Mighty No. 9: A Comprehensive Game Design Analysis

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  • เผยแพร่เมื่อ 28 ก.ย. 2024
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ความคิดเห็น • 987

  • @DrShaym
    @DrShaym 6 ปีที่แล้ว +45

    My biggest complaint about the game is the graphics. Not just because the game is ugly, but because the screen is always so cluttered with small, brightly-colored moving objects that I can't see what I'm doing half the time.

  • @BigBossMan538
    @BigBossMan538 7 ปีที่แล้ว +96

    If you think about it, the bosses helping Beck in stages is kinda neat. It's actually heartwarming! But ture, they could've handled it in a way that didn't blow the boss' weakness.

    • @sethmichel6138
      @sethmichel6138 3 ปีที่แล้ว +15

      I think there is a way to do it well, not having them help the main character in the main stages, but the final stages. 3-4 stages with 2-3 previous bosses appearing per stage and offering help but the player can decline, maybe throw in a collectable your help will take if you accept their help, maybe a card with bonus info. With this I've made it so the bosses help you, players can choose to have an easier or harder time, and players who choose to be challenged are rewarded

    • @gino14
      @gino14 2 ปีที่แล้ว +8

      My solution would have the bosses lend help in a stage order that is _not_ the bosses weakness order. This creates 2 separate "optimal" tracks the player can progress through. In addition, two different optimal tracks increases the likelihood that players who wander in their own order will randomly come across a boss helping them(which is heartwarming) or a boss being weak to a weapon Beck just happened to have(which is neat when you're not looking for it)

    • @michaelzaiser8088
      @michaelzaiser8088 ปีที่แล้ว +1

      Agreed. Great idea, bad execution.

    • @EL4701.
      @EL4701. 9 หลายเดือนก่อน +2

      My personal solution to this problem would be to make it so that the bosses appear in the stage housing their weakness. For example, instead of Countershade appearing in Aviator's stage, he'd appear in Dynatron's stage, as he is weak to Dynatron's weapon) That way, if you're going in weakness order, you'll only get help in one stage, the last one. (e.g. Pyrogen appears in Aviator's stage) This would introduce players to the help mechanic and spark their curiosity about what else the bosses help with. This gives the player a choice; easier levels and more difficult bosses (help from the bosses but no weakness for the stage boss) or vice versa (weaknesses for bosses but no help throughout the stage). It would create a fun dynamic for the game while not spoiling the exact weakness chain on a first playthrough.

  • @unwritten_zephyr
    @unwritten_zephyr 7 ปีที่แล้ว +105

    "Gah, if only I could see the future! I wouldn't have played this game..."
    Are we not going to discuss the genius that is that line?

    • @gulorful8488
      @gulorful8488 7 ปีที่แล้ว

      I didn't watch the whole video. When did he say it?

    • @HollowCats
      @HollowCats 5 ปีที่แล้ว +2

      Gulorful I know I’m 2 years late, but 46:16. You’ll need to rewind idk 10 seconds before to get the context behind that quote.

    • @dbgr9875
      @dbgr9875 4 ปีที่แล้ว

      @@HollowCats I've only seen it's trailer, but is it a Xenoblade thing?

    • @HollowCats
      @HollowCats 4 ปีที่แล้ว +1

      Daniel Griffith I'm confused by what you're asking. The context behind the quote in the timestamp is that the game doesn't give the player enough time to react to certain things, so he says "if only I could see the future". However, if he could see the future at all, he wouldn't have played the game to begin with because he already would've been able to tell it was awful. I don't know anything about Xenoblade, so I wouldn't know if it had anything to do with that.

    • @dbgr9875
      @dbgr9875 4 ปีที่แล้ว +1

      @@HollowCats If you watch the Xenoblade Chronicals 2 remastered trailer, I think that something like in this video happens. Something near Shulk explodes, and he was all like I wish I could see the future so he could have prevented that, but I get the joke that this vid makes.

  • @AlsoMeowskivich
    @AlsoMeowskivich 7 ปีที่แล้ว +32

    falling elevator done right idea: have the elevator begin to shake, and have it fall piece-by-piece starting from the left going towards the right to encourage the player to quickly find a way out.

  • @dragoon3zero
    @dragoon3zero 7 ปีที่แล้ว +66

    i didn't even know we had an alt-fire

  • @sompret
    @sompret 7 ปีที่แล้ว +165

    "He's a businessman, not a creator."
    ~ Hideki "Do you eat shit?" Kamiya

    • @Carsonj13
      @Carsonj13 7 ปีที่แล้ว +2

      If he allowed this game to slip through the cracks he's a terrible business man.

    • @solar464
      @solar464 7 ปีที่แล้ว +3

      can you explain that nickname?

    • @sompret
      @sompret 7 ปีที่แล้ว +13

      +solar464 It's his reply to Luke Plunkett from Kotaku when Luke, in his usual, infinite Australian wisdom, asked a really *really* stupid question on Twitter.

    • @tkpantol
      @tkpantol 7 ปีที่แล้ว +1

      Joshua Madoc What was the question?

    • @sompret
      @sompret 7 ปีที่แล้ว +1

      +tkpantol www.neogaf.com/forum/showthread.php?t=507443

  • @GibusWearingMann
    @GibusWearingMann 7 ปีที่แล้ว +47

    "Here's a hint: It's broken as fAnyway,"

    • @GibusWearingMann
      @GibusWearingMann 7 ปีที่แล้ว +9

      "Here's a hint: They're broken as fDo you have any thoughts"

  • @elchar3577
    @elchar3577 6 ปีที่แล้ว +15

    i'll have two number 9's a number 9 large a number 6 with extra dip,a number 7 two number 45 one with cheese and a large soda

  • @JRokujuushi
    @JRokujuushi 7 ปีที่แล้ว +86

    I can still go back to the campaign page for MN9 and get excited by it. Then I remember the game came out and I've played it.
    The campaign made the game seem like it would have more of a strategic element to it with stuff like how absorbed energy could be unleashed at will, and transformations would have more utility than being just another weapon. Somewhere along the way, it feels like they completely changed the design philosophy and tried to make the game more score-oriented with a focus on speed - completing a level faster gets you a higher score; quickly absorbing an enemy gets you a higher percentage, which gets you a higher score; getting multiple 100% absorptions gets you a higher combo, which gets you a higher score; you can get Quick Clear and Sprinter score bonuses for quickly getting through enemy gauntlets and platforming sections. It even extends to the gameplay - absorbed energy activates automatically, save for the sub tanks, and even they can be activated with the press of a button without going into a menu; weapons are selected in realtime without going into a menu (although you still have to press a button to activate it which is slower than it was in Mega Man X, but it's probably to account for the animation and model change during transformations since it's not as easy as a simple palette swap); the level select tells you if you have the weapon needed for that stage's boss so you don't have to deal with figuring it out for yourself; only one weapon is of significance in each stage (like Bat's weapon in the Mine stage - Mic is weak against it, rocks can be blown up by it, Bat shows up in the middle of the stage to assist - compare to Morph Moth's stage in MMX2 where Morph Moth is weak to Flame Stag's weapon, but you can find a secret upgrade using Wheel Gator's weapon); revisiting stages is pointless because lives and sub tanks get reset after each stage.
    I still want that game concept they showed in the campaign. Let me turn into a tank to cross spikes and get an upgrade. Let me decide on my own when I want to activate my blaster upgrade. Let me move blocks into position to access an alternate path. Let me have a double jump. Let me grab and remove enemy shields. Let me use an attack that blasts an entire screen of enemies at once. That all sounds fun.

    • @likeanuuk6612
      @likeanuuk6612 7 ปีที่แล้ว +8

      take my thumbs up. just because you mentioned mmx2, take my thumbs up.

    • @khaosklub
      @khaosklub 7 ปีที่แล้ว +5

      I had little hope for that kind of game. it was too ambitious, and in 3D? all the modelling required? it's like Kirby meets mega man essentially.

    • @plasmaoctopus1728
      @plasmaoctopus1728 7 ปีที่แล้ว +6

      Erik Red "all the modeling required" well this was a 4 million dollar game I think more detail in the models should be somewhat a given honestly....

    • @hariman7727
      @hariman7727 7 ปีที่แล้ว +1

      The campaign sold Mighty No. 9 as both Megaman X9, and as almost a Metroidvania.
      I'm still waiting for my 3DS copy, to actually see if it really is that damn bad.

  • @ew275x
    @ew275x 7 ปีที่แล้ว +205

    Fun Fact: Senran Kagura Shinovi Versus has sold more on Steam than Mighty No. 9

    • @marioparty17
      @marioparty17 7 ปีที่แล้ว +13

      ew275x you mean that weeb game that sold millions in japan?

    • @ew275x
      @ew275x 7 ปีที่แล้ว +30

      +Crimson Fury Well all the 4 games had sold 1 million worldwide by August 2015, so I guess it's not that weeb game.

    • @Sukaiba69
      @Sukaiba69 7 ปีที่แล้ว +86

      Crimson Fury Well looks like those Anime Fans on Prom Night can recognize a well made game.

    • @triplehelix3207
      @triplehelix3207 7 ปีที่แล้ว +37

      also having waifus all over the game doesn't hurt

    • @harrysarso
      @harrysarso 7 ปีที่แล้ว +2

      yup looked it up on google totaly a weeb game cant deny it

  • @KryptekDragon
    @KryptekDragon 7 ปีที่แล้ว +69

    "It's almost as if mechanics and game design were done by two different teams"......but.....they were done by two different teams.

    • @ChiefMedicPururu
      @ChiefMedicPururu 7 ปีที่แล้ว +32

      And that's a problem.

    • @cake6851
      @cake6851 7 ปีที่แล้ว +12

      That's the joke

  • @joepodkalicki
    @joepodkalicki 7 ปีที่แล้ว +54

    I guess we know why Capcom doesnt deal with him anymore

    • @lsebastian9086
      @lsebastian9086 6 ปีที่แล้ว +9

      Between this and Kamiya's history with him...it seem s obvious he was becoming a problem for them

  • @VideoGameAnimationStudy
    @VideoGameAnimationStudy 7 ปีที่แล้ว +115

    Superbly deconstructed! I love when a creative solution is offered!

  • @baval5
    @baval5 7 ปีที่แล้ว +12

    should have been a different boss to appear in the stage than the bosses weakness. that would tell you the boss ISNT weak to that weapon, but thats a much smaller hint

  • @RizenLink
    @RizenLink 7 ปีที่แล้ว +10

    There should be an entire video dedicated to why Cryo's 'Batman and Robin' ice puns were a bad flipping idea to include.

  • @helpmeget1millionsubscribe983
    @helpmeget1millionsubscribe983 5 ปีที่แล้ว +4

    What do you think about megaman 11?

  • @snivyservine6361
    @snivyservine6361 7 ปีที่แล้ว +4

    That ninja gaiden clip with the girl made me laugh a bit.

  • @Humaricslastcall
    @Humaricslastcall 7 ปีที่แล้ว +5

    I'd improve the dash mechanic by auto-dashing to the nearest mob with the lowest health in an area and damaging it after dashing trough the first mob. If the hit would weaken the mob, the player would instead destroy/assimilate it and chain to another mob nearby. This dash is biased toward the direction the player was going with the initial dash. This provides an alternate way to transverse trough the stage if there are enough weak mobs in the path.

  • @MrBucketRocket
    @MrBucketRocket 7 ปีที่แล้ว +3

    for me the every normal Enemy in the level was no challenge at all once i got Battalion's Weapon wich was one of the first Weapon i got in the game.
    It does so much damage that most enemy's were Dashable after at least 2 hits, the blast range is huge and the fact that dashing into the enemy means that i get Ammo back means that it never runs out for me...
    I miss the part where you have to be careful with your Ammo like in Megaman...

  • @kumatoraabomination
    @kumatoraabomination 7 ปีที่แล้ว +8

    I'll have 2 mighty number 9's...

    • @CNWhatImSaiyan
      @CNWhatImSaiyan 7 ปีที่แล้ว +2

      A mighty number 9 large...

    • @hibubgames7667
      @hibubgames7667 7 ปีที่แล้ว +1

      I'll have a mighty number 2.

  • @jhawkdx4000
    @jhawkdx4000 7 ปีที่แล้ว +1

    Very enlightening and fun video, this taught me quite a few things to look out for when designing a game as well as common sense. Good video!

  • @Duskraven377
    @Duskraven377 7 ปีที่แล้ว +41

    I backed this game and absolutely hated it. It felt like every mechanic in the game was meant to frustrate and annoy me. Nothing made sense. The dash-absorb mechanic was the worst of it. I just wanted to blow things up.

    • @khaosklub
      @khaosklub 7 ปีที่แล้ว +3

      go play any NES mega man game... the mechanics are virtually the same. you can even shoot things until they blow up in MN9.

    • @kalathi1898
      @kalathi1898 7 ปีที่แล้ว +5

      @Erik Red - As the video mentions, level design plays a part in the frustration. The level design and mechanics were at odds with each other instead of complementing one another to create an experience that feels cohesive and satisfying to play. It's true that the NES Mega Man games shared many of these faults, but people backed this because they wanted Mega Man in the modern day - back and better than ever, free of the archaic design that made things frustrating. It didn't deliver that and it's why people are disappointed.

    • @khaosklub
      @khaosklub 7 ปีที่แล้ว +2

      @kalathi
      no, people backed because they wanted Mega man period. the people who initially backed and met the goal in 2 days just wanted to revive mega man in some way. The people who demanded more are what led this project to utter failure... actually, the one's that demanded the game be ported to their console of choice led this project to utter failure.
      We were promised a spiritual successor to mega man, not a refined version of classic mega man. we were promised a low budget title to try to ignite the spark. people expecting AAA level work are just fooling themselves. In fact, there are many AAA budget games more broken than this, and none of those games get as much flak!

    • @kalathi1898
      @kalathi1898 7 ปีที่แล้ว +9

      The low budget excuse went out the window once they were pushing the $4 million mark. The devs themselves were the ones who raised people's expectations to such heights, and they're the ones that delivered a mediocre game that doesn't play nearly as well as classic Mega Man, especially if you're including the SNES MMX games. It deserves the flack it gets. It sucks that it pretty much killed Mega Man dead, but you can't pin that on the fans.

    • @khaosklub
      @khaosklub 7 ปีที่แล้ว +1

      kalathi
      4million is low budget.
      And people treated kickstarter like a preorder.
      realistic people knew what they were funding. They did exactly what they set out to do. Not saying it was top quality, but they did what they could with the pittance of a budget.
      Inafune made mistakes, he's used to having the backing and resources of a major developer. Inte creates bit off more than they could chew. they tried, didn't turn out as expected.
      people act like they purposefully made the game as such, but they had to really cut back on the kirby mechanic.

  • @cactoidpinata
    @cactoidpinata 4 ปีที่แล้ว +1

    Good analysis!
    I recently decided to give this game another chance. I spent about 4-5 days with it and went ahead and got the platinum. You make a lot of valid points about how flawed this game is and I agree with most of them. Some of them are contradictory though. You mention that the boss weapons are mostly useless and you talk about having to use the absorb mechanic to shoot through walls being unfair in the Mine level. The idea is that the boss weapons are sometimes useful throughout the stage of whoever is weak to the weapon. The Battalion weapon gets you through that area with little to no challenge.
    I'll also say that, as lame as all the cheap deaths are in the game, especially the ones you can't react to, it feels rewarding to have all the spawn points and the entire level memorized. I agree that it's all design flaws though and that the rewarding nature of the memorization is a side effect or coincidence that made the game somewhat fun. I feel like the first playthrough of this game is a 5/10 and sticking with it, the final playthrough is a 7/10.

  • @postmary4333
    @postmary4333 2 ปีที่แล้ว +3

    The worst part is that there’s a game called Fallen Knight which is basically mighty number nine but good

  • @Acecard-jl2py
    @Acecard-jl2py 7 ปีที่แล้ว +1

    I want more 50 minute long video game reviews.

  • @freddieblue.tokuguy9
    @freddieblue.tokuguy9 7 ปีที่แล้ว +2

    Megaman must be disappointed passing the torch to him...

    • @basteala525
      @basteala525 5 ปีที่แล้ว +2

      So disappointed that he took it back XD

  • @ChumblesMumbles
    @ChumblesMumbles 7 ปีที่แล้ว +4

    And you didn't even have to spend time on graphics quality or voice-acting. Impressive.

  • @ReginLeif
    @ReginLeif 7 ปีที่แล้ว +2

    If you want something similar to the NES Megaman games, you can always give Legend of the Dark Witch a try. It might have some elements of Gradius as well (By some elements, I mean just the upgrade system), but I think it's the closest thing we have to a spiritual successor to Megaman

  • @AlexaDoee
    @AlexaDoee 7 ปีที่แล้ว

    and the final slap in the face, in the form of the boxes and booklets has just been delivered

  • @Insertmiddlefinger
    @Insertmiddlefinger 7 ปีที่แล้ว +10

    What the hell went wrong? EVERYTHING! And because you did not see this, this game should:
    BURN TO THE GROUUUUND! BURN TO THE BURN TO THE! BURN! BURN BURN! BURN TO THE BUUUURN! BUUUUURN! BURN TO THE GR! BURN! BURN! BURN! BURN THE GRO...BURN!

  • @MustacheDLuffy
    @MustacheDLuffy 7 ปีที่แล้ว

    From 5-5:49, you're right about this. You figure out how people will experiment with things and find it so that after a bit of thinking they could solve issues they previously had problems on

  • @FlameSoulis
    @FlameSoulis 6 ปีที่แล้ว

    Getting back to this video, at 45:10, to be fair, it is partly telegraphed, but they could have done better by adding shadows also on the ground to indicate the falling blocks so that you have two things telegraphing, with one of them also not pulling away from the main action below. Another thing they can do is, since he doesn't move while the attack is happening, the shockwave could be visualized going upward to help clue the player to look up for the telegraph.

  • @theenglishmentlegen8924
    @theenglishmentlegen8924 7 ปีที่แล้ว +1

    I love these videos. I feel like this game was designed with a melee based character in mind, and I think that with some different abilities and better level design this game could have been something fresh and interesting.

    • @KnakuanaRka
      @KnakuanaRka 2 ปีที่แล้ว +1

      Yeah, small wonder he likes Brandish’s weapon the most.

  • @SolidOcelot
    @SolidOcelot 6 ปีที่แล้ว +4

    This is a fantastic analysis.
    I just want to point out I don't think using the bubbles on the alien in Mega Man 2 is beyond reason, the alien was a hologram and water>electronics. (There's is a little projector or something floating around the room after you beat the alien so you aren't just attacking a hologram.)

  • @SuperFeatherYoshi
    @SuperFeatherYoshi หลายเดือนก่อน

    Gotta love how clunky the tutorial's writing is. "Did you just absorb that robot? Oh right, you can do that because I built you to do that."

  • @haxpor
    @haxpor 7 ปีที่แล้ว

    You spot very tiny little details across the game. I learned a lot from these. Thank you!

  • @dallyink7412
    @dallyink7412 7 ปีที่แล้ว +1

    A lot of this reminds me of the "game design" found in something like Mario Maker or LBP. The person who made it thinks it must be okay because they understand it perfectly, so everyone else should be able to figure it out too.

  • @MountainHomeJerrel
    @MountainHomeJerrel 7 ปีที่แล้ว

    I haven't played the game and was wondering why everyone hates this game. THANK YOU for covering the design details so clearly.

  • @Freeter2k
    @Freeter2k 7 ปีที่แล้ว +2

    42:30 Without a doubt, the single, most idiotic design choice I have ever seen implemented in any video game ever.
    Even the Sonic 3 barrel is laughing at Inafune.

    • @segaspice4062
      @segaspice4062 3 ปีที่แล้ว +1

      Sonic 06 was better than this garbage

  • @GlitchedVision
    @GlitchedVision 7 ปีที่แล้ว +1

    this game angered me so much. I raged hardcore style when I hit many of those blind jumps and confusing level designs. Usually in megaman style games, I can at least reach the boss at the end of a level on my first couple attempts, but here, I was completely floored by the frustrating level designs and never saw a single boss... except the DLC stage that unlocks the DLC character. that's the only stage outside the intro that I have managed to complete.

  • @thetruebause3122
    @thetruebause3122 7 ปีที่แล้ว

    Overall massive kudos to the awesome game design breakdown. Sure I felt a small few nitpicks were exaggerated but the only one I don't get is the complaint about signposting 41 minutes in. At that point we've extensively gone over how there are bad blind drops so you have to take every blind drop carefully. So it has been signposted. I would think the complaint would be toward how it would slow the players down and make the level design tedious

  • @franky350
    @franky350 7 ปีที่แล้ว

    i backed this game. still waiting for my physical copies. I agree on what you say. it would be so EASY to make this game better.

  • @aggrondsdude3402
    @aggrondsdude3402 7 ปีที่แล้ว +2

    I didn't know Mega Man 6 had Charge Man, give me his shit weapon

  • @SliceferSlice
    @SliceferSlice 7 ปีที่แล้ว

    I understand the developers on this here. Gamers these days in this generation want handouts on how to do things in the game & Mighty No. 9 gave them what they want. Video up above at 5:00 - 10:00 have me lmao. After watching it, it reminded me of a fellow friend & a random stranger I was talking to at Gamestop on day about Mario Kart Deluxe on the Switch how to do drift & what button it was. I don't know how long they been playing Mario Kart or which title was their 1st title they started with but drifting been in it for a while. I think on SNES & N64, the button use to be different than the ones nowadays. Nowadays its mostly R trigger. Mario Kart Deluxe actually gave out a tips menu in game to figure out everything about Mario Kart Deluxe. Mario Kart 8 on Wii U is the same game like Deluxe but have no better improved battle mode, no tips menu to know how to play Mario Kart 8 & it have dlc but you have to buy it to get the goods. It didn't just come with it like Deluxe. I'm one of the old gamers back in the 1980s & 90s. Our games was like Dark Souls & Bloodbourne. You get in, you play, you figure out whats whats & read where to go next. Perfect example of this is Metroid & Zelda 1 on Nintendo. How many gamers knew to go left in Metroid to get the Morph Ball power up to go in the tiny opening under the wall after going right until you hit this wall here? Metroid had no guidance. Nothing telling you where to go & what to do. Only a message at the beginning after letting title screen go by say "Your Mission Is To Destroy The Mother Brain". That's it. That's all you was told. Super Metroid on SNES was similar to NES Metroid but it had a map & a blinking spot on map letting us know where to go. NES Metroid had none of this. Metroid Prime, Metroid Prime 2: Echoes, Metroid Prime 3: Corruption & others you'll have great fun with. In Zelda 1 my God after looking at a video on the secrets in this game, how the heck someone who is new to the game would know to blow up that wall or burn this tree to get some easy money or find upgrades or finding Level 1 dungeon instead of randomly walking into a higher level dungeon than that & realize you shouldn't be there after trying to kill a enemy & realized even more, you can't hurt it because you don't have the right sword or shield or equipment items to kill it. Zelda 2 on NES. I'm not going to speak about that game on but this "I Am Error". Zelda: A Link To The Past, Ocarina of Time & others you'll have great fun with. Gamers in this generation should be thankful they have game developers putting helpful tips & info options in these games today. Now since I'm sitting here thinking about it, that's probably why I don't rage no more in games these days. Back then was the struggling days. You literally will pass the controller & hoped that your brother, sister, mom, dad whoever played games would pass the area you was having problems with, beating the boss, whatever it was you couldn't get pass at that time while playing.

  • @ericchdjdjnx
    @ericchdjdjnx 2 ปีที่แล้ว +1

    my favorite part is when she says barrier

  • @CazuBM
    @CazuBM 7 ปีที่แล้ว

    I backed this... And I couldn't even bring myself to play it. I backed this a loooot

  • @koipond6286
    @koipond6286 7 ปีที่แล้ว +3

    16:39 that's an incredibly dumb mechanic. sounds like it was poorly implemented, too. almost seems like inafune was trying too hard to "reinvent" megaman

  • @robertlauncher
    @robertlauncher 3 ปีที่แล้ว

    So Brandish could’ve easily been solved by giving him a knock back animation to disrupt his attack, and then some I frames after the dozer hit so you can’t spam it all at once

  • @Unethical.Dodgson
    @Unethical.Dodgson 7 ปีที่แล้ว +1

    "BARRIER!"
    No, Call... It's BOUNCE PAD!

  • @Jaricko
    @Jaricko 7 ปีที่แล้ว

    In fairness. Megaman is guilty of blind death pits too.

  • @Atlessa
    @Atlessa 7 ปีที่แล้ว +3

    I didn't spend a penny on this game (I just couldn't afford it at the time) and I am still disappointed. :(

  • @Boogie_the_cat
    @Boogie_the_cat ปีที่แล้ว +1

    Maybe you have changed this in current videos, I know this one is 6 years old. But it would have been nice (for hearing impaired) if you had turned on automatic captions.
    Thank you.

  • @ThrillingDuck
    @ThrillingDuck 7 ปีที่แล้ว +14

    Ok I agree with you on everything except one point - it seems pretty arbitrary to me that you would choose to look at the game telling you the boss weaknesses as a bad thing. You complain about trial and error gameplay everywhere else, it seems to me like this would be a modern improvement, no? How is slogging through an entire level on a hunch that MAYBE this newly acquired weapon MIGHT be good against the boss, only to discover you were wrong and potentially Game Over a rewarding experience?
    While I agree that it can be fun to guess, the very fact that many bosses in past Megaman games had arbitrary or irrational weaknesses is a serious point against both them and the whole trial and error system. Mighty No. 9 is terrible on many many fronts, but for my money the way it handles the weapon rock-paper-scissor system is an improvement on the old Megamans.

    • @ThrillingDuck
      @ThrillingDuck 7 ปีที่แล้ว +5

      Hell, give the developers a tiny bit of credit - maybe they employed flashier but less practical health bars BECAUSE they took the guesswork out of the weapon circle. Still doesn't excuse the whole health recovery system, but it's something that kind of makes sense.

    • @monkeyking9863
      @monkeyking9863 7 ปีที่แล้ว +1

      " irrational weaknesses " megaman 2 metal man is weak to Metal Blade :P

    • @AztecCroc
      @AztecCroc 7 ปีที่แล้ว

      Well, you do fight all the robot masters again, so it's not like it's a situation that would never happen.

    • @LunaTulpa
      @LunaTulpa 7 ปีที่แล้ว +7

      how much money did you lose backing this game

    • @ThrillingDuck
      @ThrillingDuck 7 ปีที่แล้ว +13

      Lol I didn't lose a penny. Didn't back the game at all. Contrary to popular belief, it is possible to find the tiny good points in something without being financially invested in it. What a concept.

  • @lockjaw467
    @lockjaw467 7 ปีที่แล้ว +1

    was that Egoraptor at 5:48?

    • @ChiefMedicPururu
      @ChiefMedicPururu 7 ปีที่แล้ว

      Nope.

    • @lockjaw467
      @lockjaw467 7 ปีที่แล้ว

      Are you sure? That cartoon in the first billboard of the highway looks suspiciously like Arin Hanson's avatar.

    • @ChiefMedicPururu
      @ChiefMedicPururu 7 ปีที่แล้ว

      Oh, wait, that's actually him. Wow.
      I wonder if he feels shameful about that?

    • @lsebastian9086
      @lsebastian9086 6 ปีที่แล้ว

      If the twitter thingy i saw time ago tells me something......he seems to had regretted having contributed to mighty 9

  • @christianmalo4980
    @christianmalo4980 7 ปีที่แล้ว +1

    Being quite a big Mega Man fan since I was young (NES generation), I played all of the original games, the X series up to X5 (when it started to really be shitty), both MM Legends games and the Tron Bonne spinoff, the first 3 Battle Network games and a few others like MM Zero... so yeah, like I said it''s safe enough to say I enjoy Mega Man games in most cases. Now imagine how happy I was when I was brought on one of the testing teams for MN9... I was SO FUCKIN PROUD... until I completed my first playthrough. I admit I was really disapointed but since the game was still in dev, there was plenty of time for improvement so I wasn't too upset. So I kept on testing this piece of crap, one build after another... After a while I expressed my concerns to one of my teamleaders, saying that imo the game would not be received very well by the fans and that it felt like a watered down and poor man's version of Mega Man with no content, tons of bugs, cheap deaths around almost every corner, badly designed game mechanics... in the end, nothing special and certainly not on par with most MM games, and even less when compared with the first titles in the X series. In short, the answer I've been given is that I was negative and MN9 was not as bad as I was saying it was. Well, negative or not, seems like I was still right all along judging by most of the critics, hell, IGN even went as far as to say MN9 is the most disapointing game of all time so... After testing this turd and another smelly one (the PC port of Batman Arkham Knight), no wonder I quit testing games and decided to finally get a real job that has some meaning to it LOL!!! Just ashamed that my name appears in MN9's credits but I know I did my best so... not like I was the one making the decisions anyway... :P

  • @umbaupause
    @umbaupause 7 ปีที่แล้ว

    "Bottom line: Have a god damn antepiece, DAMNIT!!!"

  • @logixindie
    @logixindie 6 ปีที่แล้ว

    This game is meant to be challenging, VERY. Good for hardcore players, not so friendly for anyone else.

  • @Entropic_Alloy
    @Entropic_Alloy 7 ปีที่แล้ว

    I agree with 99% of what was said, except for when you were fighting the underground boss. I feel like just looking at the arena, the obvious difference on the wall makes it clear that you can jump on it. Also, he telegraphs that ground pound so a quick glance at the ceiling makes the falling blocks easy to dodge. Also, unless you are unable to move, if the enemy was coming in from the foreground and in your direction, why would you just stand still and let them hit you?
    I agree with most everything else.

  • @N0Lif3
    @N0Lif3 7 ปีที่แล้ว

    Funny thing. I've gotten the achievement for beating the game in under an hour. I feel like I've mastered the game, I can breeze through all of the challenges in the game. However, to this day I've never achieved a single S-Rank in a mission. The achievement for attaining an S-Rank is unfulfilled in my Steam profile. I just don't understand how the scoring system works and I can't be bothered to go off and read about it. I mean, I am already going through stages really really fast, I dash through multiple enemies often all in the interest of saving time. I don't get what more they want out of me.

  • @TornadoCreator
    @TornadoCreator 7 ปีที่แล้ว

    8:10 to 8:32 - unless your name is Dean Takahashi... then 10 seconds of experimentation will result in nothing, your brain will tell you fuck all, and you'll spend over 2 minutes dashing the wrong way into a solid wall...
    Sorry, I just had to highlight how the "perfect fix" you suggested, the simple tutorial that anyone could do in 10 seconds is identical in design to the one in Cuphead that games journalist with 25 years experience, Dean Takahashi couldn't do in over 2 minutes of utter failure gameplay footage.
    Now going to go back to the video. So far very interesting.

  • @BarHonigfeld
    @BarHonigfeld 7 ปีที่แล้ว

    Man, I don't like how he is always talking about good game design and explain a very "paint by numbers" approach as exactly that. While Mighty No. 9 is not a good game I don't think discouraging harsher puzzle solving for example is a good thing. What I am getting at is: One of my all-time favorite games, the original La-Mulana I feel would also be deemed "bad game design" but it's obscure, non-hand-holding manner is why I had so much fun with it and why I love it so much.

  • @caliklepto1316
    @caliklepto1316 7 ปีที่แล้ว +1

    What's so fun about trail and error? Why do I wanna try all my boss weapons and die trying to guess? A lot of these "bad gameplay mechanics" are honestly just fixes to the mega man mechanics. I like how you have to stay close to enemies so you can't just be a pussy and stay back and shoot. It's WAY more exciting too. A lot of the unfair things remind me of the NES era. The master pieces like castlevania and ninja giadan had the same issues but were loved dearly..mighty no 9 is honestly a fun game.

  • @johnvonshepard9373
    @johnvonshepard9373 7 ปีที่แล้ว

    Make the bad guy cry like an anime fan on prom night!

  • @differentman1878
    @differentman1878 2 ปีที่แล้ว +1

    i keep watching these vids but i still just cant tell. the game looks like so much fun. i think ill just buy the game to see why people say its bad

    • @FrostySnow1000
      @FrostySnow1000 2 ปีที่แล้ว

      Just play previous megaman games… mn9 didn’t take any lessons at all from megaman game flaws and improvements. Shovel knight is a better megaman successor than this crap.

    • @differentman1878
      @differentman1878 2 ปีที่แล้ว

      @@FrostySnow1000 i played a few megaman games (ther came out with the full collection on nintendo a while back). ill check this out for comparison

  • @SpiderandMosquito
    @SpiderandMosquito 6 ปีที่แล้ว +1

    Okay I got a question... why did there have to be shooting?
    No I'm serious here's a possibile solution to a lot of not all or most but a lot of potential problems.
    The big gimmick for this game and the one that mechanically most differentiates it from it's inspiration is the dash ability but if the dash and guns actually conflict with each other too much why not remove the guns entirely? Use the dash as the central attack and build the game around that. Put more emphasis on platform than classic Mega Man, give him like duel wielding laser swords coming from his arms, Focus instead on close range melee combat and separate yourself more from the Megaman formula while still being based off of it. There is plenty of potential for that dash without the stupid guns

  • @supersmashbro596
    @supersmashbro596 6 ปีที่แล้ว

    i will fight to my last breath defending yooka laylee.
    the same cannot be said for mighty no. 9.

  • @imthinkinwacky2859
    @imthinkinwacky2859 7 ปีที่แล้ว +2

    I can't wait for the analysis on Yooka-Laylee.

    • @GameSoup
      @GameSoup  7 ปีที่แล้ว

      haha probably not going to happen but would be funny. :P -Joe

  • @CAOcreations
    @CAOcreations 7 ปีที่แล้ว

    being kick started is the only thing really "wrong" with this game. Bad games come and go, but ones where fans actually pooled money to help fund the creation of a game is where the actual problem comes from. Expectations wouldn't have been nearly as high had this game actually been normally produced. However, because players played a large hand in the funding for the game, we instantly set our expectations to a higher degree.
    Same concept when you are given a gift compared to when you go out and buy something with your own hard earned money.

  • @Vgamer311
    @Vgamer311 7 ปีที่แล้ว

    "We tried to make these videos fairly bite-sized and compartmentalized so they'll be easy to watch."

  • @SuperKittyPogoDance
    @SuperKittyPogoDance 7 ปีที่แล้ว

    Loved the video!

  • @mude_13
    @mude_13 7 ปีที่แล้ว

    I saw the Kickstarter and was crazy excited. It was the first thing I ever funded on the site. I waited patiently for it but soon grew to care about it less and less after each delay (and boy were there a lot.) When I finally got to play it, I could hardly care about it less (I had also seen the slews of bad reviews). I uninterestedly played through the tutorial stage, and got about halfway into the fire themed stage before dying a few times to cheap and poorly telegraphed traps, grew tired of how long it took it reload the game each time, and never played it again.
    I'll never give money to a kickstarter again.

  • @Miseries_Company
    @Miseries_Company 6 ปีที่แล้ว

    Got this game for my son for Xmas last year and wanted and thought he would enjoy the mega man experience I had as a kid. But this game is so hard and lacks any direction that it has just collected dust

  • @pinknificentpinky959
    @pinknificentpinky959 2 ปีที่แล้ว +1

    Mighty no.9 level designed is designed if the bad guy actually wanted to win
    Regular games are designed to have a clear path through to the boss in a way that while that’s difficult but clear if the bad guys were smart they wouldn’t design their base this way they’d put traps everywhere
    “ooo health” surprise murder
    Only way forward perfectly guarded unavoidable damage
    This is dumb

  • @MusicyOfficial
    @MusicyOfficial 7 ปีที่แล้ว

    Love this video

  • @exeacua
    @exeacua 7 ปีที่แล้ว

    Im in desagree with almost everything in this video

  • @LoneKuroRaifu
    @LoneKuroRaifu 6 ปีที่แล้ว

    Ah, I watched this already. The games ok still. I go back whenever I need a quick game to finish and in a "jump and shoot" game mood.

    • @jacob-2271
      @jacob-2271 2 ปีที่แล้ว

      Do you also play sonic 06 when you are in a "3d run and jump" game mood?

  • @doarner
    @doarner 7 ปีที่แล้ว

    If something was a fatal flaw for Mighty No9 was the game it was supposed to become and most of it comes from the fans.
    The words "it doesn't feel like Megaman" comes and goes every second, if Inafume created that game inspired form something else, it would have passed as a so-so Castlevania clone, but all he, his team, the fans and angry supporters talked about was Megaman this and Megaman that.

  • @samuecchi
    @samuecchi 7 ปีที่แล้ว

    39:58 is that egoraptor?

  • @Saiavinn
    @Saiavinn 7 ปีที่แล้ว

    This game wants to appeal to speed-runners.
    Think about it: scoring system, points based on how quickly you assimilate, bonuses for quick/efficient plays, e-tanks that disappear after you die, memorized challenges. This game _doesn't_ want you to play it. It wants you to dedicate yourself to it. It wants you to learn it in and out to play it properly. It expects to be played many, many times, stages revisited constantly.
    This is what the game is _trying_ to say.
    Unfortunately, the devs cut out its tongue.
    Then they took it apart and had a different team try to rebuild it from scratch
    who's executive told them to hammer together anything they couldn't immediately figure out
    and that executive had no experience in the game industry.
    I honestly feel sorry for the poor bastard.
    The game, not the executive.

  • @Kuribohdudalala
    @Kuribohdudalala 7 ปีที่แล้ว

    Great video.

  • @Wheestlee
    @Wheestlee 3 ปีที่แล้ว

    That fucking Buzzsaw stage

  • @NurseValentineSG
    @NurseValentineSG 7 ปีที่แล้ว

    why doesn't the bulldozer just amplify your dash? Wouldn't it be so much better if it just gives you a dash that also damages the enemy that isn't absorbable? Wouldn't it make it one of the best powers in the entire game?
    But no, we get shit.

  • @rohanwalker7376
    @rohanwalker7376 7 ปีที่แล้ว

    Best thing about the game was the art work, that's it..

  • @GaminRiolu
    @GaminRiolu 7 ปีที่แล้ว

    Maybe with what they learned they can make an actually good sequel... that is if they even make one.

  • @MissAshley42
    @MissAshley42 7 ปีที่แล้ว

    The lazy implementation of ledge grabbing quickly clued me in to how damn thoughtless this game is. In cases where it's used to get atop something, that something might as well be one tile shorter. In cases where it's used to climb or bounce between walls, it might as well have been a Batman- or Ninja Gaiden-style triangle jump.
    Hell, it could've been nixed altogether and replaced with Mega Man X-style wall-kicking and climbing. I can only assume that route wasn't taken because Inafune was hellbent on making this game as different from Mega Man as possible. (Which is funny when being a spiritual successor was the whole damn point of the game's creation.)

  • @wildcard13294
    @wildcard13294 7 ปีที่แล้ว

    Mega Man 3 has 2 different boss weakness chains...... not important but I just thought I'd share that neat little fact

  • @TheDarkUmbreon8623
    @TheDarkUmbreon8623 ปีที่แล้ว +1

    Charge kick is from Megaman 5, not 6

  • @objectionable6693
    @objectionable6693 2 ปีที่แล้ว

    i don't remember a ton about the game but i played it near launch and didn't have a ton of fun. Was stuck on the sniper guy's stage for forever and I didn't really like the ice stage at all ):

  • @BAGGYQUACK3RS
    @BAGGYQUACK3RS 7 ปีที่แล้ว

    hmm at 1:28 you can see a reference to the game grumps

  • @icshade1562
    @icshade1562 7 ปีที่แล้ว

    I feel like some of the enemy placement could have been alright if your standard shot always had a piercing effect like it did when you had the red power up, but that would only help with one problem (it wouldn't fix the countless others)

  • @macdongr
    @macdongr 7 ปีที่แล้ว

    a bit of constructive criticism, I wouldn't have the game's dialogue playing while you're talking. It's destracting a bit. having Music is fine but the other people talking makes me feel like I'm in a loud restoraunt where I can't hear my own voice.

  • @eutue
    @eutue 7 ปีที่แล้ว +2

    "barrier"

  • @fc-fritz
    @fc-fritz 2 หลายเดือนก่อน

    Wait this video is 7 years old? I thought it was recent, still a great video though, I remember being hyped for a megaman like game at the time and then watching the horrible reviews of the game and being like "Great :) time to find something else to get hyped about", what a bummer

  • @ddrpimp123
    @ddrpimp123 7 ปีที่แล้ว +2

    LOL I loved this video lol many the part "Im flying on in guess I I'm gonna hit ya" BOOM

  • @GamaScythe
    @GamaScythe 6 ปีที่แล้ว

    Am I the ONLY one who likes the ideas of Call? She's an emotionless robot, a concept that is almost NEVER explored properly, her relative weakness compared to the other not-Reploids helps to highlight the main Mighty No.s abilities and their power levels. It also gives the challenge that creepy do or die feel... I'm not saying they did all this WELL, I'm just saying I don't hate it and every TH-camr I've seen talks about Call like she's the worst thing ever.

  • @autobotstarscream765
    @autobotstarscream765 7 ปีที่แล้ว

    The Charge Kick is from Mega Man 5, not Mega Man 6.

  • @olhadinhagames
    @olhadinhagames ปีที่แล้ว

    Boa Produção!

  • @sunnym.4077
    @sunnym.4077 7 ปีที่แล้ว

    what went wrong, community manager Dina Karam when you take zero fan feedback and push your own agenda you get the artistic direction no. 9 took and more so the total lack of backer support and input for the mechanics, by the time she finally got fired it was too late. Most of the backers liked the original concept art and that feedback probably never made it to their ears.

  • @snivyservine6361
    @snivyservine6361 7 ปีที่แล้ว +2

    Can I just say one thing about the down spiral dash! Oh my god that thing is pointless! Unlike the others it goes on forever and you can't stop until you hit a platform. I accidentally used it on the the air level in a climbing segment that led to a lost life. Serious what is the point of the down spiral?

    • @khaosklub
      @khaosklub 7 ปีที่แล้ว

      it's a fast fall. you know, when you're zooming through the game, dashing in the air. you see an enemy below, fast fall, rapid fire, absorb, then jump away dashing.

  • @theproplady
    @theproplady 7 ปีที่แล้ว

    I wonder how much of this was Dina's fault.