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#inafking
jayextee · 1 year
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Mighty No. 9
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So, whilst I'm still working on my replay of Mega Man 7 (you think I'm reviewing these things after just one play? Poor form!) I decided to change it up and throw Mighty No. 9 into the mix.
Y'know, the one INAFKING (Keiji Inafune) himself left Capcom to make in lieu of there apparently not being any new Mega Man games -- before Capcom made the, frankly, fucking spectacular Mega Man 11.
MN9 is not spectacular.
So the Internet has decreed, this is an abomination of a game that neither lived up promises from the Kickstarter campaign, or to its premise as a Mega Man spiritual follow-up. Only, I think in the terms of the latter it kinda did. And kinda didn't.
Mega Man, much as I've come to love the series of late, is not the best thing ever. It has swings and misses like any other series (including a certain other blue hero-starring action platform game with an evil genius villain and his penchant for robots) and has more than a few entries that are so 'more of the same' as to be nigh-paralysing with the onset of crippling deja vu.
Mighty Number Nine has swings and misses, and is kinda more of the same (especially the basic formula of 'eight robots with various elemental attributes/weaknesses, followed by an endgame sprint). So far, so delivering on the promises as a game. But it makes some bold decisions in terms of overall game design that could've, maybe, in some parallel universe where they were executed well, elevated this over being a hum-drum tribute to its father series.
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Before I continue, yes I am ignoring wholesale the debacle that was the game's Kickstarter promises and botched launch. I didn't back the game, I wasn't invested in it, other people can tell the story way better than I can. And when I managed to purchase the game for a reduced price circa mid-2017, I wasn't bothered much then either about anything other than how fun the game was.
And was it? Is it? Well, for me, yeah. Kinda. On the surface level it's a slightly-tame Mega Man clone, except the boss weaknesses work a little differently; they don't seem to be a method to absolutely steamroll the Robot Masters, um, the Mighty Numbers as much as offer a way to nullify certain attack patterns or gain other advantages -- thankfully, then, there's no refight boss-rush near the end of the game. But also, on top of this the game attempts to offer replayability with stage rankings and a combo system using the game's dash/absorb 'AcXeleration' mechanic for high scores, but it falls flat on its face and lends more an air of layout rote-memory to the affair than it does creative gameplay and improvisation.
Swing, and a miss, as I say. It's got some charm in places; I personally love the Mighty Number designs -- all apart from player character Beck himself who I could honestly take or leave. And, honestly, the banter between them during the game is great and I'd have loved to see more of them in future installments. But conversely, the game is marred by some occasionally-sadistic placement of instakill hazards in the platforming, overly-long basic boss fights (even with those, uh, "weaknesses", heheheh) and a completely unimpressive aesthetic.
It's not terrible, it's not great either. 3/5
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mrfamousthirsttrap · 1 year
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WHO THE *HECK* IS THIS
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No, really, who is Auto? Introduced without an actual introduction in Mega Man 7, driving with Rock and Roll in the opening stage and later acting as a shopkeeper, aaaaand that's pretty much all he does for the rest of the series, sell you stuff.
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He's often seen alongside the Light family so i, and i would guess most of us assumed he was another robot like Rush or Eddie, hell, his shop in MM7 and one of the many mangas IS a giant Eddie, so he HAS to have been built by Dr Light right?????
Nope because that would make him too normal.
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Not even the INAFKING knows what the fuck he was making when he made Auto!!!
This doesn't exactly disprove that he could have been made by Light but i do believe he wasn't mostly because its funnier for him to have just showed up, so, who made him then? Mega Man 6 showed us that there are other roboticists around the world who made the robot masters in that game (who were then reprogrammed by Wily);
So, my GREAT theory for Auto's origin is:::::::::::
a random mf made a silly robot guy to sell stuff and he just happened to really really like Rock and so Light took that guy in like "yeah ur cool"
Thank You
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sylpheedz · 2 years
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Fenrir (S-221) (C) sleepingdangr/NOIZO1D (Carrd)
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bringbackmml3 · 5 years
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“Here we go!”
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iam-back · 5 years
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Napalm Man: Oi, Inafking! What's with the political references in a Mega Man game?
Stone Man: Napalm Man, stop being so meta!
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retroldschooltv · 7 years
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#keijiinafune Keiji Inafune (稲船 敬二 Inafune Keiji, nacido el 8 de mayo del 1965 en Kishiwada) era la cabeza del equipo de investigación, desarrollo y negocio en red de Capcom, es más conocido por ser uno de los diseñadores de Megaman y productor de Onimusha y la saga de Dead Rising. En varios de los créditos de sus juegos, él usa el nombre de "INAFKING". Los personajes de Street Fighter y de Megaman se han vuelto tan buenos ejemplos reconocibles de juegos, que Inafune se volvió parte esencial del éxito de Capcom. #progamer #videojuegos #retroactRed #retroact
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waviness · 9 years
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IF YOU LIKE MEGAMAN, AND ESPECIALLY OR MORE SPECIFICALLY MEGAMAN LEGENDS, WATCH THIS, AND BACK IT
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tronbonneart · 11 years
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Mighty No. 9のBECK! | 小さいとらちゃん [pixiv] http://www.pixiv.net/member_illust.php?mode=medium&illust_id=38312906
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As excited as I am for this. Seriously Capcom. All you're giving me for 25 years of Mega Man is a fan made game? Sell the fucking franchise to Inafune already. I want Legends 3. Thanks.
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