Mighty No. 9's launch hasn't exactly been a success. The title has shipped to middling reviews and performance problems, and a live stream to promote the game ruffled a few feathers (although it should be noted, it now seems that this was the fault of the translator rather than creator Keiji Inafune himself).
The lengthy live stream has now been picked apart in greater depth, and looking beyond the "better than nothing" comment - which we're now pretty sure was former Capcom staffer and stream translator Ben Judd's own sentiment rather than Inafune's - we see a developer who appears to be genuinely sorry that the project has disappointed its fans and backers.
The following comments are taken directly from the live stream and it's vital to remember that Judd is at times putting his own comments into the text.
Inafune points out that the buck stops with him when it comes to Mighty No. 9's problems:
Inafune-san said "You know, I want to word this in a way to explain some of the issues that come with trying to make a game of this size on different platforms." He's like "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."
He also admits that bringing the game to so many systems was a mistake:
He said "In my many years at Capcom, and Capcom was known for their multi-platform strategy. But never did they ever do 10 SKUs all at the same time, 10 different versions all for one title." Traditionally, this is true—I know, we worked with a lot of different porting houses—usually you have the base game and work on the port after the game was done. In this case, it was do the base game and do the port all at the same time. it ended up being a huge amount of work, more than they actually estimated. Definitely, when they looked at the project, they were wrong about a lot of things. They underestimated how much time, work was going to be necessary. All of those things create a huge amount of pressure.
Another criticism from fans is that Inafune divides his time between too many projects - he's been involved in many other games aside from Mighty No. 9, including Azure Striker Gunvolt and ReCore - but Judd is quick to counter this:
I've [Ben Judd] seen a lot of different comments that suggested Inafune-san was only focused on being a business man and taking the IP and making anime or manga or branching off into a lot of different directions. To your average everyday person, it's going to seem that way. But the reality is, during production, the key creative pieces really happen for the first 70% and then beyond that, it's all about doing porting and bug testing. I promise you Inafune-san's time is best spent focused on taking this IP in new directions. Again, as I said, to be an independent studio and get a chance to own your IP, it just doesn't happen. It does bring in other opportunities, which is great. I guarantee you [that] you want your independent creators and developers to have their IP, you want them to be able to take them in different directions. It gives you more choices as gamers. I 100% stand by this sentiment.
The live stream is pretty long but is worth watching if you want to get a better grip on the challenges Inafune and his team have faced over the past few months - just be aware (as we and many other sites should have been yesterday) that Judd isn't just translating Inafune's words, but injecting his own opinions into the stream.
Comments 57
Is it just me or does the game look a little empty?
Don't know much about the game. It's a shame the reviews were so mixed though, especially from such a well-known and talented designer.
Appreciated, but how about focusing more effort on the fiasco that is many backers still being unable to make their codes work instead of just saying he accepts insults? Seems more productive.
Forgive but don't forget as they say. Good luck with getting any support from anyone in the future, Inafune-san.
I feel bad for the guy, a bit. Sure, he messed up, but he isn't being rude and saying people are entitled or wrong.
@Ethan_Bricknell The reviews were anything but mixed. I haven't seen a review that didn't give the game a completely mediocre score.
Plus, he's not a designer. Not a game designer, that is. But a character designer. He's a simple illustrator. Of course he doesn't know much about game design.
Pure mismanagement of the whole project really.
Also, I undertand a staight translation word for word doesn't work, translating also has to make what's being said is understood in multiple languages. But I think Judd, in this case shouldn't be misquoting what Inafune is sying, and adding in whatever he wants.
I withdraw my comment from yesterday's artical on Inafune, when I compared him to Wario. He should probably hire a new translator, though, or at least tell him to leave his own opinions out of his translations. Imagine if that happened when a leader from another country had a translator who did that.
"He says 'I respect your country, and hope our communities can coexist peacefully,' but in my opinion, your country is run by morons."
...Before anyone gets angry, I'm really not thinking about any particular countries here, I'm just saying that translators should never put their opinion in a translation.
@Krisi As I said, I don't know much about the game haha. (By not much, I mean absolute zero.) (Okay, maybe not THAT low.)
Thanks for the clarification
So much humility expressed throughout this article, even by the author, himself. Though I am not owed any of it, myself, I very much appreciate the honest sentiments here as both a reader and player. I truly hope this entire situation turns out well for all in the end.
@goonow It does feel empty, almost lifeless in many areas.
@Ethan_Bricknell well known? Yes, talented? Not in this lifetime
@Popplio Oh you should have seen him in one of the Tokyo game shows before he left Capcom. He went up on stage and announced all Japanese developers are crap and that they make crap games. Now that it is revealed he can't do any better, of course he is going to be humble, it's the only way to sway poor fans to believing in this hack again
This game as a whole has had quite the sad tale. And the saddest part of it is that he seems to be pretty humble about the whole trainwreck. Here's hoping Capcom won't be shady enough to take advantage of this and release a Mega Man game with "it's not Mighty No. 9" as its biggest selling point.
What would a sequel be called? $H1T€Y No. 2.
Damage control
NL hasn't reviewed the game yet has it? Why's that?
@Krisi While I have seen a few uplifted/positive reviews, 1) they are few and far between, and 2) they weren't from major, well-known websites. Indeed, calling the reviews "mixed" feels slightly kind.
If porting was so hard why not get help, like playtonic with team 17
At least he admits to it.
the guy's made a mistake and he's clearly learnt valuable lessons.
@TheDavyStar We only got Wii U review code yesterday. Make of that what you will.
The review should be live this weekend, all being well.
It's good that he is taking responsibility plus trying too get the game on all platforms was nice either if it was too much of a challenge it seems.
I wonder how many Inafune haters from yesterday are now "accepting" of his sentiments... lol! Beyond people's fickle nature, this seems like a learning experience. Perhaps I'm a little more forgiving because I wasn't a backer. But even if I was, anything goes when you crowdfund. Nevertheless, the corpse of MML3 is rolling over, tossing, and turning in its grave in regards to Mighty No. 9. I still can't believe we never got MML3 on 3DS. In fact, that was the main reason why I got the original launch 3DS so fast (and I never buy systems when they first release, ever).
@xVAKAR1ANx they did. But like he said, there's too many systems
There's a lesson to be learned here. Don't be too ambitious. Release the game to the platform you're familiar with, or the easiest to code and sell, or even the one that will allow a full performance and focus on that. Make a perfect game for a single platform, if it succeeds, hire a conpany to port to other platforms. That's what most developers do.
(Note: I am neutral in here. I am not rally a fan – nor an opponent – of the RockMan series.)
...
...I feel relieved that I awaited Nintendo Life's review before passing judgement on the game...
...I was surprised at how much difficulty he had...
...
...I think this problem is due to his managing his own company in a VERY long while... probably ever. He seems to have made mistakes that a new independent-developer would make.
...
...I hope that he would make a sequel, given that RockMan II was all around improved over RockMan I. He should emotionally separate himself from The Mighty Number 9 series in a while, though. After all, he needs a mental refresh from all this.
Gamers, what did we learn today?
The fact is those, they made enough money to make 15 versions of this game. I understand that making 10 different SKUs on different systems has to be hard. But why did he start to do other crap that no one wanted, like the mighty no. 9 cartoon? Where did all the money go is what I want to know.
At least he admitted he screwed up. Hopefully he learned something from all this.
I think if he focused on the project strictly rather than trying to fund other things, the game would be MUCH better.
Things look bad... until Dashie gets ahold of it! https://www.youtube.com/watch?v=a94J7AdWRdU
He was bursting blood vessels just WAITING for this game!
Edit: Extremely coarse language is involved, so please beware.
Well, my initial saltiness has worn off (I think), so I'm gunna go back and see if the game is just as bad as I thought yesterday.
Hurm, guess there needs to be a penultimate level on the despicable gaming "geniuses" list (It needs a catchier name) for people who at the very least take some responsibility for their failure. That's more than I can say for the unholy trio of Romero, Molyneux, and Ancel.
To me the game still looks fun and I can say I have seen and I'm sure played a lot worse ,I still plan on getting the game at some point it's not like there is a lot of competition on Wii U but I would like to try 3DS version mostly.
I've watched some footage of this game, and what strikes me most is the complete absence of creativity in the mechanics, level design, enemies, dialogue, music, etc.
I can forgive a flawed game that someone was clearly passionate about, but I don't feel any passion from this. It just feels as by-the-numbers as possible.
@MrPuzzlez Sad thing is that even Dashie, who doesn't have the highest standards, wasn't feeling this game.
It's okay Keiji, we know you were misquoted and we know you can do better if you wouldn't spread yourself so thin across so many games, but we still like you anyways.
Fix those mistakes, though...
Still don't hate him, but he has to understand that when a multi-million/billion dollar company backs a project, it's a little different that being a startup small-time company trying to break in with your first game. Everyone has to start somewhere, but you have to start small-- walk before running. I think he'll learn and I look forward to his next endeavor. Perhaps a Mighty No. 9 II can happen, but he'll need to mend relations before that can happen unfortunately.
I really didn't expect much from this game, I think everyone who rode the year long hypetrain are disappointed. I probably still wont even play it, lol.
Don't hate the man but his credibility has taken a hit even more so than Capcom. Don't see Mighty No. 9 sequel ever happening after this disaster.
@Snow-Dust That's horrible! Can you send me a link or a video of this?
Now only if Reggie would lay it plain and admit to his own mountain of miserable failures.
Well, if it wasn't requested during the campaign, then other consoles probably wouldn't have been added. They quickly hit thier goals and immediate stretch goals before they knew what to do.
THIS GAME WAS ORIGINALLY PLANNED TO BE PC ONLY! (Sorry, I had to go bold for a second.)That's why $900K seemed apprpropriate for the development (minus extra stages and stuff). If you look at the KS campaign updates: http://www.kickstarter.com/projects/mightyno9/mighty-no-9/posts/588626 The first console ports were actually brought higher in priority only 4 days after the start of the campaign! And at that point, handhelds were up in the air. And 9 days after the start of the campaign: http://www.kickstarter.com/projects/mightyno9/mighty-no-9/posts/593460 They announced current gen ports at $3.3 million (and you can see the then-current state of the goals)
See, very early on they made the indie mistake of biting off more than they can chew. And their commitment to that, while admirable, is a disaster waiting to happen if you're not prepared. The whole debacle, IMO, is getting a lot of misappropriated negativity for people's lack of facts (not 'opinions', there IS a difference) and some refusing to listen to them, and people following those who have been riding the Inafune hate train for the longest. Of course, there's also the media 'sheep' that regurgitate everything they 'hear' as truth. But people forget he's an indie, even himself. So just because he's an 'industry legend' doesn't mean everything he churns out, as an indie, is going to come out perfectly. It's illogical to even think that. Gameplay is another matter entirely because he checked off on what Inti brought in, so that's all him.
Even though I'm a backer, I didn't follow this project blindly. Honestly, I was in it for the T-Shirt, and both the Mac and WiiU releases. Having 2 out of 3 of those right now ain't bad. Graphics aside, because I'm not a 'graphics-(another word for streetwalker)', the game is challenging and there's a good amount of content for the price. If the game seems unfair, then you need to practice. It's old-school gaming mentality, plain and simple. I'm still stuck on No.7's stage because it's my fault. I'm overzealous and I'm trying to play fast, not a good combo, but I'm nailing down my routine. I'm close to beating this stage with a good run.
TL;DR Don't let the bad stigma, graphics, and subjective opinions around this game put you off. If you like challenging platforming with speedrunning potential, like what can be said about the original Mega Man games, then Mighty No.9 might have what you're looking for. Also, git gud.
And tagging @Damo in case he wants to check out the links.
People are too forgiving or ignorant of what this guy did. They don't seem to recall the harsh words for his fellow japanese developers and the ruckus that caused which if you ask me is big part of why he was fired from Capcom. Now in the project itself he promised a spiritual successor of Megaman, and while not directly, one of the same quality if not better.
He got funded in one of the quickest KS I've seen and then fumbled the whole thing so hard I'm amazed he held a job so high at Capcom. And if that was not enough he asked for more money for an anime of an unproved "franchise" instead of focusing on the task at hand.
I'm sorry, I'm done being all cuddly with people just because everyone suppossed to have second chances. To hell with it, if you make lofty promises and fail then you deserve to burn.
@Popplio yep, no problem
http://www.eurogamer.net/articles/2012-03-08-mega-man-creator-laments-tragic-state-of-japanese-games-industry
http://www.siliconera.com/2012/03/08/keiji-inafune-to-japanese-developers-dont-rest-on-your-laurels/
Note that these are 2012 articles and that he has added some follow-up about this and that but the original statement was made on 2009 where he then talks about how great Dead Rising is and then quit Capcom after that
@SamirMalik my bad, I just skimmed the article
@Krisi You should do your research. Not only is that statement wrong, but it's a little insulting. A 'simple illustrator'? Seriously?
He actually created/developed several series within the Mega Man Universe, including the Battle Network games and was co-creator of Onimusha. He was also the creator/producer of the Lost Planet and Dead Rising series, amongst other projects. He is also a graphic designer who work includes the early Street Fighter games.
Not bad for a 'simple illustrator'. Not defending this game or his involvement in it, but let's give credit where credit is due and not downplay his rather impressive career.
If it was a western game the creator would be crying and pointing the blame at gamers not knowing what the game developers were going for.
99 Things Wrong With Mighty No.9 by Really Freakin' Clever:
https://www.youtube.com/watch?v=3DaBRXiA1tg
Inafune should have known better, it was an amateur mistake to try to port to so many platforms all at once. Everyone who's someone (and even nobodies) knows you're supposed to space ports out when you're working with a limited team on a limited budget. It's common sense. But then again, it was apparent ever since the whole community management usurpation fiasco that common sense was in short supply during this entire project.
Just... Don't screw it up for Red Ash. If you want to redeem yourself, prostration isn't going to work. Just... Get it right next time. If you do, great. If you don't, you're done.
Why would you release a new IP on ten systems at once when it's not an established franchise? Here's why. You tag the game with "Spiritual successor to Mega Man" and fans donate lots of money. I thought Azure Striker Gunvolt was the spiritual successor. The desire to recapture the past involves a lot of people, a lot of money, and one confused (Arrogant?) captain at the helm. A $200,000 request for one DLC stage? This whole thing sounds ridiculous. Make the bad guys cry like an anime fan on prom night, I say.
So... Thats it? Admitting fault and apologizing when the game is finally out the door. Not even gonna try to defend it or sell it. Sure, theres been a lot of obvious mistakes that nobody likes. Sure, it doesn't look like a 4 million dollar game. Theres a big difference in dying in fame or going down in flames. Even Ronald McDonald sells you a cheap nasty burger with a smile.
@masterLEON Hah, that's funny, the beginning of the end for Mighty No 9 began 9 days after the start of the campaign... XD The foreshadowing was so real... If I had been a backer of the project at the time, that's when I would have warned them about making a critical mistake, and backed out!
Hey, someone should make an article about this backer in the credit
https://pbs.twimg.com/media/CiYofkvVEAEmZ53.jpg
It can also be seen when the credits are rolling at 1:44
https://www.youtube.com/watch?v=8U3DLCZ5J90
@Snow-Dust LOL, that's amazing! Was that in reference to this?
http://www.gamnesia.com/news/hideki-kamiya-says-mighty-no.-9-is-a-copy-and-an-insult-to-capcom
http://www.forbes.com/sites/olliebarder/2015/07/08/hideki-kamiya-attacks-mighty-no-9-calls-it-an-insult-to-capcom/#762a0a210ebc
And even years before that, this?
https://twitter.com/pg_kamiya/status/249735186936369153
https://mobile.twitter.com/PG_kamiya/status/249735186936369153
Even Damo knew what was up, siding with Kamiya at the time.
@PlywoodStick I rofl hard when I saw this image/video. I can only pray that this backer was really referring about the 2 links you provided (especially the latter)
@Snow-Dust And yeah, those comments Inafune made back then are REALLY coming home to roost. Poetic justice is served. ...Sort of. A lot of people were riding his coattails back then, attempting to make some (nonexistent) profound point out of his statements, even though they were just vain judgments. I bet that's changed, now...
@NintendoFan64 I love your profile pic. That is me EVERY damn time I try to perfect that one.
@Kmno Well that's what you think with your end of opinions. Inafune is just as human at the end of the day. Second chances or not. After this. Comcept is in the red for some reason. They can't keep pouring out poor games, and they've lost potential customers. Contrary to what people say, Comcept does not have time to mess around at all. This is their company going under. As for others, criticism is deserved, but they're taking it way too hard. I know 4 million is a big deal, it really is to some people, maybe a bit too much. But when you go past all these things and resort to comments that don't make sense, well it's better to just let them vent and leave it alone. Comcept took a "mighty" blow to themselves for failing to provide a game even worth they name "Mighty." They can't afford anymore.
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