawbacks? Do you agree or disagree with them? Share your opinions in the comments section.

Did you back Mighty No. 9's Kickstarter? You could be in the credits. https://www.gameskinny.com/jgakg/did-you-back-mighty-no-9s-kickstarter-you-could-be-in-the-credits https://www.gameskinny.com/jgakg/did-you-back-mighty-no-9s-kickstarter-you-could-be-in-the-credits Thu, 23 Jun 2016 06:47:00 -0400 Ian Ilano

Yesterday, after years of grueling development, Mighty No. 9 was finally released. And as a last way to send thanks to the community, the development team decided to reward backers with their first video game appearance.

That's right. If you donated money to the game's original Kickstarter campaign, call up your family, friends, and relatives — your name might be in the credits.

The insane four-hour long credits includes the names of all those who donated and helped make the game happen. The credited names are simply the names you used when you backed the game, so there's a fair of share of silly usernames mixed among the legitimate pile. And if that doesn't sound crazy enough, the development team went even further and gave credit to anonymous "generous backers."

Mighty No. 9 Credits

A short cut of some of the names credited. 

It's always warming to see developers thanking their fans. By crediting backers, it helps put into perspective how much impact their contribution — whether small or large — made in the game's development. 

Though some of the campaign's backer rewards were undoubtedly awesome, I think this is the best one of all.

Mighty No. 9 is available on PlayStation 4, Xbox One, Vita, Wii U, and Steam. You can purchase your copy in-store, or opt to buy a digital copy online.


Mighty No. 9 is more like a Mighty No. 2 https://www.gameskinny.com/3r6dn/mighty-no-9-is-more-like-a-mighty-no-2 https://www.gameskinny.com/3r6dn/mighty-no-9-is-more-like-a-mighty-no-2 Thu, 23 Jun 2016 19:05:29 -0400 Dennis Adame

In the short time that Mighty No. 9 has been out, tons of controversies have surrounded the game. There have been reports of input lag, people not getting their pre-ordered copy of the game, low frame rates, soft freezes and is rare accounts even bricking your Wii U.

That's not even all of it. Some codes for PS4 don't work, the release date for Xbox 360 was delayed, and some people got two of the same DLC instead of one of each. Some people have even reported Windows flagging the game as a virus on PC versions. 

It is a PR nightmare to have a release go this bad. The Twitter feed for Mighty No 9. has only two tweets since the game released that talk about the game issues. One tweet talks about how they are working on the problem with Humble Bundle. The other tweet directs you to the game's site where the Mighty No 9. team talk about the issues with product keys. They talk about people who got wrong keys and keys that don't work and inform them about what they can do to resolve the problem. They don't talk about the freezing issue, the bricking issue, or the tons of other issues with the game. The comment section of the page is littered with comments regarding even more issues. Players who ordered a code for 3DS got codes for PC or PS4. Players who backed the game at high tiers to receive extra goodies like shirts and in-game content never got anything. One picture stood out on the comments section of their Twitter page.

Let's just hope that the team gets their act together because people are starting to lose faith in the game and the team. The Before You Buy video below highlights some of the good factors of the game that were not covered in this article. 

Five Kickstarter Games That Flopped Harder Than Mighty No. 9 https://www.gameskinny.com/mjq1v/five-kickstarter-games-that-flopped-harder-than-mighty-no-9 https://www.gameskinny.com/mjq1v/five-kickstarter-games-that-flopped-harder-than-mighty-no-9 Thu, 23 Jun 2016 11:43:45 -0400 ChrisDeCoster

Red Ash

Back to Mighty No. 9, it's sequel/spin-off Red Ash managed to turn people off the original game even more than the constant delays and changes in art style.  Set in a post-apocalyptic future, this open world third person shooter featured a cast of characters somewhat based on Mighty No. 9's, but with completely different designs.  Many were outraged that Comcept, the team behind both games, began work on Kickstarting both a sequel and an animated adaptation of said sequel before the first game had even released.  


Because of this, the game did not reach it's funding goals and had to seek out a publisher to get the project off the ground.  Even with said publisher, the demo that was released to backers felt unfinished, consisting of a room full of playable characters and physics objects that responded strangely to the player's interaction.  Given the reception of Mighty No. 9Red Ash's future is uncertain.


What Kickstarters disappointed you the most?  What do you think about Mighty No. 9? Let us know in the comments!


Based on the popular Let's Play series YogsCastYogventures was successfully funded over five hundred thousand dollars.  Despite backing from a huge fanbase and a talented team of developers at Winterkewl Games, the game never made it past the beta stage.  The beta, given out as a reward to select backers on Kickstarter, added fuel to the fire when it turned out to be little more than a Minecraft clone with a YogsCast coat of paint. Given that Winterkewl canceled the game and closed down due to financial trouble, fans are unlikely to ever see the finished project (or their money).

The Stomping Land

An ambitious game that made it farther than most others on the list, The Stomping Land nevertheless failed to fully release. An open world survival game announced in 2012, The Stomping Land tasked players with killing dinosaurs for food, which would require planning and cooperation with other players online.  Early concept art showed a lot of promise and knowledge on the subject of dinosaurs, which helped the game reach it's relatively modest budget of a hundred thousand dollars.  The game even released on Steam Early Access on time.


However, the Early Access build was missing most of the promised features, including most of the map and dinosaurs that were promised.  While missing features in Early Access isn't uncommon, The Stomping Land was never finished, as the lead developer cut all communications with his team, leading to them leaving as well and the termination of development. 

Homestuck Adventure/Hiveswap

Based on Andrew Hussie's massively popular webcomic Homestuck, Homestuck Adventure, later renamed Hiveswap was launched in 2012 and met it's funding goal in less than a week, finishing its campaign with over two million dollars.  Of all the early Kickstarter projects, this one seemed both promising and plausible: the webcomic began as an homage to classic adventure games, had legions of rabid fans, and the expected release date of summer 2014 gave it a generous amount of time to develop.


Sadly, the game is still in development.  While new concept art released late last year, it seems more and more likely that Hiveswap may never see the light of day.


The Ouya is both the biggest gaming Kickstarter and the biggest gaming Kickstarter failure.  While it seemed promising, as it earned more than a whopping eight million dollars, the open-source Android console now joins failed consoles like the Virtual Boy and the 3DO.  The Ouya was sold on lofty promises, such as that it would compete with modern consoles despite its hardware being more akin to that of a cellphone.


Despite the incredible amount of love and goodwill put into the console by its development team, it released with little fanfare and from public view almost immediately.  The last blog entry on the Kickstarter page, which ironically reads "Gonna fix this" came out almost three years ago, and the hardware has been discontinued.


After multiple delays, changes in art style, and many other mishaps and roadblocks, Might No. 9 is out and the results are... less than impressive.  While playable, Steam reviews have blasted the game over its poor writing, voice acting, and shoddy controls.  While the game has its fans, it's safe to say that a lot of people expecting a true successor to the Mega Man name are going to walk away disappointed.


But, as creative director Keiji Inafune was misquoted as saying, "It's better than nothing," and in the case of some Kickstarter-backed games, nothing is what they got.  Here's a look at five Kickstarter games that couldn't deliver on their promises (or, in some cases, couldn't deliver at all).

Mighty No. 9 Delayed for Xbox 360 https://www.gameskinny.com/401gr/mighty-no-9-delayed-for-xbox-360 https://www.gameskinny.com/401gr/mighty-no-9-delayed-for-xbox-360 Tue, 21 Jun 2016 16:56:31 -0400 Megan M. Campbell

Mighty No. 9, the long-awaited title by Keiji Inafune, has been delayed yet again – but only one platform is affected.

In a blog post on the Official Mighty No. 9 website, developers revealed that a certification bug was found, which will delay its release for “several days” on the Xbox 360. This bug was found during the final round of testing for the publishing process. The Mighty No. 9 Team “has already re-submitted the build to Deep Silver (and to Microsoft), and [they] expect it to go gold within a few day if all goes according to plan.”

The Xbox 360 version of Mighty No. 9 was supposed to release today, June 21st, alongside the PS4, Xbox One, PS3, PC, and Wii U versions. The 3DS and PS Vita versions will be coming later. Xbox 360 players can still play the game today if they’re willing and able to play on PC.

The Development Team is currently supplying Steam codes for Xbox 360 players until the console’s version is ready for release. They also announced that the Mac/Linux Steam builds of the game are in final testing by Deep Silver and should be available in a few days.

Source Images[Header Image, Gameplay Screenshot, Second Gameplay Screenshot]

Mighty No. 9 isn't bricking Wii U consoles, stop freaking out https://www.gameskinny.com/h3n92/mighty-no-9-isnt-bricking-wii-u-consoles-stop-freaking-out https://www.gameskinny.com/h3n92/mighty-no-9-isnt-bricking-wii-u-consoles-stop-freaking-out Tue, 21 Jun 2016 11:02:26 -0400 Ashley Shankle

Everyone loves some good drama, but can we please take a step back right quick and think rationally in regards to Mighty No. 9?

Most of the game's reception points to it being a pile of lukewarm mush, but that does not mean helping propagate the rumor the game is bricking Wii U consoles is doing anyone any good -- especially since the rumor is not true.

Mighty No. 9 has its issues on just about every platform right now, but Wii U owners especially are not only dealing with what may just be the most unwieldy version of the game in terms of overall performance, but also a rumor spreading like wildfire that the game bricks the console at specific sections.

What's actually happening

Now let's take a deep breath, because I know you want to find more things about the game to bitch about. It's fun to wallow the misfortune of others sometimes, I know--but you've got to chill and not take rumors at face value.

What is actually happening with the Wii U version of Mighty No. 9 is the game is hardlocking the console and forcing users to unplug it, plug it back in, and turn it back on.

I'm not going to say the game hardlocking your console is okay, because it certainly is not. But I'd be lying if I didn't say my Wii U has a bad habit of hardlocking in the YouTube, Hulu, and Netflix apps a few times a month. This is a process Wii U owners are unfortunately familiar with.

Mighty No. 9 hardlocking consoles is not an excusable issue, but it is a far cry from bricking them.

Comcept would do well to figure out the problem and patch it out ASAP to put out the rumor fire, but the game's launch on every platform has its fair share of problems (with the Xbox 360 version even being delayed again). I guess you could say Mighty No. 9's release hasn't been so mighty.