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Mighty No 9 Reviews are out!

PostPosted:Mon Jun 20, 2016 7:46 pm
by Eric
http://www.metacritic.com/game/playstat ... o-9?ref=hp

Also fun note, they still haven't sent out codes to people who backed the game, what a shit show.

Re: Mighty No 9 Reviews are out!

PostPosted:Mon Jun 20, 2016 8:01 pm
by Don
I was reading the IGN review and it said that there's not much point to use your special weapons, and that made me think of something. What Megaman game do you actually use your special weapons for something other than bosses? I remember MM1 you usually want electricity because it does a lot of damage and can kill the stuff that otherwise takes a long to kill. MM2 you got Metal Blade for all around usefulness and Leaf Shield is quite useful. MMX1 I used the homing missile because it can hit stuff above you in a wall climb sequence and the storm attack can kill stuff that takes a lot of shots to kill since it hits them like 20 times or whatever. But that's about it. There's actually very little reason to use special weapons outside of bosses unless it's something gimmicky like a switch that has to be activated by electricity or whatever, and I think that's what's been holding the series back because you really need more than just having 8 special weapons for bosses to justify having all that stuff in the first place. Even in MMX4 where you can get unlimited special weapon power, there usually isn't a reason to use them in regular stages because they don't do more damage than your charged X buster so why bother?

Re: Mighty No 9 Reviews are out!

PostPosted:Mon Jun 20, 2016 11:53 pm
by Eric
I know the speed run community uses the weapons in creative ways, it's an option, but you're not wrong I think your average player probably just uses the buster for 95% of the game save bosses.

I think that's what I liked about Zero's gameplay in X4-6, killing bosses just augmented his normal kit.

Re: Mighty No 9 Reviews are out!

PostPosted:Tue Jun 21, 2016 1:15 am
by Don
The speed runs obviously has the whole layout memorized and usually use special weapons for even gimmickier ways compared to how the game expects you to use it.

I remember in Megaman 1 there are the big guys that need like 30 shots from the Mega buster to kill that you can take out with like 3 electricity shots, and they do crazy damage so just for getting through the stage alive it's a good idea to use your special weapons instead of saving it for bosses. You just don't have that kind of scenario anymore especially with the charged shot. While everyone talks about the good old Megaman, I think the whole memorize 8 special weapons that are only used for very contrived purposes gameplay is not something you can go back to.

Re: Mighty No 9 Reviews are out!

PostPosted:Tue Jun 21, 2016 3:02 am
by Eric
I think Megaman X's mobility kit kinda added to the "problem" of not really needing to use special attacks, In classic Megaman you weren't terribly mobile, no dash jumping, no air dashing, no double jumping, no flight unless you used Rush which was limited. So pulling out the special moves for more problematic enemies to clear the screen and move on was a bigger deal.

Megaman Classic was about moving from left to right and clearing the stage. Megaman X was where suddenly you could ascend also so it become up down left right, there were alot more variables, which were easy enough to deal with until like Megaman X6 where they made everything ridiculously cheap and could kill you if you timed an air dash incorrectly.

Re: Mighty No 9 Reviews are out!

PostPosted:Tue Jun 21, 2016 6:52 pm
by kali o.
I feel like people were eager to see Inafune fail, not only for how the project was handled but for his comments. Something about it doesnt feel fair...but since it is not my kinda game, I wont play it and assume the reviews are ...accurate.

Re: Mighty No 9 Reviews are out!

PostPosted:Wed Jun 22, 2016 12:26 am
by Don
After looking at the footage the game looks incredibly mediocre, and similar to Azure Gunvolt it makes the mistake that assumes Megaman game players are speed run/score attack guys, but unlike Gunvolt there it's not a game built from the ground up to support speed run stuff so it even fails there. I know that Megaman players tend to appreciate speed run things more, but that's because getting through a level quickly and efficiently is something you want to do as you get better at playing a game you enjoy. I guess there's nothing wrong with a mediocre game, other than that it cost $4 million to develop and that Gunvolt is considerably better than mediocre even despite some obvious shortcomings.

Re: Mighty No 9 Reviews are out!

PostPosted:Wed Jun 22, 2016 3:30 am
by Eric
It's not bad, it's just not great either.

I would have preferred if they traded the dash/absorb mechanic for a charging buster to be honest. The graphics leave a great deal to be desired, it's not a pretty game on any level, again just average. The voice acting is good though.

Re: Mighty No 9 Reviews are out!

PostPosted:Fri Jun 24, 2016 8:18 am
by Eric
So I beat it. Again I don't think this is a bad game or if it really deserves the super low scores it's gotten(Modern review scores means anything sub 80 is shit but still :P). if this was just some random $15-20 game I picked up off steam or on sale randomly I probably wouldn't be upset about how it plays or how it looks, but as a 4 million dollar kickstarter promised as the spiritual successor to Megaman which is dead because fuck Capcom? It kinda stings know this is all we get. The game just lacks any sort of soul. There's nothing to love here.

The Xel absorb mechanic just misses the mark, it's not really fun or engaging, it's actually rather annoying. Like they decided on the mechanic, built the game around it, and even though it was never fun they stuck with it. The only boss where I KINDA liked it was the very last boss of the game, on everything else from random robot in each stage to the bosses it's a pain in the ass and seems unnecessary.

Alot of people hate the voice acting, I could take it or leave it to be honest with 1 exception, Dr. Sanda is quite possibly the most annoying video game character I've had to hear/listen to for the past 10-15 years. Sanda is PS1 era voice acting gone wrong, like holy fuck. Beck's likable enough, Dr. White is fine. Call is boring monotone anime girl that translates poorly into English from Japanese, in their defense no female voice actor in English ever gets this particular anime trope voice right. The Mighty Numbers are voiced decently enough as well. I actually really like the game's music (https://www.youtube.com/watch?v=Cs5BO6OWkl4) being my favorite track.

Graphically the game is just ok, the big problem is that it is optimized poorly as shit across all platforms, I can't get 60 FPS on this game @ 4K, and I can with a game like Overwatch. The console situation isn't much better from what I've been told.

Overall I probably will never play it again, I played through it once to justify my purchase, I don't even care about the upcoming DLC.

I will however probably listen to the soundtrack for a while, it's the best thing to come out of the game.