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Mothrayas wrote:
There's a lot of widespread criticism on the game. Over the years its reputation already had been soiled because of the various delays, and the release hasn't gone over much better judging from reviews and the way the rest of the internet talks about it now. Personally, I got my backer keys yesterday, played the game for a moment yesterday evening, and really enjoyed it so far. The controls and gameplay are tight and fast, it has fairly challenging platforming action, and you get to blow up robots and take their weapons. That's basically what I want from a game like this. I couldn't care less about the trailer, graphics, plot, cutscenes, voice acting, or whatever else people were complaining about. I wasn't bothered about the delays either, as I never was in a rush to play the game (and I got to play a demo of it at Gamescom last year anyway). I don't regret choosing to back it back in 2013.
It isn't a bad game but definitely doesn't look like it costed 4 million dollars.
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Bisqwit wrote:
Drama, too long, didn't read, lol.
Patashu
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Posts: 4045
pirate_sephiroth wrote:
Mothrayas wrote:
There's a lot of widespread criticism on the game. Over the years its reputation already had been soiled because of the various delays, and the release hasn't gone over much better judging from reviews and the way the rest of the internet talks about it now. Personally, I got my backer keys yesterday, played the game for a moment yesterday evening, and really enjoyed it so far. The controls and gameplay are tight and fast, it has fairly challenging platforming action, and you get to blow up robots and take their weapons. That's basically what I want from a game like this. I couldn't care less about the trailer, graphics, plot, cutscenes, voice acting, or whatever else people were complaining about. I wasn't bothered about the delays either, as I never was in a rush to play the game (and I got to play a demo of it at Gamescom last year anyway). I don't regret choosing to back it back in 2013.
It isn't a bad game but definitely doesn't look like it costed 4 million dollars.
It's worth noting that Kickstarter 'budgets' are not accurate, and distort the perception of what the actual gamer thinks it costs to make a game. http://www.kotaku.com.au/2015/05/worth-reading-some-kickstarters-are-lying-about-game-budgets/
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Spikestuff
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For the curious. People have been going through the data of Mighty No. 9:
Dazz | @TheVGResource wrote:
Trying to rip the portraits from Mighty No. 9 - sifting through 14,000+ materials & found this. Couldn't agree more.
source
Dazz | @TheVGResource wrote:
Going through this data, I cannot begin to fathom how they didn't seek to optimise space. There are literally thousands of duplicate files.
source
WebNations/Sabih wrote:
+fsvgm777 never censoring anything.
Disables Comments and Ratings for the YouTube account. Something better for yourself and also others.
ALAKTORN
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Patashu wrote:
It's worth noting that Kickstarter 'budgets' are not accurate, and distort the perception of what the actual gamer thinks it costs to make a game. –no–
Why are you reading shitaku? I’m sure a good portion of the budget went into making the game multilingual and multiplatform, which was a terrible idea and a waste of money and effort. Let’s not forget people saying it doesn’t look like a 4mil$ game have been comparing it to other kickstarted games that got much less. I’ve seen it being speedrun by that really popular Mega Man speedrunner whose name I forget oh right Caleb and the game seemed fine for the most part but nothing exceptional. Load/crashing problems really shouldn’t be there though.
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I honestly have no feelings about this game, but I just learned about the ending credits. Oof.
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
Spikestuff
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Ferret Warlord wrote:
I just learned about the ending credits.
Context: It's almost 4 hours of ending credits. Well, 6 minutes of Credits. ~3hours 41minutes of Backers.
WebNations/Sabih wrote:
+fsvgm777 never censoring anything.
Disables Comments and Ratings for the YouTube account. Something better for yourself and also others.
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Spikestuff wrote:
Ferret Warlord wrote:
I just learned about the ending credits.
Context: It's almost 4 hours of ending credits. Well, 6 minutes of Credits. ~3hours 41minutes of Backers.
A search found these: https://www.reddit.com/r/MightyNo9/comments/4phoso/mighty_no_9s_4_hour_credits_for_all_70000/d4l5l1x https://www.reddit.com/r/TwoBestFriendsPlay/comments/4phkqr/mighty_no_9s_credits_knew_the_truth_all_along/ https://www.gamefaqs.com/boards/733052-mighty-no-9/73916209 https://www.reddit.com/r/MightyNo9/comments/4phoso/mighty_no_9s_4_hour_credits_for_all_70000/d4lkjb1 So apparently they not only copied pasted it from a list without looking at it, but also somehow got some of the backer's names wrong.
Patashu
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Joined: 10/2/2005
Posts: 4045
ALAKTORN wrote:
Patashu wrote:
It's worth noting that Kickstarter 'budgets' are not accurate, and distort the perception of what the actual gamer thinks it costs to make a game. –no–
Why are you reading shitaku? I’m sure a good portion of the budget went into making the game multilingual and multiplatform, which was a terrible idea and a waste of money and effort. Let’s not forget people saying it doesn’t look like a 4mil$ game have been comparing it to other kickstarted games that got much less. I’ve seen it being speedrun by that really popular Mega Man speedrunner whose name I forget oh right Caleb and the game seemed fine for the most part but nothing exceptional. Load/crashing problems really shouldn’t be there though.
If you hate Kotaku that much, it's linking a Polygon article, which you can read here: http://www.polygon.com/2015/5/19/8624665/big-indie-kickstarters-are-killing-actual-indies
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ALAKTORN
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Patashu wrote:
If you hate Kotaku that much, it's linking a Polygon article, which you can read here: –no–
…Polygon is just as bad… are you doing it on purpose?
Patashu
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Posts: 4045
ALAKTORN wrote:
Patashu wrote:
If you hate Kotaku that much, it's linking a Polygon article, which you can read here: –no–
…Polygon is just as bad… are you doing it on purpose?
Are you sure you have a problem with Polygon/Kotaku as a whole, rather than just specific writers for said sites? They have a ridiculous number of people working for them, so it's too easy to fall into the trap of 'this site did X I disagree with, therefore the site is bad as a whole'. Anyway, I'll try a third time. Here's an article on Gamasutra that covers the same ground: http://www.gamasutra.com/view/news/247306/Budgeting_for_the_most_successful_Kickstarter_in_video_game_history.php EDIT: Another interesting one: http://www.develop-online.net/news/ron-gilbert-s-budget-breakdown-where-does-all-that-kickstarter-money-go/0210980
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EgixBacon
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ALAKTORN wrote:
I’m sure a good portion of the budget went into making the game multilingual and multiplatform, which was a terrible idea and a waste of money and effort.
I can understand that for multiplatform (the Wii U version is apparently terribly optimised), but how is localising the game a bad thing? Surely you would prefer to play games in your native language?
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Samsara
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EgixBacon wrote:
I can understand that for multiplatform (the Wii U version is apparently terribly optimised), but how is localising the game a bad thing? Surely you would prefer to play games in your native language?
It's time and money that's much better spent in other aspects of the game. Dunno about anyone else, but I'd rather play a great game I can't understand over a buggy mess that I can understand.
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
ALAKTORN
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EgixBacon wrote:
ALAKTORN wrote:
I’m sure a good portion of the budget went into making the game multilingual and multiplatform, which was a terrible idea and a waste of money and effort.
I can understand that for multiplatform (the Wii U version is apparently terribly optimised), but how is localising the game a bad thing? Surely you would prefer to play games in your native language?
Learn English.
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From my own experience, a lot of Germans prefer watching international media localized, even if they are comfortable in English. While I'm not in that camp myself, a lot of the people I know are. I can only assume that in countries that are even less adept English speakers, the percentage of people who prefer their native language only goes up. From all that I can see, the game didn't seem to be very well managed as far as budget is concerned anyhow. I wouldn't be surprised if the cost of the localization was far higher than necessary.
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[quote author=Aceearly1993] EDIT: Beat the game ... The damage amount of enemies are just SO unbalanced that I have absolutely no idea about it, I can't believe that it's the damn normal difficulty... And there's not even a easy mode, so There must be something wrong within it, maybe the damage amount adjustment was wrong (Probably the damage amount of enemies were planned for a hard/expert mode but was goddamn scrapped and the normal mode eventually loaded it; The original enemy damage amount for normal, on the other hand, was probably unused/dummied/scrapped...or there would be a easy mode for plan but was unused/dummied out/scrapped in the final release...) Or perhaps all I said was fake/lie/theory without root and the damage amount things were totally f**ked up FOR THE FIRST TIME/DESIGNED THAT WAY/ON PURPOSE... And the most questionable thing is the final boss. The electrical spiked area mentioned before... There're really no help about it, the design was crazied; Plus the lack of easy mode is sure the pain in the balls when everyone sucked by/suffered from it Also I think the ending was not written properly (Or the developers were setting further plans for sequels... I can find a little Lords of Shadow 2 in the ending; It seems that the female robot were about to say something but here her dialogue was forced to be dropped by planners).......... Personally I like her design (the female robot form, after Beck freed her from craziness) but I'm not an in-depth/core fan of her since she was once the goddamn final boss that gave us players all the suffer and torture through the damage unbalanced game. It's not really a "such bad" game, instead the balance control of enemies' damage was not enough PS: Playing around No.8 during boss battle was fun and the shots remind me Diamond/Rebounded stone in some Castlevania titles. I like the design of stage and boss though the stage itself was painful and tough. I also like the return of English VA of Sigma but VAT? MMX7? Amazing. Yes, the game contains lots of X7 parody. Yes, X7. [/quote] [quote author=Aceearly1993] Ray mode... I can be sure it is the result of damage balance lacking... Bosses have not much chance for you to leap to them and slash them and their touching damage was PAINFUL. Also the damage of Ray's weapon was too low that I think it was yet another damage balance error of game program that cause all these being amazingly tough and the reason is not necessary. (The lack of easy mode is another) The shock wave of 3rd slash was too short since the drums blast gasoline fire at you from a ridiculous range. Also the setting that Ray constantly takes damage should be like a separate "hyper mode" like Dominus glyph from Order of Ecclesia instead of default. I gave up Ray mode. At least for now. Besides I have a serious doubt: Does the "M2" in the staff roll have any relationship to the M2 team behind Castlevania The Adventure Rebirth? It blows my mind like another nightmare returns... Is here anybody know about it? [/quote] Found my quote on other forum, maybe a little freak-out but pretty much what I wanna say about my 1st experience of the game. "Enemies deal unbalanced damage" sure exists in the game but I can't even remember where it happened after I recovered from total rage