Mighty No. 9 is an all-new Japanese side-scrolling action game that takes the best aspects of the 8- and 16-bit era classics you know and love, and transforms them with modern tech, fresh mechanics, and fan input into something fresh. You play as Beck, the 9th in a line of powerful robots, and the only one not infected by a mysterious computer virus that has caused mechanized creatures the world over to go berserk.
Run, jump, blast, and transform your way through six stages (or more, via stretch goals) you can tackle in any order you choose, using weapons and abilities stolen from your enemies to take down your fellow Mighty Number robots and confront the final evil that threatens the planet. Once, you worked together, side-by-side but now, your fellow Mighty No. robots have lashed out, taking over key strategic locations across the globe and infesting them with their minions.
You have no choice: the other Mighty Numbers…Must. Be. Destroyed.
It’s extremely challenging and offers plenty of ways for you to keep challenging yourself with simple but precise mechanics. It would be nice if it looked better and the framerate stayed at 60 consistently but those problems don’t hurt what Mighty No. 9 is trying to do. What hurts Mighty No. 9 is that it’s not Mega Man. So if you want Mega Man, keep playing Mega Man. If you want a game in the spirit of Mega Man, Mighty No. 9 will definitely satisfy that desire.
Mighty No. 9 is not a tragedy of a game. It plays mainly as a nostalgia act of an old era, ignoring ostentatiously the more advanced gameplay mechanisms of the modern action/platform games. If you know what to expect, you will not have a bad time. Otherwise, it would be better to stay away.
Mighty No. 9 has semblances of good ideas thrown into levels that are muddled with instant kill spikes and overly difficult platforming sequences, which when combined are just bad level design.
Maybe Mighty No. 9 2 will be the Mega Man rebirth we so desperately desire, but at this point, Inafune’s attempted return to glory is a bona fide swing and a miss.
It isn’t bad, it’s just painfully average.
Hopefully, Inafune put kickstarter millions to good use, like buying a nice juicy steak for his dog or a fancy gold toilet for his new mansion. It’s hard to believe that even a quarter of backers money was actually spent on Mighty No. 9, since it looks like a bad game from 90-s, and plays even worse. It’s especially shameful since nowadays an indie team can make a good platformer in just a few months and only for a fraction of this sum. [Issue#211, p.63]
Being interesting doesn’t change the fact that Mighty No. 9 is still a dismal failure.
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