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报告翻译问题
I am not saying that all low budget indie games are great, just that mightyNo9 is mediocre.
The game does not need to have crysis level visuals, but the horror that is the afterending story sequence without at least some lip animations is inexcusable with this sort of budget.
Either Inafune is inept for mismanaging the funds so grossly or he is inept for failing to understand funds necessary (while simultaneously working on a bunch of other ♥♥♥♥).
The game's KS netted a little over 4 times what they were asking for.
Did you all forget that they tried to launch another kickstarter of another product claiming they had finished Mighty No. 9 when clearly they had not?
Or the amount of times they pushed back the release date with flimsy excuses finally even claiming just a few months ago that the reason for the delays was multiplayer netcode.
Or the lack of communication with the community/kickstarter backers?
As far as i am concerned they wasted the money and goodwill of the community.
There will not be a sequel to this game and good riddance, kickstarter backers were hoodwinked, this may not have been the original intention but we all know what the road to hell is paved with.
I think it's worth noting that Obsidian was already established as a studio when they ran their Kickstarter for Pillars of Eternity. Someone's saying that Divinity Original Sin was mostly done before the Kickstarter started. Really? So you're holding a game made by a fully established studio and a game that was almost done when crowdfunding began to the same standard as a game made by a studio that had to be built with the same money that was pledged from the Kickstarter campaign? I guess that's where so much of the $4 million went: making the studio COHESIVE.
What's the point of having a studio that may go under because their 1st product was nothing to write home about while also being a PR disaster?
Inafune had a chance to produce a great game, sadly that did not happen; No matter how much MightyNo9 is being defended on the forums, the core game will not change.
Requesting 900K and barely producing a game at 4mil?
Pitching further projects and Kickstarters before anything came of their initial ♥♥♥♥♥♥♥ project?
The horrific marketing and PR the whole way?
There are no storage of blunders and oversights here. Plus it's not like this is a particularly expensive genre or graphical style.
Edit: Poorly planned stretch goals that obviously underestimated the costs and work of porting to every ♥♥♥♥♥♥♥ platform ever.
Fallout 1 cost $3 million to make and that's not accounting for almost 20 years of inflation. So yeah, definitely a skeptic that Pillars actually cost $4 million.
Yes but as the funds went up they kept adding more goals, more platforms, netplay features, etc. They got more money but they also roped themselves into more things that had to be done.
#1: The game probably was content-complete at that point. No point in having your modelers, artists, etc. sitting on their thumbs waiting for the programmers to finish up their ends of things (which probably unsuprisingly wound up taking a lot longer than expected when you give yourself the nightmarish task of launching on eight seperate platforms at once).
#2: Not really sure what you're arguing for here. Are you suggesting they were just pushing back the release date for kicks or something? Should they have released the game before it was (relatively) bug-free?
All i am saying is nobody should be defending this studio, from all angles it looks like they wasted the money through mismanagement and produced a very mediocre/subpar game. They Screwed the community and megaman fans over, like i said before this may not have been the original intention but its the final result that always counts. They took less than 4 million dollars (minus Kickstarter cut) blew it all, lets not forget they were still taking paypal donations like Obsidian did even when their Kickstarter ended, so we dont really know the final tally they got for development funds.