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Mighty No. 9

Platform(s): Nintendo 3DS, PC, PlayStation 3, PlayStation 4, PlayStation Vita, WiiU, Xbox 360, Xbox One
Genre: Action/Adventure
Publisher: Deep Silver
Developer: comcept
Release Date: 2016

About Judy

As WP's senior editor, I edit review and preview articles, attempt to keep up with the frantic pace of Rainier's news posts, and keep our reviewers on deadline, which is akin to herding cats. When I have a moment to myself and don't have my nose in a book, I like to play action/RPG, adventure and platforming games.

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13. 'Mighty No. 9' (3DS/WiiU/PSV/PS4/PS3/XOne/X360/PC)

by Judy on Jan. 31, 2015 @ 12:30 a.m. PST

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, and transforms them with modern tech, fresh mechanics, and fan input into something fresh and amazing!

Chris DeAngelus: There's no two ways about it: Mighty No. 9 might not have a certain blue robot on the cover, but many are looking at it as a potential successor to the Mega Man franchise. Create by Mega Man's original designer, Keiji Inafune, and designed with help from Inti Creates, makers of several of the Mega Man spinoffs, Mighty No. 9 is shaping up to be the Mega Man sequel that fans want. Of course, it has its own gameplay mechanics, including the ability to absorb energy from defeated foes, but it looks to be a great side-scrolling platformer, a genre sorely underutilized in this day and age.

Brian Dumlao: Unless something happens relatively soon, the most recent appearance anyone will ever see of Mega Man outside of the old game re-releases is his cameo in Super Smash Bros. for Wii U. Luckily, the creator of the blue bomber, Keiji Inafune, has Mighty No. 9, a clone of the famous series that will hit just about every platform except for mobile. The released footage thus far looks like everything a Mega Man fan could ask for and, honestly, that's all it really needs to do to get fans frothing for it.


Thomas Wilde: It turns out Keiji Inafune built a larger part of my childhood than I thought he had, so I'm on board for this. I missed the Kickstarter, but I appreciate how it's built as a fast-paced, 16-bit platformer without simply being a slavish imitation. There's an actual idea here besides laser-targeting the nostalgia dollar (and as fun as they might be, stuff like Shovel Knight is exactly that), and you can see it slowly take shape in the gameplay videos. I can already feel the hand cramps from the last level.


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