Mighty No. 9 - Keiji Inafune / comcept kicksarter project
Re: Mighty No. 9 - Keiji Inafune / comcept kicksarter projec
Perhaps the secret is that the entire process is a very public resume of why Capcom no longer employs the guy.
Re: Mighty No. 9 - Keiji Inafune / comcept kicksarter projec
I think it's more likely that he's been thrust into a leadership role without having managed the rest of the business at Capcom, and was ill-prepared to strike it out alone. It happens to more former industry greats than you'd think.
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Re: Mighty No. 9 - Keiji Inafune / comcept kicksarter projec
I think it shows we were maybe blaming the wrong party when Mega Man Legends 3 and Universe got cancelled.Tanooki wrote:Perhaps the secret is that the entire process is a very public resume of why Capcom no longer employs the guy.
This thread is going to be an interesting personal relic for me as I can watch myself go through the phases of being excited for this game and resentful towards Capcom to where we are today.
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Re: Mighty No. 9 - Keiji Inafune / comcept kicksarter projec
I've got it digital because - as I mentioned - I was one of those poor Kickstarter backers years ago, and I'm getting it physical to put on my shelf. I did the same thing with Duck Tales Remastered and New Super Luigi U as well (though I downloaded those before I was aware of retail releases), and I imported a Japanese copy of Fatal Frame 5 to have on my shelf despite not being able to use it (until the Wii U gets a stable Homebrew Channel) in addition to the US download.ejamer wrote:Wow - you got retail and digital? A real sucker for punishment...ElkinFencer10 wrote:I've got a download code sitting in my inbox from when I backed it on Kickstarter (regretting that decision), but my Wii U hates my wifi for some reason, and I've already packed up the LAN adapter, so I'll be waiting until UPS delivers my physical copy tomorrow evening before I let the disappointment wash over me.![]()
(For the record, haven't played the game. Suspect it's not terrible despite very weak reviews - but it's also not something that I'm keen on trying or buying.)
So I've played the first level, and it's...okay. It's not bad, but it feels like a low budget indie game, and with almost three years of development and more than four times their funding goal, there's just no excuse in my mind for it to be so incredibly "okay." While it certainly doesn't look bad, it's not a graphically impressive game by any stretch of the imagination. It really wouldn't have been impressive in 2008. With that in mind, there's no reason it should run at 20-30 fps on Wii U.
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Re: Mighty No. 9 - Keiji Inafune / comcept kicksarter projec
Heck it was maybe even this thread, or just stated elsewhere, but it basically sounded like Inafune leveled up to producer/creator status simply because he was senior staff eventually at Capcom for being there for so long, when they maybe had nobody else employed as long as he was.Sarge wrote:I think it's more likely that he's been thrust into a leadership role without having managed the rest of the business at Capcom, and was ill-prepared to strike it out alone. It happens to more former industry greats than you'd think.
I'd take a guess that Shinji Mikami and Hideki Kamiya have the real creditionals for directive positions.
Really I hate to rag on Inafune, but at the same time it just kind of feels like the credit he gets for Mega Man is fairly overstated and even he himself seems to bask in it a little, with this game being ultimate proof of that. It's similar to what Koji Igarashi is doing with Bloodstained, but Koji Igarashi is clearly a veteran game designer and something tells me that project is going to turn out amazing. The playable footage we've seen around E3 looked fantastic.
I think it would be hard to blame Inti Creates here too, with an awesome body of work like theirs ... I wonder just how involved they were. They are definitely better than this.
Re: Mighty No. 9 - Keiji Inafune / comcept kicksarter projec
I dunno, I actually think Inticreates can be a little spotty at times. I know, I know, that's not a popular opinion. But even though folks loved them, I didn't like the Zero games quite as much. Their work on Shovel Knight was legit, though.
I think Inafune probably deserved the credit, but it was probably for when he was down in the trenches. Many people end up promoted to the point of their incompetency, and he just may not have the skill set for it. I suspect deep down he's still a very talented dude, he just doesn't need to be the head honcho.
Unless, of course, he's learned from all this mess. It's entirely possible his next project, if he gets one, will be amazing. Who knows?
Let's just say that even the greatest of designers have some duds. Even Shigeru Miyamoto. It's just unfortunate to have one that was rather high profile because of the Kickstarter and the pedigree.
I think Inafune probably deserved the credit, but it was probably for when he was down in the trenches. Many people end up promoted to the point of their incompetency, and he just may not have the skill set for it. I suspect deep down he's still a very talented dude, he just doesn't need to be the head honcho.
Unless, of course, he's learned from all this mess. It's entirely possible his next project, if he gets one, will be amazing. Who knows?
Let's just say that even the greatest of designers have some duds. Even Shigeru Miyamoto. It's just unfortunate to have one that was rather high profile because of the Kickstarter and the pedigree.
Re: Mighty No. 9 - Keiji Inafune / comcept kicksarter projec
Lotta intelligent, talented, capable people have still found ways to screw up Kickstarter projects. That's just kinda the nature of the beast.
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Re: Mighty No. 9 - Keiji Inafune / comcept kicksarter projec
just wondering... would people still regard it mediocre if it didnt have delays and that prom night ad didnt exist ?
Re: Mighty No. 9 - Keiji Inafune / comcept kicksarter projec
I'm downloading the game now, gonna give it a spin shortly.
I was a backer, but I didn't follow the development once all of the voting stuff was done. I've read no previews or reviews, did not try the demo, did not interact with the game's community or otherwise discuss it while it was in development, and while I've been aware of the controversies, I've largely ignored the buzz around them.
I turned my mind off to the game for all this time, and now that it's finally here, I'm excited to play it.
I have no expectations beyond that, so let's see how it goes.
I was a backer, but I didn't follow the development once all of the voting stuff was done. I've read no previews or reviews, did not try the demo, did not interact with the game's community or otherwise discuss it while it was in development, and while I've been aware of the controversies, I've largely ignored the buzz around them.
I turned my mind off to the game for all this time, and now that it's finally here, I'm excited to play it.
I have no expectations beyond that, so let's see how it goes.
GameSack wrote:That's right, only Sega had the skill to make a proper Nintendo game.
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Re: Mighty No. 9 - Keiji Inafune / comcept kicksarter projec
After playing it last night - I am enjoying it as much as any Mega Man game. Gameplay wise, its good. The graphics look simple but HD... I don't mind simple or HD; they just don't go together that well.
My main issue with the game is THE LOADING TIMES!
I ended up using my watch and it takes just under a minute (50 some seconds) to load between lost lives. I don't mind dying and trying, but when you add a minute wait in-between you get bored and loose motivation.
My main issue with the game is THE LOADING TIMES!
I ended up using my watch and it takes just under a minute (50 some seconds) to load between lost lives. I don't mind dying and trying, but when you add a minute wait in-between you get bored and loose motivation.
