Top Critic Average
Mighty No. 9 is the best Mega Man game I've played in years, but all of the problems it has come from that too. Whether the gaming scene of 2016 needs a modern Mega Man is a more ambiguous question, perhaps answered by the old adage: be careful what you wish for.
From poor visuals, to awkward physics, and even annoying narrative elements, Mighty No. 9 feels boring and lifeless. It's irritating that we had to wait so long for something so meagre and mediocre.
Overall, I'm proud I was a backer for this game and am pleased with the work Inafune and his team put into it. The trailer was indeed terrible, but my focus is always on the quality of the game itself. To all the people judging the game without playing it and putting it down: You're doing a fine job of showing your ignorance and unwillingness to be objective.
Mighty No. 9 went through a tough development and was rightfully scrutinized but it's a challenging game with great controls. The graphics could be better and the framerate doesn't stay at 60 but those problems don't ultimately hurt the game. What hurts Mighty No. 9 is that it's not Mega Man. So if you want Mega Man, you're better off playing Mega Man. If you want a game in the spirit of Mega Man, Mighty No. 9 will satisfy you.
Mighty No.9 is a great old school action platforme. Although it doesn't reinvent anything new, it shows a remarkable game, although weakened by some ingenuity, especially technical .
Review in Italian | Read full review
However, this must be said. Although it truly is not quite as good, with Capcom letting Mega Man collect dust in his cryogenic pod until the year 21XX, this is definitely a serviceable replacement, especially at its affordable price-tag. With a few minor control issues you'll eventually overcome, it isn't mind blowing nor is it exceptionally special in its own right.
Mighty No. 9 has a strong gameplay core that isn't better or worse than Mega Man—it's just different. The further the game deviates from that core, however, the worse it becomes.
There was a lot of hype for Mighty No 9. which ended up fading away over its rough development time. The ending product was not what we anticipated - but it's still a fairly good game for a decent price. It's fault comes from not knowing exactly what it wants to be. It's difficulty is so wild that it could turn off many players - casuals and Mega Man veterans alike. Overall, I recommend fans of the genre to give Mighty Number 9 a shot.
Mighty No. 9 is an extremely niche product. The efforts of the developers do not reflect the millionaire crowdfunding campaign that gave birth to the game, but the final result is still more than decent and can be really fun for those who love this videogame genre.
Review in Italian | Read full review
Mighty No. 9 suffers from spreading a great idea too thin and thusly not allowing it to thrive in its own right. It was a promising first start but in order for this to be a future franchise I feel like more focus will be needed. At just over 7 hours of a campaign time, Mighty No. 9 is not a bad game by any means, and for $20 it is extremely worthwhile. It just isn't the great game we wanted and instead is a hopeful good game with promise. Here's hoping it gets a sequel.
The wait has been long, and while the game has it's fun moments, I'm left feeling it could have been soo much more. Hopefully, the team takes what they've learned with Mighty No. 9 and applies it to the sequel I hope they're working on.
Mighty No. 9 struggles to capture the magic of the better Mega Man games, but offers a decent enough experience. The game's bad pacing and overall lack of polish warrants a single play through that will probably be soon forgotten. The game has loads of potential, but doesn't really live up to it.
I can't say that I'm exactly disappointed with the end result. It still has a lot of baggage to unload (the 3DS and Vita ports aren't even dated yet), but most Mega Man fans will find solace in the fact that it didn't end up being a disaster. Other than the art style, of course.
Mighty No. 9 is a tedious and bland platformer and while I have never played a Mega Man game before, I have a feeling that this game does little to live up to the legacy that those games had.
Mighty No. 9 really tries to be an exceptional game like Mega Man but it is NOT. It is not a bad game and the player can enjoy this but as a game that is made by Mega Man developers, it doesn’t meet the expectation.
Review in Persian | Read full review
Mighty No. 9 began life as one of the most anticipated concepts in recent memory. While there is fun to be had – especially where boss fights are concerned – there is an overall lack of fresh ideas to bring it all to life. Frustratingly the game also has underwhelming graphics and perhaps the coldest and most awkward story I've ever played. Instead of the love letter to fans of Capcom's blue bomber the game was meant to be, the cynically average final product is a sad example of potential well and truly squandered.
The concept of Mighty No. 9 definitely had potential, unfortunately the reality Comcept have delivered to us is not upto the quality we have come to expect - making you appreciate those classic Mega Man titles all the more - but Mighty No. 9 accomplishes one thing in spades; being your average, budget platformer.
Even with dull visuals and a little too much reliance on the past, in a world where Capcom has seemingly forgotten that the Blue Bomber exists, Mighty No. 9's enthralling boss battles make it an okay substitute to fill that void for the time being.
If you Kickstarted this game, you'll likely be fairly satisfied with how Mighty No. 9 turned out. However, it's far from ground breaking in terms of its visual style, has some rather rage inducing sections of the level design, and the dash is imprecise. That said, the majority of the game is fairly fun to play and it certainly captures the spirit of Kenji Inafune's Mega Man franchise, it just lacks a certain amount of polish.
Comcept and Keiji Inafune didn't knock it out of the park with Mighty No. 9, but they damn sure took a good swing at it. If people can pull their heads out of a certain part of their body and judge the game for as it is, I'm sure this game could, in the long run, be successful enough for a sequel and if that day comes, let us hope and pray that Comcept has learned many valuable lessons from this endeavor and do Mighty No. 9-2 the right way.
This game will not be heralded as a classic in the same vein as Mega Man. However, the original Mega Man isn't the best either. Fans debate back and forth between Mega Man 2 and 3 as their favorites (MM3 for this writer's money). Another example is the first Assassin's Creed. Great concept, failed delivery. The point is, despite its flaws, Mighty No. 9 is a good step toward reviving the Mega Man style in all but name. Hopefully the team will learn from their mistakes and make the next game the classic fans want it to be.
Mighty No. 9 fails to fill the shiny blue, metallic, oversized boots of its predecessor. The game manages to capture the essentials of the previous titles without capturing the essence. Remaining true to the original design ethos from a decade ago has perhaps been too restrictive and it feels more like a HD remake or re-imagining of the Mega Man games than an attempt to breathe new life into an aged franchise, advancing it and introducing it to a new generation of players.
Mighty No. 9 appears to be caught in two minds about whether it wants to make a Mega Man-style game for novices or veterans, and that indecision unfortunately prevents it from being anything close to mighty. Combine the release's well-meaning but misguided attempts at accessibility with sub-par graphics, puzzles, and an insane difficulty spike towards the end, and you end up with a title that's not very mega at all.
Mighty No. 9 is a serviceable callback to the original Mega Man that is brought down by baffling design decisions and a strict adherence to mechanics that were phased out for a reason.
Mighty No 9 has been created in such a way that it's impossible for it to escape the Mega Man comparisons, a contrast that it doesn't get away from throughout. That's not to say it's terrible though. Mighty No 9 is an enjoyable, albeit tough, game to play through and despite what you may see elsewhere, it isn't a bad game. With a little bit more originality and a different direction, Mighty No 9 could've been a fresh addition to the usual 2D shooter games we see, but you won't find a true evolution of the Mega Man style game here. Mighty No 9 is not a bad carbon copy of Mega Man, but a missed opportunity to expand on its legacy.
Mighty No. 9 was a long time in the making and with lots of discussion and chatter before release. I think there is a solid foundation for a shooting/platforming type game here and it clearly has some great elements to it. It doesn't quite invoke any originality though neither from a gameplay perspective or even a visual one as, but as a whole and for the price of $19.99, I think it's suitable.
Mighty No. 9 is a game hamstrung by its own hubris. By choosing to rely upon archaic design decisions and outdated level design it fails to achieve the level of success so clearly desired by the developers. The passion behind the project is clear to see, even if one can't shake the feeling that a few too many shortcuts were taken in order to release on multiple platforms, but the legacy of the Mega Man series looms over the game and it's unable to pull itself out of its shadow. If Comcept hadn't so stubbornly adhered to the source of its inspiration and were willing to take more risks with the title then maybe it could have been something really special but at the moment it's let down by some baffling creative decisions.
Mighty No. 9 is a disappointment. As I went through the game, I saw all the things going wrong and began going through possible corrections in my head. It should have looked like the original prototype. The character designs and lighting were better there. The dialogue and story segments should have been more engaging and dynamic. The special abilities needed more heft. Some last minute polish could have fixed these framerate issues. That made me mad, because if I could see all of these issues that needed to be addressed, why couldn't the developers? With all of the delays this game has seen, why do these problems still exist? Mighty No. 9 isn't a terrible game, but it isn't a good one either. With an end result like this, I feel pity for every person who backed it.
Despite its pedigree, Mighty No. 9 doesn't seem to have a good sense of what was fun about Mega Man, or 2D action-platformers in general. There are brief moments where its pieces come together, but even then it's hamstrung by its visually joyless art and animation. The soul of the Blue Bomber just isn't here, and worse yet there's no endearing personality of its own, and as a result, Mighty No. 9 feels much more like a second-rate imposter than a spiritual successor.
Uneven in tone and execution, Mighty No 9 is equal parts fun and frustration. Inafune won't reignite the fire of his famed franchise with this initial effort. We can only hope that subsequent attempts to reboot the blue bomber turn out better.
Ultimately, Mighty No. 9 is just not worth the price. It has a satisfying set of mechanics, but that is all it has going for it. The visuals are atrocious, the music unmemorable, the story painful, and the level design mediocre.
Look for this to become a cautionary tale for crowdfunded projects from now until the end of time. Sometimes a legacy of success isn't enough to guarantee quantifiable quality in the future. Caveat emptor, friends. This is not the spiritual successor you're looking for.
Mighty No.9 fails to recapture the spark of its Mega Man heritage in any meaningful way. There's not much inherently wrong with how it plays, but it is haphazardly presented and not quite as enjoyable as it could be.
If you've got a hankering for old-school platformers (albeit ones bastardised by a few modern conventions) Mighty No. 9 is a game for you. If you were going to pick it up on a whim because you fancied a taste of Capcom's golden age, you're better off looking elsewhere. Hardcore gamers eat your heart out, but don't expect to sleepwalk through this one.
Mighty No. 9 is cut straight from the heart of one of Capcom's best-loved franchises, but suffers several wounds in the process. Whilst it makes some attempt to shine on its own merits, I can't help but feel it's this retro love that holds it back. Frustrating, uneven and painfully restricted; something made all the more apparent by its current-gen status.
The phrase that best describes Keiji Inafune's infamous spiritual successor to the classic action-platforming franchise is "aggressively mediocre." In fact, Mighty No. 9 is such an average video game that reviewers could give future mediocre games a Mighty No. 9 out of ten and it would serve as a perfect indication of their quality.
Mighty No. 9 is not a terrible game, nor is it even a bad one - it's just plain mediocre. From its downright disappointing visuals to its flat music and bland-at-best level design, everything about Mighty No. 9 screams of mediocrity. And let's be clear - if this were a fan game made by a small group of devoted Mega Man fans it'd be deemed more impressive. Yet this is a budget retail title developed by one of Mega Man's lead designers, which also had involvement from Inti Creates, a proven studio with hits like Mega Man 9 and Azure Striker Gunvolt among its credits. We're not sure where things went wrong, but Mighty No. 9's finished product is just a "mega" disappointment.
One of the most frustrating aspects of the level design is the game's liberal use of instant-kill environmental hazards. They appear frequently and in ways that trigger cheap and frustrating deaths
In its day, Mega Man went from a pioneering force in action game perfection to the poster child for redundant, cookie cutter sequels that failed to push the genre forward. Mighty No 9 does present a few concepts that feel like they could have been the next iterative step. Even if it had avoided its many pitfalls and baffling design choices, though, it's likely a few decades too late for such minor improvements.
With the lack of tight controls, an honest challenge and the addition of a generic plot and characters we're left with a totally average action platforming game that promised the world.
At the end of the day, Mighty No. 9 is simply an average game. That is not a terrible thing, it is not what I would call a bad game. Certainly the hype surrounding it helped to elevate expectations that it did not and probably could not have met, so tossing aside the Mega Man comparisons and taking Mighty No. 9 for what it is? You have a bland-looking game with some interesting mechanics that deliver some entertainment without doing anything to make itself a memorable experience. There are worse things than that, but there are also better.
Mighty No. 9 can have its moments when its platforming and shooting tickles that same nostalgic bone that makes us love Mega Man, but its poor design makes it more frustrating than novel.
Mighty No. 9 isn't a bad game, but it's generic in gameplay quality and suffers from technical issues that hamper the experience. If you wanted a brand new 2D platforming experience in the vein of the old Mega Man games, then this is probably something worth your time. Just don't expect anything more beyond that, and be ready to restart your Wii U in case of a bug or two.
Mighty No. 9 created very high expectations and could have reached a perfect formula for success but as it is, it failed to capture Mega Man's essence and doesn't build up on what its inspiration did best.
Review in Portuguese | Read full review
This game could have been so much more had it not been saddled with a weight of expectation as great as being a spiritual successor of the Mega Man series. It isn't bad, it's just painfully average. For all the clamour and claims that had been made about the title nothing in it actually lives up to the hype.
After a Kickstarter project that has received more than $3.5 million (US), and many delays in the development, the expectations were high regarding the game created by no other than Keiji Inafune, the creator of Mega Man. Seen as a spiritual successor of a franchise that is loved by a dedicated fanbase, the game was seen as a way to scratch that itch: the need of a fast-paced action platformer like its blue bomber cousin. Unfortunately, the result is not as strong as it could have been: this is not a Mega Man game and is not as fun as its ancestor.
Mighty No. 9 is a game that unfortunately was never going to meet the unrealistic expectations placed upon it. It was certainly compelling enough for me to want to finish the game.
Mighty No. 9 may be one of the most disappointing games I’ve ever played. At the start, we were promised a spiritual successor to Mega Man and we didn’t get that. Gameplay wise, Mighty No. 9 isn’t a bad game, it’s just muddled down with bad design, poor characters, and other technical issues.
The final line of dialogue in the story posits that only time will tell if "this Mighty No. 9 is a blessing or a curse." The statement probably wasn't meant to be as fitting or applicable to the finished game as it ultimately is, but maybe it was a rare moment of introspection.
Mighty No. 9 then is definitely a missed opportunity, not only in terms of crowdfunded gaming but also as a homage to what made the Mega Man games so great in the first place.
Mighty No. 9 is not a good video game. It's is loaded down with lots of cool ideas that it never fully explores, and frankly it feels unfinished, unpolished, and unplaytested. It has potential, but right now this game serves as a warning about the dangers of stretch goals and crowdfunding, and only the most die-hard Mega Man fans will find something worthwhile here. Everyone else is better off sticking with the Blue Bomber.
Much like an anime fan on prom night, I would rather be at home playing Mega Man than here. I would rather be playing Shovel Knight. I would rather be playing most games in this genre. Mighty No. 9? More like Shitey No. 9!
From New Super Mario Bros. to Rayman Legends to Legend of Zelda: A Link Between Worlds to the recent Doom reboot, we've seen games that mix twenty-year-old styles with modern visuals and new ideas and the results have been great. Mighty No. 9 isn't in the same league. Instead, it looks and feels like an amateurish homage to Mega Man with bargain-basement production values and a ridiculous difficulty level. While fans will find something to love in its hardcore gameplay and old-school character design, non-fans should steer well clear.
As an homage to Mega Man this is almost a complete failure, especially given the only successful elements are those that have the least to do with the original games.
But it feels like instead of putting time into multiple engrossing levels to experience, the player is instead thrown into a handful of death-trap missions with inferior controls and volatile settings and told they should be having fun.
After several years, delays, and missteps, the Kickstarter-funded Mighty No. 9 is here, and believe me when I say that the supposed spiritual successor to Mega Man is a Mega Bust.
Mighty No. 9 contains the seeds of a good platforming franchise, but for now they're exactly that: Seeds. In its current state, Keiji Inafune's intended successor to the Mega Man series lacks creativity, joy, and character – not to mention several weeks' worth of polish.
Mighty No. 9 was designed to be a spiritual successor to Mega Man. If any of that spirit was ever here, it's long since decayed. The game is incredibly frustrating, suffers from bad design choices throughout and offers only middling enjoyment .
After years of delays and broken promises, Mighty No. 9 still manages to disappoint despite having the lowest of expectations. It controls, looks, and sounds worse than any Mega Man. Everything about Mighty Blunder 9 screams "amateur," with homage turning into borderline plagiarism most, if not all, of the time. Inafune and Comcept would have been better off canceling the project and refunding the Kickstarter; it would have saved them all the embarrassment of being attached to one of this decade's worst titles.
Mighty No. 9 is a lot like your Uncle Steve. You know, the one that still lives in his hometown where he played varsity football in high school. Uncle Steve never fails to remind you of this, just as he never fails to remind the waitress bringing him his coffee. She is too young to know who he is, but he's quick to point out the picture hanging near the entrance. The best quarterback this town has ever seen, he tells her. She smiles and laughs, too sweet to tell him that thirty years was a long time ago. Mighty No. 9 tries to hold onto its legacy, resting on its laurels while the rest of gaming world has left town a long time ago. We paid for the coffee out of pity now, instead of hope. Because Uncle Steve was always going to let us down from the start.
If you're a fan of the Mega Man series, then I recommend you check out this game when it's 5$ or less (and I'm very serious by the way). Otherwise, stay away and pretend it doesn't even exist.
Review in Arabic | Read full review
9 fits that bill, and you're probably better off with Shovel Knight or Freedom Planet's oldschool-yet-new sensibilities. Every time I try to think about what the motivator for playing this game would be, I immediately dismiss it. I repeat: I have no idea who this is for.
Mighty No. 9 fails on so many levels it is tough to forgive. Despite a huge budget, it feels incredibly cheap. The platforming is not smooth, the voice acting is horrendous, the story ham-fisted, the challenge more frustrating than fun, and it's impossible to not be compared to better platformers. It fails to use so many modern conventions, all while still lacking any sort of retro style, leaving it in a weird lurch where it neither has nostalgia going for it, nor any modern sense of fun. Not even fans of the genre will enjoy this as a lesson for what not to do. It is lacking in anything that might redeem it, such as style, or heart, and, unfortunately, tries to slide by mere virtue of a Mega Man-clone and fails even at this task.