Mighty No. 9 - Keiji Inafune / comcept kicksarter project

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Gunstar Green
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Re: Mighty No. 9 - Keiji Inafune / comcept kicksarter projec

Post by Gunstar Green »

It's just really cringey.
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Xeogred
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Re: Mighty No. 9 - Keiji Inafune / comcept kicksarter projec

Post by Xeogred »

I wonder how much emphasis is on that dash mechanic, because that horrible trailer makes it look like 90% of the gameplay.
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Re: Mighty No. 9 - Keiji Inafune / comcept kicksarter projec

Post by strangenova »

To be fair when playing megaman x I spend most of my time dashing, but that's to position for an attack. If the dash was an attack in MMX that would be way OP and that's how the trailer looked
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Re: Mighty No. 9 - Keiji Inafune / comcept kicksarter projec

Post by Xeogred »

Oh same here, I even hold the controller differently when playing MMX1-3 so I can constantly dash, and that intro stage in MMX without the dash is so awkward haha. I go to Chill Penguin immediately to get it.

But the way it looks to be implemented here just looks super... weird and not fun.

Who knows though. I still think it looks cool, but this sure has been a tiring adventure. RELEASE IT!!!
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Re: Mighty No. 9 - Keiji Inafune / comcept kicksarter projec

Post by MrPopo »

The basic gameplay loop of the game is you shoot enemies to get them to a low enough health and then dash into them for the kill. So you better be prepared to dash.
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Re: Mighty No. 9 - Keiji Inafune / comcept kicksarter projec

Post by strangenova »

MrPopo wrote:The basic gameplay loop of the game is you shoot enemies to get them to a low enough health and then dash into them for the kill. So you better be prepared to dash.
Sounds like I gotta go FAST...wait that's not right. Anyways I'm gonna pick it up, so all judgement is reserved til then
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Re: Mighty No. 9 - Keiji Inafune / comcept kicksarter projec

Post by DreamyWarrior00 »

Slip me some energy tanks on the down low. :)
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Gunstar Green
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Re: Mighty No. 9 - Keiji Inafune / comcept kicksarter projec

Post by Gunstar Green »

Xeogred wrote:I wonder how much emphasis is on that dash mechanic, because that horrible trailer makes it look like 90% of the gameplay.
Honestly considering all of the things I didn't like about the demo, I thought the dash-absorb mechanic was alright. Though it's a change that's not going to be welcomed by everybody. I think they thought it would force people to emphasize speed running but not everyone wants to play that way.

The only thing I personally don't like about it is that when the level design is tailored around that mechanic (which is to say, usually) it's straightforward and boring.
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Re: Mighty No. 9 - Keiji Inafune / comcept kicksarter projec

Post by Gunstar Green »

So they released the first episode of their making of documentary late last night.



As of a few minutes ago comments have been disabled. :lol:

It's not that bad so far though.
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Re: Mighty No. 9 - Keiji Inafune / comcept kicksarter projec

Post by Xeogred »

Man even if I rag on the game a little myself, it's depressing to see them getting so much shit. It seems like it's destined to get slammed by the media/fans once it releases. People have already fully committed to hating it.
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