Mighty No. 9 - Keiji Inafune / comcept kicksarter project

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

Post by Hobie-wan »

ZeroAX wrote:
BogusMeatFactory wrote:From what I have gathered from various interviews with Keiji Inafune the game is drastically different than megaman. The way the powers work are different and you can gain powers from normal enemies as well. I

That sounds like Kirby.....
Or Gaiares or Blazeon that are in a completely different genre.
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Re: Mighty No. 9 - Keiji Inafune / comcept kicksarter projec

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They toyed around with the idea already in Mega Man Zero 4 with the Zero Knuckle that allowed you to steal weapons from enemies. It was pretty cool.
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Re: Mighty No. 9 - Keiji Inafune / comcept kicksarter projec

Post by aaron »

Hobie-wan wrote:
ZeroAX wrote:
BogusMeatFactory wrote:From what I have gathered from various interviews with Keiji Inafune the game is drastically different than megaman. The way the powers work are different and you can gain powers from normal enemies as well. I

That sounds like Kirby.....
Or Gaiares or Blazeon that are in a completely different genre.
or Avenging Spirit?
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Re: Mighty No. 9 - Keiji Inafune / comcept kicksarter projec

Post by ZeroAX »

So do you guys think this is going to be light plotwise, like the original Megaman, or go darker and more serious like X and Zero. X was the right balance imo. Zero and ZX were too.....depressing.
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Re: Mighty No. 9 - Keiji Inafune / comcept kicksarter projec

Post by MrPopo »

ZeroAX wrote:
BogusMeatFactory wrote:From what I have gathered from various interviews with Keiji Inafune the game is drastically different than megaman. The way the powers work are different and you can gain powers from normal enemies as well. I

That sounds like Kirby.....might work out great actually :D. I was always too stingy in Megaman, using the X-Buster for everything but the bosses, and so I ended up not enjoying myself with all the different weapons. This could solve that for me :)
Yeah, that was the problem with the chargable buster in general; it had sufficient power that you never felt the need to switch to a boss weapon. The removal of the Mega Buster in 9 & 10 did a good job of getting you to start using the powers outside boss rooms again.
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Re: Mighty No. 9 - Keiji Inafune / comcept kicksarter projec

Post by Xeogred »

ZeroAX wrote:So do you guys think this is going to be light plotwise, like the original Megaman, or go darker and more serious like X and Zero. X was the right balance imo. Zero and ZX were too.....depressing.
Hard to say. Was Inafune that involved with the DS games though? I can't remember. I think he was with the Zero series though, and the X series obviously got out of his hands at some point, probably would have been darker and less dragged out if not.

This looks lighter in appearance by a good amount, but who knows.
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Re: Mighty No. 9 - Keiji Inafune / comcept kicksarter projec

Post by GSZX1337 »

ZeroAX wrote:So do you guys think this is going to be light plotwise, like the original Megaman, or go darker and more serious like X and Zero. X was the right balance imo. Zero and ZX were too.....depressing.
I haven't played ZX, but I can kinda see where you're coming from when it comes to Zero. It just feels like one big losing battle.
MrPopo wrote:Yeah, that was the problem with the chargable buster in general; it had sufficient power that you never felt the need to switch to a boss weapon. The removal of the Mega Buster in 9 & 10 did a good job of getting you to start using the powers outside boss rooms again.
I used to do the same thing. I remember thinking it was some kind of divine revelation when I realized that I could defeat enemies quicker with the special weapons. I think Mega Man X5 was the worst offender. I remember defeating every single Maverick with just the X-Buster.
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Re: Mighty No. 9 - Keiji Inafune / comcept kicksarter projec

Post by Xeogred »

I can honestly say I was in favor of MM9-10 dropping the mega buster as well. It's definitely game breaking in 4, not quite as much in 5-6, but still yeah... the slide introduced in 3 was a nice touch though and gave the levels a few more tricks to work with.

The charging in X4-X6 just kind of got annoying with all the extra changes and weirdness depending on your armor.
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Re: Mighty No. 9 - Keiji Inafune / comcept kicksarter projec

Post by ZeroAX »

MrPopo wrote:
Yeah, that was the problem with the chargable buster in general; it had sufficient power that you never felt the need to switch to a boss weapon. The removal of the Mega Buster in 9 & 10 did a good job of getting you to start using the powers outside boss rooms again.
Actually it's not even about the buster being powerful enough with me. It's just be being paranoid when it comes to games. You know:
  • Can't let a single room unexplored cause it might have a key item I will need later.
  • I won't use any special consumables (this is mostly for RPGs ofc) cause I might need it at a later point in the game to defeat a tougher boss (even if I'm on the final part of the game :lol: )
  • I will risk dieing to ensure my healing item's get fully used and they won't get (a bit) wasted by overhealing.

So yeah.....my megaman weapons usually stay full :lol:

I haven't played ZX, but I can kinda see where you're coming from when it comes to Zero. It just feels like one big losing battle.
god yes. I mean poor Zero never seemed to have gotten a break. I didn't really play a lot of ZX to be honest. Metroidvania Megaman was not to my liking, not to mention the original game had a HORRIBLE map system.
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Re: Mighty No. 9 - Keiji Inafune / comcept kicksarter projec

Post by Gunstar Green »

Xeogred wrote:
ZeroAX wrote:So do you guys think this is going to be light plotwise, like the original Megaman, or go darker and more serious like X and Zero. X was the right balance imo. Zero and ZX were too.....depressing.
Hard to say. Was Inafune that involved with the DS games though? I can't remember. I think he was with the Zero series though, and the X series obviously got out of his hands at some point, probably would have been darker and less dragged out if not.

This looks lighter in appearance by a good amount, but who knows.
Inafune was mostly hands off with the Zero games but he did have some input. According to MMZ complete works, when Inti Creates originally went to Capcom they had plans for their own version of the blue bomber but Inafune convinced them to make a game about Zero instead. Also the final boss of the original MMZ was supposed to be X himself and not a copy, but Inafune feared fans would revolt at the idea of X turning evil so made them change it. Beyond that he didn't have much involvement and let them weave their own plot.

That's probably the reason the Zero games have such a consistent plot compared to the other series, with some of the only hiccups caused by hasty rewrites when Capcom decided they were going to continue to milk the X series instead of ending it at X5 as intended.

I'm guessing Mighty No. 9 is going to be fairly lighthearted but not quite as silly as the original series. It's hard to tell by looks alone because the Zero and ZX characters are adorable too.
ZeroAX wrote:
I haven't played ZX, but I can kinda see where you're coming from when it comes to Zero. It just feels like one big losing battle.
god yes. I mean poor Zero never seemed to have gotten a break. I didn't really play a lot of ZX to be honest. Metroidvania Megaman was not to my liking, not to mention the original game had a HORRIBLE map system.
ZXA was much improved in my opinion, especially the mapping system. Except for a brief cameo by Aile/Vent it doesn't really require any knowledge of the previous game since the story is quite detached from the original.

I know a lot of people that don't like ZX but like ZXA and vice versa since they're both pretty different from one another.
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