If there has been one game that has had an “interesting” development process it would have to be Mighty No. 9. From an overwhelmingly successful kickstarter campaign to becoming the scourge of the gaming internet. I don’t think there has been a game that has been so publicly supported and vilified at the same time. As a backer, I got to see this game get made from the dramatic shift in art style to the announcement of an animated tv show (I’m not 100% how or why this came about but whatever it’s separate from the Kickstarter). I was also made painfully aware of how many delays this game would probably end up getting and truth be told I would have gladly waited until 2017 for the game. Now that it’s been released you don’t have to look far to see what most people think of it. I have played it. I have not finished it. In fact I’m rather astonished at how terrible I am at the game. Though all this tells me is to practice more so that one day I can breeze through it like Mega Man.
I should be upfront though. This is not a review. Think of this as a sort of first impressions and my opinion for the general “meh-ness” of the game.
I think a lot of people were rather shocked that Mighty No. 9 turned out as flawed as it did. Now in my opinion that’s all the game is. A flawed piece of work that could have benefited from another delay or two. However, as is the case with crowdfunding, failure to deliver something as soon as possible will be suspect in the eyes of some backers. Especially in the case of a highly successful kickstarter campaign that netted a few million dollars for the development. I remember when Keiji Inafune released the video of his asking for help with creating this new game. I’ll be honest I damn near almost cried because Mega Man, Mario, and Earthbound were the shit when I was a kid (along with a bunch of other games but I was going for alliteration and well Earthbound must always be mentioned whenever possible). So of course I threw my money at it like so many other people.
As time went on though I realized that kickstarter is really a platform to fund an idea. A concept really. Keiji Inafune used a lot of Mega Man imagery in his announcement trailer that made everyone think that they were essentially getting Mega Man with a new coat of paint. Not a sequel to the epic franchise, but something new that carries the torch. If it’s anything that should be looked down on it was this video’s imagery. We were made to believe that this would be the new Mega Man. That’s not a claim you can make lightly. So when I say we funded an idea, truthfully we funded something new that Mega Man fans might be able to appreciate.
With all that in mind. As adamant and vocal as some backers and “critics” have been of the game and its development process I feel that we all were guilty of the same thing. We did not manage our expectations. Especially when the game received funding to be released on 10 different platforms. To be honest once this set in with me I realized that I was living in a fantasy world if there was really any hope that 1) This game would be released “on time” or at most 2015 and 2) That Mighty No. 9 would be without its own share of problems upon launch.
I have no proof or anything for what I’m gonna suggest was the problem. This is simply my own assumption. Given that Mighty No. 9 was set to release on so many platforms and was somehow expected to have fully functioning online features and have those online features work with ALL versions of the game. This was a doomed process from the start. This probably gave the Dev team massive headaches and issues between all the different consoles. Especially if they planned to have them all released at the same time, for the most part anyway. Simply stated, I believe that the Development team stretched themselves way too thin and given the negative reception of nearly any and everything they did on the internet they probably just wanted to get this project done and move on finally. Maybe I’m right about this and maybe I’m wrong. But that’s what I believe happened behind the scenes.
So now here we are with the game finally released and the reviewers are calling it crap. Really??? Crap you say? I think that’s a bit extreme. Then again we were all made to believe that this game would be the next Mega Man so the expectations were outlandishly high too. The game is flawed. I can see it from the bit that I played. But it isn’t the worst game ever. I dunno if it’s the Mega Man successor we all thought it was gonna be. It probably isn’t. But so far the game’s real problem stems from its performance. The load times on my Wii U copy are horrendously long. Sometimes the frame rate drops a bit. In my experience so far that’s all I can say is wrong. Beyond that it’s a fully developed game and is not nearly as bad as everyone makes it out to be. Once you manage your expectations a bit its a playable game. It’s flawed as hell but you can spend your money on much worse. (Like Assassin’s Creed Unity, a game which I have decided to personally make my arch nemesis. If I ever become an alcoholic it will be because of that damn game.) To be fair though as a backer, I would have preferred another delay to Mighty No. 9 in order to iron out these issues a bit.
Anyway I wanna conclude with looking at another kickstarter game called Shovel Knight. Like Mighty No.9 it was set to release on multiple consoles and seemingly have a boat load of extra content. What Yacht Club Games did was release the game in small batches across different platforms. First was the PC, Wii U, and 3DS versions. Then came the PlayStation 3, PlayStation 4, PlayStation Vita, and Xbox One versions a few months later. The team here seemingly managed their time and efforts a lot better than the Dev team for Mighty No. 9. So if Comcept ever gets around to making a sequel they should look to how Shovel Knight was handled and just make a game that functions properly and worry about porting it to everything later. I mean Shovel Knight is on the Amazon Fire TV now. Who the hell seriously plays games on that?!