However, ‘Mighty No 9’ was mediocre at best. The game was crowdfunded to the tune of nearly $4 million in 2013, making it one of the most successful Kickstarter campaigns ever. It was career suiside for Inafune, who proved he could design games but couldn’t manage teams. It was an oversold mess of broken promises and shattered dreams. Since writing this post in 2014 ‘Mighty No 9’ became infamous. However, time has made the opening paragraph of this post even more pertinent. I’m not really a fan of editing posts as I like to think they represent a snapshot of an industry that’s always in a state of flux. Whet for what the eventual game will look like in 15 months time. For the community it’s an exciting thing to see. Jumps and shoots a few things from an arm cannon that in no way can be called a Stand in for a very similar looking ‘blue bomber’) runs from left to right, In it Beck, the blue armour clad hero (who in no way is a Public consumption after the 12 week of development is a short 60 second ‘proof of concept video’. No way a ‘Mega Man’ game (no doubt fearing Capcom’s mighty legal hammer). Interviews, reiterating that despite the apparent similarities, this game is in The scenes, character designers are working on art assets and enemy bossĭesigns, while Inafune himself is writing the story and conducting endless Podcasts to drum up enthusiasm for the already well publicised project. ![]() Managers have been hired they have set up forums and have started recording Following on from the astronomically successful Kickstarter campaign, ‘Mighty Number 9’ his spiritual successor to ‘Mega Man’ has beenįunded and production is in full swing. How long does it take to make a game? If you’re Keiji Inafune,ġ8 months it seems.
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