Is anyone else playing and replaying the Mighty No. 9 Kickstarter video and jamming out to the theme song? Because that is totally what I'm doing. It's so great to hear Mega Man 1 composer Manami Matsumae hard at work again,...
"As a child, of course, I watched lots of Kamen Rider, so I love that show, but I unfortunately cannot definitively say that I have experience being the masked rider. But I may at one time or another have worn a mask and a suit that was breakaway and gone into my nude form!"
That is an actual question I got to ask the outspoken former Capcom producer during an interview on Sunday, September 1, at the Grand Hyatt hotel smack in the middle of PAX Prime weekend. I never thought I would score the privilege of meeting my game industry hero in person, much less twice in just under three months. For all my whining and moaning, I really am a fortunate guy.
I maintained my composure long enough to make it through our half-hour session, during which I probed Inafune's brain about the recently announced Mighty No. 9 and other gaming happenings. Of course, I also came armed with a few Mega Man queries, the answers to which are nothing short of mind-blowing. Where does the nickname "Inafking" come from? Why does Mega Man's helmet have an exclamation mark on it? And why do the series' characters sometimes look like they're flashing gang signs?
Keiji Inafune won PAX Prime 2013, no contest. If you attended PAX and didn't go to his panel, you missed out on being able to personally witness the biggest middle finger to ever be waved in Capcom's general direction.
Good evening ladies and gentlemen, I hope you're all safe and sound following PAX 2013! I got to drunkenly shout moist pleasantries in the vicinity of a bunch of you, and that was absolutely lovely. For those of you who missed it, you have my deepest sympathies.
The exciting news: Niero and company have announced Destructoid HUGE, a premium membership program for the site, which will give members ad-free site access, discounts on merch, automatic contest entry, exclusive content, and more, for a measly $2.99 a month, or $29.99 a year. As the saying goes, "you get what you pay for" and considering how much Destructoid rules for free, just imagine how cool it'll be when there's money rolling in. It's only a matter of time until there's a whole portal full of exlusive Jonathan Holmes sexy muscleman pin-ups.
The sad news: The Destructoid Show is coming to an end. Tara and I will continue to crank out stuff full-time over on Rev3Games, but we're parting ways with our beloved red-eyed robot overlord Mr. Destructoid.
Destructoid's founder, and the man who got me my start in this kickass industry wrote up his thoughts, which you can read after the break.
It's been a few years since Mega Man creator and former Capcom honcho Kenji Inafune made waves by saying Japan makes awful games. He hasn't really stopped ringing the death knell since. Earlier this year he declared Japan's g...
Inafune's Mighty No. 9 might be fully funded, but right now that only guarantees a PC version (and the inevitably close Mac/Linux stretch goal). In order to come to consoles (specifically 360, PS3 and Wii U) the project needs...
Inafune's next project, Mega Man HD Mighty No. 9 has reached its $900,000 goal in just over 24 hours, which means the PC version is basically a given. But Inafune and co. have a full 29 days to go, and they'll need it to...
For all of you who wanted Capcom to do Mega Man justice with a brand new HD style game, prepare to have your prayers answered by the big mega gaming man himself, Keiji Inafune, with some help by his company comcept, Inti Creates, and a whole mess of other former Mega Man devs. It's called Mighty No. 9, and it literally looks like a true Mega Man game from top to bottom.
The protagonist is named Beck, and he's the ninth robot in a line of ones [eight robot masters] who were infected by a virus [Mavericks]. He'll run through six stages [Mega Man 1], and copy abilities from his fallen foes with support from his female friend [Roll], as he fights various lesser enemies throughout the landscape, one of which is themed after a construction object [Metools]. Reading through the Kickstarter, fans of the Blue Bomber will spot even more references, which has me even more giddy to see it in action.
Right now the game is slated for the PC platform (with gamepad support) by way of Steam and a few other avenues, but stretch goals include Mac, Linux, and consoles.
As a Mega Man fan, I can't express how excited I am for this!
PAX attendees are in for a super special treat next week. The infamous Keiji Inafune will be delivering an hour-long panel in the Kraken Theater on Saturday from 4:30 PM to 5:30 PM. He'll run through his 25-year industry career, make comments about how Western development is better that Japanese development, and probably take a little time to discuss Mega Man. If you can't attend, there will also be livestream so you can catch the action from home.
And wouldn't you know it, I get to have another one-on-one interview with the man on Sunday! My dream came true when I got to meet him at E3 this past June, but our discussion was unfortunately limited to Yaiba: Ninja Gaiden Z. This time, no topic is off the table! I can grill him however I see fit! So exciting!
This is a chance to get some real answers to long-pondered questions, yet I don't want to leave any of you guys out. I have my own set of questions, but it's obviously very stacked in favor of Mega Man. Perhaps by reaching out to the Destructoid community, I can get a little variety cooking. If there is something you are dying to learn from the man, let me know in the comments below. I'll try to ask as many of your questions as I can.
The idea of shrinking objects and placing them into ridiculous situations is not new. But in the case of Comcept and Keiji Inafune's BUGS vs. TANKS!, it's somehow fitting to pit a tiny World War II German tank battalion against an endless swarm of insects because of ... well ... reasons.
BUGS vs. TANKS! is one part survival horror, one part arcade style action, and one part historically accurate (wait, what?). Yep, it's a pretty wacky game, which is why it works as an entry in Level-5's Guild02 collection.
Guys. I met Keiji Inafune at E3. I interviewed Keiji Inafune at E3.
I've achieved everything I've wanted to accomplish in my relatively short career as a games journalist. There is literally nothing else for me to do except pack my things and move on. I'm kidding, of course, but I'm not joking about how big a dream come true this was.
My meeting with Inafune was a complete surprise. Each of the Destructoid writers had been handed a list of appointments, and I saw Tecmo Koei on my schedule. I rightly assumed it was to discuss Yaiba: Ninja Gaiden Z, but I had no idea whether I'd be speaking directly with someone from the dev team or not.
If I had known Keiji Inafune, the man whose work has had such a profound impact on hobby and my life, would be standing behind that door, I would have come prepared with a better list of questions. Nonetheless, I stepped in the room, put on my most professional face, and did my absolute best not to squeal like a schoolgirl.
Under Itagaki's watch, the Ninja Gaiden series was about big production values, precise action, and serious-face gameplay. Those days are over. With Inafune at the helm of this new Ninja Gaiden spin-off, the tone has gone th...
GameTrailers has the exclusive debut trailer of Yaiba: Ninja Gaiden Z, the zombie-infested Ninja Gaiden spin-off being handled by the trinity of Team Ninja, Spark Unlimited, and Keiji Inafune's new studio Comcept.
Despite less than stellar system sales, the PlayStation Vita does have a fair amount of gems, not the least among them them being Soul Sacrifice. Live on the PlayStation Network store is a key for eight new quests to run thro...
Soul Sacrifice can be a pretty deep, rewarding experience, but it can also be a bit difficult to learn at first. The confusing menu system and large variety of spells can be extremely overwhelming. But once you've bested a few stages and start to learn the flow of the game, it's a lot easier to get into.
Everything starts to make sense, as you augment and combine spells into your desired build, learn ways around the "sacrifice" mechanic that's core to the your success, and get a grip on the pacing of the game's combat.