MIGHTY NO 9
I’m a loser, baby, so why don’t you kill me?
OK, that may
sound rather harsh, but if you’ve been able to avoid the savage
thumpery that has befallen classically-styled platformer Mighty
No 9, which stars a wee android/robo-sponge called Beck, it’s
tame compared to what many have been spitting out.
take normal disappointment, multiply it by the usual 100-plus times
when posting thoughts to the internet, and watch the fallout.
We’re trying to remain more even-keeled. Really.
Kickstarter and aiming to be both tribute and spiritual successor to
the early Mega Man games (no lofty aims there...), with
original Capcom art guy Keiji Inafune on board MN9 sounded
like a dream come true.
Sadly, that would depend upon where
you draw the line between dreams and nightmares. While it’s not the
abject lump of turdacious poxiness that many would lead you to
believe, MN9 is also hard to love – and even harder to
soldier onwards through.
Some of that is down to rickety
difficulty. We like a challenge as much as the next person, but some
of the stuff here borders on the downright unfair. It’s a hint at
the bigger picture – despite a couple of delays, MN9 has
hit the world while still in somewhat embryonic form. It really
doesn’t feel like a finished game – more like an Aldi knockoff of
something familiar that’s NQR.
How so? Well, if it were
it wouldn’t have cute character graphics that look like they’re
sticky-taped atop backgrounds. It wouldn’t have such amateurish
voice work. It might actually have lip synch – apparently in this
future everybody converses telepathically. It would have an even
spread of amplifying challenge upon progression. Most of all,
however, it would be slick and charming – and reminiscent in play of
what it seeks to emulate.
Its a shame, for it could have been Mega...