Mighty No. 9 - Keiji Inafune / comcept kicksarter project

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

Post by ninjainspandex »

I'd imagine they would do it now on 3DS now that they see what frothing desire there is for this game, and this just the tip of the iceburg imagine all the people who have no idea what kickstarter is or do not trust kickstarter that would love to have this game if it released to retail.
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Re: Mighty No. 9 - Keiji Inafune / comcept kicksarter projec

Post by Ack »

brunoafh wrote:@Retrogamer0001

That's console versions though, if you look at the $60 and other pledges around there, I think the PC version is still a physical/non-digital copy.
The game is digital only, though if you donate a certain amount to the Kickstarter, you will receive a physical game box and instruction manual in your choice of Western NES style or Japanese Famicom style.

Also, currently over $1.3 million.
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Re: Mighty No. 9 - Keiji Inafune / comcept kicksarter projec

Post by Damm64 »

This fits here nicely

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

Post by GSZX1337 »

Mighty No. 9 hit more than $1.35 Million! WHOOOOH! Linux port, here I come! :D
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Re: Mighty No. 9 - Keiji Inafune / comcept kicksarter projec

Post by Xeogred »

I'm not sure if I can see this hitting the 2.5 mark, but I'd love for it to happen. Some projects explode and then kind of come to a halt. Who knows, but I'm glad this ignited and will hopefully be the start of other big Japanese names jumping on board.

Matsuno (freelance thesedays I'm pretty sure) too bad Square gobbled up the rights for Tactics Ogre and does nothing with it really. Rumors are he's still had several plans for more installments in the franchise and such. A spiritual successor to Vagrant Story would be nuts too.

Koji Igarashi needs to quit Konami and give us a real 2D Vania again. As the guy always says himself, sidescrollers will never die.

I'm waiting for the day that small time devs can start to mimic PSX era stuff more and more easily. A rebirth in tried and true turn based JRPG's, with new rich pre-rendered backdrops in crazy modern resolutions, it would be so amazing.

I have to say I'm liking how this is opening up a road between the PC and such and handheld platforms. A lot of stuff I want to check out is tied down to handhelds only which I'm never that big on, so closing up that gap even more with how things are crossing over so much lately would be a good thing to me.
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Re: Mighty No. 9 - Keiji Inafune / comcept kicksarter projec

Post by SpaceBooger »

In regards to a PS4/XboxOne and handheld port:
Q: Will you / can you / please make a PS4 / Xbox One version of Mighty No. 9! Since you aren't coming out until 2015, why not aim for those systems first, instead of PS3 / Xbox 360 / Wii U?

It's no surprise to us that this is far and away the most popular single type of question we get, as next-gen versions of Mighty No. 9 are something we've dreamed about ourselves ever since we first began work on the game.

First, a little history: One of our most important considerations before we launched our Kickstarter, and before we could confirm that our idea here would resonate with the fans, was budgeting and cost: We had to be as certain as we possibly could that we could deliver on -everything- we were promising for the initial and stretch goals we were setting. Since, like many (most?) developers, we don't have any next-gen titles under our belt yet, we thought it best to stick with what we do know, so we could make promises to our fans with confidence -- especially for what we were promising coming out of the gate. We know being able to offer next-gen versions would dramatically increase our funding, but we felt the worst thing we could possibly do was dangle the prospect of next-gen Mighty No. 9 in front of our fans and capitalize on their excitement as we head into this fall's big new system launches, only to disappoint them in 2015 when the game is delayed, or didn't live up to the higher aesthetic expectations that come with games for those systems due to problems and costs we weren't able to anticipate.

All that said, we would definitely love to see Mighty No. 9 on as many platforms as possible, and we agree the next-gen systems are a natural fit if we can make the numbers work! If we continue to see more and more people asking for next-gen versions, and then if we're able to set and clear stretch goal funding levels that include enough margin for error that we can say with confidence we can deliver on quality versions for these platforms -- that's what it would take to make next-gen versions of Mighty No. 9 a reality. This is the number one thing we will be watching for and discussing internally in the next couple weeks, so please, continue to let us know what you think, and thanks for all your feedback so far.

Oh, and as for prioritizing the current systems over next-gen, in addition to the above, there were other important considerations about our audience: We want Mighty No. 9 to reach as many fans -- old and new -- as it possibly can, all over the world. As hardcore gamers ourselves, we'll definitely have next-gen systems hooked up to our TVs by the spring of 2015, and current-gen systems still somewhere in the house (assuming the next-gen systems don't come up with some sort of eventual solution for playing current-gen games), but we didn't think it would be fair to assume the same of everyone who would want to play our game, since even the current-gen systems are a relatively expensive luxury item in many households.

Q: Will you / can you / please make a PS Vita / 3DS version of Mighty No. 9?!

Another message we have gotten loud and clear: A portable version of Mighty No. 9 is something many of you are excited about -- and believe us, we would love to see it happen as well. Potential 3DS and/or Vita versions of the game are something we've been discussing since the earliest stages of this project, as handhelds are something our developers have plenty of experience with. Unfortunately, that experience tells us that these things cost money -- however, the road to making them a possibility is relatively straightforward: If we continue to see more and more fans asking for portable versions of Mighty No. 9, and if we're able to set and achieve stretch goals that would justify the cost, we would be thrilled to make this happen. In the meantime, we'll continue watching for more feedback and start working up more detailed budgets just in case, so please continue to let us know how much of a priority this is for you. Thanks!
So it looks like this will have to be crazy funded to get a next gen or portable version. I thought 2.5 times the original funding for a PS3/360 port was crazy.
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Re: Mighty No. 9 - Keiji Inafune / comcept kicksarter projec

Post by ZenErik »

My most desired version would be for Vita. Or PS4/Vita cross buy. If that is unrealistic then my interest in this game is almost zero.
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Re: Mighty No. 9 - Keiji Inafune / comcept kicksarter projec

Post by MrPopo »

Developing for a console has a lot more costs to it than developing for PC. And each console adds to the costs, due to how the licensing and dev kits work.
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Re: Mighty No. 9 - Keiji Inafune / comcept kicksarter projec

Post by Menegrothx »

ZenErik wrote:My most desired version would be for Vita. Or PS4/Vita cross buy. If that is unrealistic then my interest in this game is almost zero.
I'll never understand fanboys. You'd rather not play an awesome game that people have been begging to get for years because it's not on the right platform? Limiting yourself to only certain platform is doing a huge disservice to yourself as it means missing tons of awesome games, and gives the impression that you're more of fan of a company like Sony or Nintendo, rather than a fan of video games as a whole.
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Re: Mighty No. 9 - Keiji Inafune / comcept kicksarter projec

Post by SpaceBooger »

MrPopo wrote:Developing for a console has a lot more costs to it than developing for PC. And each console adds to the costs, due to how the licensing and dev kits work.
I keep forgetting even though these are experienced developers, they are a new company and do not already have dev kits. It makes more sense now that they need more money for the console versions.
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