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1. The dash mechanic is awesome and in most cases a lot of fun, but the Xel Absorption dash hinders it and it just isn't fun to me. It feels like the Speedrunning/Absorption system clash.
2. Exploration is not rewarding. You can find 1-ups and the AxCel recovery, which is nice, but since you lose your AxCel recovery when you die it's easier to restart the whole level than it is to retry a point where you left off. Plus, if you die you're certainly not getting an S rank so it's best to restart and try again.
3. The piercing power-up is good and awful at the same time. It can really mess up the groove of a stage when your shot pierces something you have no chance of getting to before it will break your combo.
4. The levels are incredibly short. I have five hours played on Mighty No. 9 and that's because I left the game open accidentally while I did some chores. I did not try to speedrun too heavily, but I bet if people did want to speedrun this they could beat it in under an hour.
5. There were no 'ah-ha' moments. When I get stuck at a part of a stage and I figure out what I'm supposed to do I don't feel like I've gained a useful tip to help me succeed, I just think, "I've never seen that needed before and I doubt I'll see it again."
6. There is a skip cutscene button but not a skip dialogue button for major cutscenes. The voice acting is incredibly painful for a lot of the characters and everyone speaks so slowly for a game that focuses on speedrunning. Avi and Cryo had decent lines and voice acting, the rest were pretty forgettable to me.
That said, I'm not necessarily upset I bought Mighty No. 9. I hope that if they do a sequel they drop the challenge mode, point system, and speedrun stuff and just focus on making a fun game. Or, add the speedrun stuff as the challenge mode and leave the campaign as an actual game rather than a competition.
Honestly, not really. It feels much worse than most Megaman games with worth level design and pacing. Most bosses are pretty much health sponges and are less engaging and much longer than your standard Megaman bosses. There is just so much of the game that feels like a chore be it the awkward level design, the forced level where you play as Call (who has a weaker buster than Beck's, no powers, and can't even absorb enemies), and the bosses being sponges.
The issues come down to that what it tries to do differently from Megaman doesn't really come across well, and what it tries to do like Megaman it does poorly. Being able to air dash infinitely just sort of convolutes the flow of the game. There's one part in the water level for example where you can legitimately air dash over an entire section and I've seen people who know nothing about MN9 do it their very first time. Also the dash mechanic being forced to kill enemies is just a really subpar idea. It becomes less of an issue as you get more boss weapons because you can hit multiple enemies at once with it, but you still need to dash to kill and that can put you in very awkward positions. The buster here is just subpar in everywhere.
Also don't expect any secrets in this game. There aren't any. No armor pieces to find, or heart tanks to find or e-tank or w-tanks, no finding R U S H, no finding Magnet Beam or anything like that. The most you might find is an additional life here or there. Even MM1 had the magnet beam but this has no worthwhile secrets to find.
Also in regards to broken powers, the one we're talking about here is arguably more broken than Metalman's power from MM2. Brandish is incredibly fast, strong, uses absolutely no weapon energy, can deflect basically any projectiles easily, and has invincibility frames on its attack. I can't really think of a single thing in a Megaman game that's more down right broken expect maybe if you used the code to get X's Ultimate Armor right from the start in X4 that has infinite novastrike.
The game is probably better by today standards than it is from the standards of the past probably. I'd play pretty most Megaman games again over MN9. Most people try to justify the game by saying "X and Y are traits that are in Megaman so you must be bad or not like Megaman".
But I use this example in my review for that reason. Consider Megaman Battle Network 2 and 3. Beloved games by the fanbase. And then comes Megaman Battle Network 4 which is universally hated. Why? It looks like the previous games. It plays similar to the previous game. Same style of gameplay and everything? So why is it hated? Bad game design, bad levels, bad pacing, and bad game mechanics that they tacked on. Even if you walk and talk just like a good game, that does not instantly make you a good game. You can take a good concept, copy it, and implement it so poorly that people hate it.
And if a sequel can fall into that trap, you better believe a spiritual successor that promised so much and delivered so little can.
Ray doesn't really feel like she belongs in this game. You can tell in several Megaman X stages and Megaman and Bass stages that both Zero and X or both Megaman and Bass were considered when building the levels and designing the boss, but Ray just seems really out of place in this game. Her health gimmick is a cool one, but having both a max health that goes down each hit and constantly draining HP was too much. Considering the levels and bosses were designed with Beck's buster in mind and just how much waiting there can be for good positioning (looking at you Cryo), Ray just gets hit super hard.
Also all the fact that the game was completed at least 8 months ago and was delayed for reasons and what we ended up is basically the same game with no changes except there are still technical issues. Reports of the game hard crashing WiiUs and potentially bricking the storage device MN9 is on, all versions seeing frame drops, just generally how unoptimized the game is (a game that looks this bad, using DX9 and UE3 should not need 8GB of ram), random crashes, save files being lost.
Plus all the backers who have been getting screwed on both digital and physical rewards?
Also MN9's main gimmick, being able to absorb enemies and gain abilities from them like he was Axel in X7 or X8, was scrapped due to a tight budget, despite the fact that earned more than 4x what they asked for and included in game modes and stretch goals that no one really asked for or wanted. And also started expanding the brand in the toy market and cartoons and working on a sequel before the first game even came out.
There are a lot of reasons to hate this game. If this game was just some random game I found on steam I still wouldn't think too highly of it just because of the technical issues and the overall sloppy design. Still probably mediocre or half way decent at best. But add in all the kickstarter stuff and all this other context? Yeah that definitely takes it to a worse place than mediocre.
I didn't actually expect to not get my head burnt to a crisp by posting this.
You guys have a lot of good points.