During E3 we got some extra details on the Mighty No. 9 demo, along with various pieces of footage.
Check them out below:
– E3 demo has a stage set on a rainy highway at night;
– Futuristic semis and hover cars are in the level;
– You have to use Beck’s horizontal dash to zip between cars that act as platforms above the instant-kill road below;
– Dash move is unlimited but requires deliberate use;
– The stage boss, Mighty No. 7, occasionally hops in to slice apart a car you’re standing on;
– Use the dash to dodge enemies and zip into them to take them out;
– Some enemies drop defense-boosting shields and power-ups;
– These increase attack power;
– A combo system exists in the game;
– Highway section ends with a face-off against Mighty No. 7, named Brandish;
– Brandish spins across the floor, performs leap attacks with reasonable dodge windows and frequently opens himself up to attack;
– Doing enough damage to Brandish causes him to glow pink, prompting players to dash into him to deal a huge amount of damage;
– The battle almost falls apart when Brandish begins slashing across the screen in broad strokes, telegraphing his attacks with brief pink lines;
– Another stage features Call;
– Call controls in a similar manner to Beck;
– Call’s prison level requires her to be a bit stealthier;
– She can stun enemies with a weak, slow blaster and use a shield to deflect incoming enemy attacks.;
– Enemy robots project yellow vision cones that blink red if Call is discovered;
– Huge sentry robots guard more open areas, firing out a big bladed boomerang at Call when they spot her.
IGN Footage:
GameSpot Footage:
In addition to this, Inafune gave an interview to Engadget about the game and its future.
You can find his quotes below:
On owning the IP:
“As a creator, as myself, the best thing that happened to this project [Mighty No. 9] is that I have the IP. The IP is mine. The IP is the company’s IP, so we can do whatever we want. And that will actually speed things up really nicely because once the backers ask for something, we don’t have to go over to the publisher or the first-party [studio] … or whoever we’re working with. We can just make the decision.”
On not wanting to copy Mega Man:
“We didn’t really think about [making] another copy of Mega Man. In a way, I wanna kind of evolve this genre and this action platformer kind of genre with this game. So, yes, we had Mega Man in mind at some point, but we didn’t just want to copy that.”
– Inafune is thinking about a possible next installment
– Doesn’t sound like the next game will be on Kickstarter
– He’ll instead team up with Deep Silver, the current game’s publisher“I’m more thinking of making this game by myself and, since we have such a good relationship with Deep Silver right now, maybe working with them. Sort of starting a partnership with them and making this game from the start for them.”
– Inafune refers to the roughly 70,000 backers as “staff members”
– Only negative experience was the stress his team felt in emailing out three development updates per month
– The best aspect is that he was able to realize his concept“I pretty much achieved every kind of stretch goal that was out there. At this point I can’t think of too many things I left off. In a sense, this game is kind of complete.”
On the Japanese market:
“We haven’t seen too many Japanese games or too many new Japanese IPs coming out in the recent years. For example, at this year’s E3, there’s not too many… almost nothing. So I think this is what the gamers want. And I think a lot of the Japanese creators, not necessarily the publishers, are realizing this and some of them realized they [can] just do the Kickstarter and they [can] become a really huge success. And of course this is a really good thing, but we shouldn’t just stop here with just creators. We should get those Japanese publishers to get involved as well. Wake them up and let them see how demanding the market is for Japanese games. So hopefully the publishers will see this soon enough and I guess [start] challenging themselves a little bit more.”