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Mighty No. 9 feels great, but the core concepts take some getting used to - Destructoid




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Mighty No. 9  




Mighty No. 9 feels great, but the core concepts take some getting used to photo
Mighty No. 9 feels great, but the core concepts take some getting used to

4:00 PM on 09.01.2014

Check out my full video playthrough below


Mighty No. 9 is probably one of the most anticipated games of 2015. After a massive Kickstarter, creator Inafune and developers Comcept and Inti Creates have kicked off a long line of products to hype it up, including Mighty Gunvolt and a potential cartoon.

After all that hype though we finally have a chance to play the game. I have to say, it has the feel of a Mega Man game, but a few aspects definitely took some getting used to.


Mighty No. 9 (3DS, PC, PS3, PS4, PS Vita, Wii U, Xbox 360, Xbox One)
Developer: Comcept, Inti Creates, Abstraction Games
Publisher: Comcept
Released: 2015
MSRP: TBA ($15 based off Kickstarter)

Let's get the concepts out of the way first. For the most part, Beck controls the same way Mega Man always has -- he can jump and shoot, and in lieu of the classic slide move, Beck has a dash that can be used in succession without any real restrictions. This allows him to boost forward, air dash, and "slide" underneath gaps.

But the dash is much more complicated than that. In Mighty No. 9, you'll have to use it to "absorb" enemies. By firing at them and decreasing their health pool past a certain threshold, they become "destabilized." Beck can then dash through them to absorb their powers (extra damage, speed, life, and defense boosts), thus killing them in the process -- most enemies cannot be destroyed by your standard shot and must be dashed through.

This mechanic is seemingly a core precept of the Mighty philosophy, as it is used constantly throughout the level and is paramount to success. It's also a double-edged sword. For one thing, I found it kind of annoying at first to have to dash through almost every enemy in my path to remove them -- I was constantly jamming on the dash button so often that I skipped some enemies entirely.

But once you play it for a while, it becomes second nature. Skipping enemies is actually bad, because you will need their absorbed powers sporadically throughout the game. For instance, by absorbing a close-by enemy with a red power that strengthens my standard shot, I could then get through a subsequent area with a much easier time -- one that nearly requires you to fire through multiple enemies, which is only possible with said power-up. You can see this at 1:54 in the below video.

Like Neo when he became aware of the Matrix for the first time, so too did I eventually pick up absorption and destabilization. I don't suspect it will be for everyone and I can see some changes happening before launch (perhaps a buff for the standard cannon), but I enjoyed the strategic element, and dashing around everywhere is a ton of fun.

I partly enjoyed boosting about because the levels are designed very well, combining action, light puzzle elements, and secret areas and paths that really started to shine in Mega Man 5 and 6. The beta only provides us with one stage -- the Military base -- but it's enough to show us what the development collective has planned for us. While No. 9 isn't what I'd call extremely difficult, it did give this Mega Man veteran some pause throughout. It wasn't just something I could pick up and master immediately -- I had to learn the ins and outs of the dash system, and there were some very tricky portions littered about the stage, most of which involve one-hit spiky pits of death.

The boss, Mighty No. 5, was one of the best parts. It was fun to just unload burst fire on him and occasionally dash to destabilize his lifebar, as it felt like your standard cannon counted more for something. His pattern is very predictable (like a classic Robot Master), but his ultimate move (which effectively closed off half the arena periodically) was interesting, and his overall design was memorable.

Mighty No. 9 didn't blow me away as a Mega Man fan, but even at this early stage I'm impressed by the layers of technical gameplay it provides. I think it's shaping up to be a pretty promising platformer, and just like Azure Striker Gunvolt, it does enough differently to make its own mark on the genre, without simply cloning Capcom's methods at every step.

Mighty No. 9 feels great, but the core concepts take some getting used to photo
Mighty No. 9 feels great, but the core concepts take some getting used to photo
Mighty No. 9 feels great, but the core concepts take some getting used to photo
Mighty No. 9 feels great, but the core concepts take some getting used to photo
Mighty No. 9 feels great, but the core concepts take some getting used to photo
Mighty No. 9 feels great, but the core concepts take some getting used to photo




Watch me beat the third and final Mighty No. 9 beta level, out today photo


Here's a full playthrough of the second Mighty No. 9 beta stage photo


Mighty No. 9's beta just got a new level photo


Here's a look at Mighty No. 9's multiplayer photo


Mighty No. 9 feels great, but the core concepts take some getting used to photo


The Mighty No. 9 playable beta launches today photo


New Mighty No. 9 video shows off transformation powers, Call gameplay photo


This new footage for Mighty No. 9 is looking great photo


Mega Man composer Manami Matsumae answers Mighty No. 9 backer questions photo


More alpha footage of Mega Ma--I Mean Mighty No. 9: It's great photo


Mighty No. 9 Updates, Screenshots, & Videos







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Mighty No. 9



8:45 AM on 10.14.2014
Watch me beat the third and final Mighty No. 9 beta level, out today

The Mighty No. 9 beta has updated with its third and "final" stage, the Power Plant. This morning I decided to give it a go, and here are the results of my second playthrough of it. As usual this is a zero death run, quick a...more



10:30 AM on 09.22.2014
Here's a full playthrough of the second Mighty No. 9 beta stage

The second Mighty No. 9 beta stage focuses on the female No. 2 boss, who is a master of ice and water. In addition to my playthrough of the first stage here, you can also get a better look at the next phase of the beta ...more



8:30 AM on 09.22.2014
Mighty No. 9's beta just got a new level

Some time ago the Mighty No. 9 beta hit Steam. It consisted of one level, and the developers weren't sure if they were going to add anything more to it. Well that day has come, so boot up your game and you'll find yet a...more



10:45 AM on 09.02.2014
Here's a look at Mighty No. 9's multiplayer

Yesterday I posted a full hands-on with Mighty No. 9, detailing its ins and outs, as well as showing off the Military Base stage that was included in the beta version of the game in video form. I bet you didn't know that the...more



10:00 AM on 09.01.2014
The Mighty No. 9 playable beta launches today

If you're interested in Mighty No. 9 and pledged at least $80 to its Kickstarter, check your email today -- you may have gotten a beta key. Redeemable on Steam, this key will allow you to play a single level from an ear...more



11:30 AM on 07.21.2014
New Mighty No. 9 video shows off transformation powers, Call gameplay

Developer Comcept has done a great job of keeping its fans updated on the Mighty No. 9 project -- and for some fans, overly so. Although this new video has a fair amount of recycled footage at the start and the end, the midd...more



10:00 AM on 05.30.2014
This new footage for Mighty No. 9 is looking great

Spring 2015 seems eons away. That's probably because I want to get my hands on the final version of Mighty No. 9 as soon as possible, and this new trailer isn't helping. It shows off some new manuevers, including the st...more



11:00 AM on 03.31.2014
Mega Man composer Manami Matsumae answers Mighty No. 9 backer questions

For Mega Man fans, the name Manami Matsumae is instantly recognizable. Although she's only worked on a few games (Mega Man 1, Mega Man 2's sound effects, and Mega Man 10), her mark on the series is memorable, and her service...more



2:15 PM on 03.20.2014
More alpha footage of Mega Ma--I Mean Mighty No. 9: It's great

I've kept up cold indifference towards Mega Man 9 -- I mean Mighty No. 9 -- since its announcement and Kickstarter success. With the recent alpha footage coming out, though, I'm sold. Look how gorgeous those animations are. Look how smooth. Mega Man is dead. Long live Mighty No. 9. Capcom, you need to get right. The last six years have not been good compared to the six prior.more




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