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POSTED 2/7/16


MIGHTY NO 9

Comcept/Deep Silver



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.

As always, 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.

Funded via 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...

take me back to the start...

 



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ALL WRITTEN CONTENT COPYRIGHT © AMY FLOWER 2008-2018. GAME IMAGES COURTESY OF RESPECTIVE GAMES COMPANIES.