the unreal engine does not work on the wii u which is why sonic boom was such a calamity. The effort it took to get it remotely running on the system was a huge portion of their work.isiolia wrote:In this case though, Might No. 9 was made in Unreal Engine 3, which already can build projects for all of the platforms it was/will be released on save the 3DS. Tweaking and testing might be one thing, but they don't necessarily need to split things up that much.Sarge wrote: In some ways, though, they do sort of hobble their ports by who they choose to do the porting. Some companies are better than others at doing so, and my guess is that they get the less-capable devs to port to systems where they don't believe sales are going to be solid.
Which isn't to say that your logic doesn't apply...they still may not have optimized for the platform, or the UE3 itself may just not work as well on the console for similar reasons.
Mighty No. 9 - Keiji Inafune / comcept kicksarter project
- BogusMeatFactory
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Re: Mighty No. 9 - Keiji Inafune / comcept kicksarter projec
-I am the idiot that likes to have fun and be happy.Ack wrote:I don't know, chief, the haunting feeling of lust I feel whenever I look at your avatar makes me think it's real.
Re: Mighty No. 9 - Keiji Inafune / comcept kicksarter projec
Yeah, I mean in a general sense. I have no idea what's going on with Mighty No. 9 and UE3.
Re: Mighty No. 9 - Keiji Inafune / comcept kicksarter projec
Sonic Boom was build on a modified CryEngine 3, not Unreal Engine 3, and reportedly they worked with hand in hand with Crytek on it. It does seem to be the only released game to have used it though, so I could see them needing to do a lot of tweaking.BogusMeatFactory wrote:the unreal engine does not work on the wii u which is why sonic boom was such a calamity. The effort it took to get it remotely running on the system was a huge portion of their work.
Unreal Engine 3 supports the Wii U, with games like Mass Effect 3, Arkham City, and Devil's Third using it. Epic did say that they weren't supporting the Wii U for Unreal Engine 4, but apparently other folks are making it work for Bloodstained.
Re: Mighty No. 9 - Keiji Inafune / comcept kicksarter projec
I thought Mass Effect 3 used some Battlefield Engine, Frostbite or something goofy like that.
Re: Mighty No. 9 - Keiji Inafune / comcept kicksarter projec
Nah, the original ME trilogy uses Unreal Engine 3.Xeogred wrote:I thought Mass Effect 3 used some Battlefield Engine, Frostbite or something goofy like that.
Easy to mix up though, Dragon Age: Inquisition uses Frostbite (essentially, DICE's engine, thus, one that falls under EA), and so will Mass Effect Andromeda.
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Re: Mighty No. 9 - Keiji Inafune / comcept kicksarter projec
I stand corrected.isiolia wrote:Sonic Boom was build on a modified CryEngine 3, not Unreal Engine 3, and reportedly they worked with hand in hand with Crytek on it. It does seem to be the only released game to have used it though, so I could see them needing to do a lot of tweaking.BogusMeatFactory wrote:the unreal engine does not work on the wii u which is why sonic boom was such a calamity. The effort it took to get it remotely running on the system was a huge portion of their work.
Unreal Engine 3 supports the Wii U, with games like Mass Effect 3, Arkham City, and Devil's Third using it. Epic did say that they weren't supporting the Wii U for Unreal Engine 4, but apparently other folks are making it work for Bloodstained.
-I am the idiot that likes to have fun and be happy.Ack wrote:I don't know, chief, the haunting feeling of lust I feel whenever I look at your avatar makes me think it's real.
Re: Mighty No. 9 - Keiji Inafune / comcept kicksarter projec
idTech2 is still the best.
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Re: Mighty No. 9 - Keiji Inafune / comcept kicksarter projec
Back on topic:
So I beat the game now (took about four hours in total), the final boss was pretty underwhelming. It was more long and boring than it was difficult though it took me a few tries. The first half of it is just a recycled version of a boss attack pattern Mega Man fans will instantly recognize.
It really isn't a terrible game, just a flawed one. I think the 6/10 reviews are accurate. I'm in a weird position where I think it's worth playing but I wouldn't go out of my way to recommend it. It's a game that only Mega Man fans are going to appreciate but at the same time it's a game that annoys the hell out of those fans for various reasons.
On a positive note I've started playing as Ray and I've enjoyed it quite a bit. There's much less story to get in the way and the story that is there is told against hand-drawn stills that are a much simple yet more effective presentation than the main game and its goofy 3D models.
Ray's more offensive play-style fits the quick pace of the game really well and the boss fights are a lot more intense since getting hit even once is going to cause you a lot of trouble.
She's also cool and looks like the black Getter Robo instead of Mega Man's derpy cousin so that helps.
So I beat the game now (took about four hours in total), the final boss was pretty underwhelming. It was more long and boring than it was difficult though it took me a few tries. The first half of it is just a recycled version of a boss attack pattern Mega Man fans will instantly recognize.
It really isn't a terrible game, just a flawed one. I think the 6/10 reviews are accurate. I'm in a weird position where I think it's worth playing but I wouldn't go out of my way to recommend it. It's a game that only Mega Man fans are going to appreciate but at the same time it's a game that annoys the hell out of those fans for various reasons.
On a positive note I've started playing as Ray and I've enjoyed it quite a bit. There's much less story to get in the way and the story that is there is told against hand-drawn stills that are a much simple yet more effective presentation than the main game and its goofy 3D models.
Ray's more offensive play-style fits the quick pace of the game really well and the boss fights are a lot more intense since getting hit even once is going to cause you a lot of trouble.
She's also cool and looks like the black Getter Robo instead of Mega Man's derpy cousin so that helps.
Last edited by Gunstar Green on Thu Jun 23, 2016 8:56 pm, edited 1 time in total.
Re: Mighty No. 9 - Keiji Inafune / comcept kicksarter projec
My intentionally hobbled was intended as I said it, Nintendo takes the least priority, gets the least care, so you end up with stuff like the brought up MM5 running badly only on the 3DS and the hardware can handle that game without question. It's just another nitpick, twist, and contort my posts jump on the bandwagon here from my usual fans. It has been overdue for awhile. Stark my conclusions are right, some people just don't appreciate them and that just is fine by me.Exhuminator wrote:Sometimes Nintendo ports do get the short end of the stick. I mean, look at the Wii versions of popular 360/PS3 games for example. But that was totally understandable given the hardware disparity.
There was a recent Nintendo platform port I was disappointed in though. The Mega Man Collection for 3DS. It had serious performance issues with Mega Man V, where other platform ports of the same game did not.
However, I do not hold any belief developers "intentionally" hobble their Nintendo ports. That would be an idiotic practice on multiple levels.
Prove to me Nintendo didn't drive away third parties in particular with Wii not being HD and WiiU going basically rogue in design not trying to longer keep parity with the others. By going their own direction a lot of them stopped releasing games on their WiiU hardware, a year later far more bailed (EA, Ubisoft, etc) because they saw no value (profit) in porting more titles. Going it on their own Nintendo created an environment that's unfriendly for others to make games on their systems where they can't see a valued profit to continue to do so.
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Re: Mighty No. 9 - Keiji Inafune / comcept kicksarter projec
i always thought they didnt drive 3rd party away; rather consumers just didnt support what was brought out, hence they stopped trying since it wasnt profitable. wii u especially i think had a great initial line up of 3rd party titles. consumers ate up only 1st party titles (with good reason though given the quality).Tanooki wrote:My intentionally hobbled was intended as I said it, Nintendo takes the least priority, gets the least care, so you end up with stuff like the brought up MM5 running badly only on the 3DS and the hardware can handle that game without question. It's just another nitpick, twist, and contort my posts jump on the bandwagon here from my usual fans. It has been overdue for awhile. Stark my conclusions are right, some people just don't appreciate them and that just is fine by me.Exhuminator wrote:Sometimes Nintendo ports do get the short end of the stick. I mean, look at the Wii versions of popular 360/PS3 games for example. But that was totally understandable given the hardware disparity.
There was a recent Nintendo platform port I was disappointed in though. The Mega Man Collection for 3DS. It had serious performance issues with Mega Man V, where other platform ports of the same game did not.
However, I do not hold any belief developers "intentionally" hobble their Nintendo ports. That would be an idiotic practice on multiple levels.
Prove to me Nintendo didn't drive away third parties in particular with Wii not being HD and WiiU going basically rogue in design not trying to longer keep parity with the others. By going their own direction a lot of them stopped releasing games on their WiiU hardware, a year later far more bailed (EA, Ubisoft, etc) because they saw no value (profit) in porting more titles. Going it on their own Nintendo created an environment that's unfriendly for others to make games on their systems where they can't see a valued profit to continue to do so.
the only time i think that they drove 3rd party away was during n64 era. forcing 3rd party to pay high price for the carts, bigger carts = more expensive ; and yet the size is dwarfed by a cheaper single cd.
