I'm going to start off by saying that firstly if you came here to see me absolutely destroy this game then you'll be disappointed. Second, I'm going to be reviewing this based on the game, rather than the time cycle that it took to make it as well as how much money was given to make this. A bad game is a bad game regardless of the people behind it, the intentions or even how long it took to make/how much the product actually is. With that being said...
Mighty No. 9 (or Mighty Number 9) is a game made by the original creator of MegaMan. The game is clearly influenced by it intentionally as the creator felt his original game was underutilized by the company that now owns the rights so he formed his own studio to make essentially the same game minus the name and brand recognition. Its a platformer and a sidescroller.
I do like the concept designs for all of the robots to say the very least. They're interesting and make sense based on their powers and such.
The game runs pretty well on my PC. I always hate it when I purchase a new game and its choppy or doesn't run well. So at least there's that.
Honestly this game is super floaty. Platformers should feel direct and purposeful. Its hard to explain in words but basically the main function of the game to go from left to right and get over obstacles is not as well as it should be. I finally stopped playing after I couldn't figure out how to get up on top of a platform as I tried to walk across a conveyor belt as boxes fell on my head. Maybe this would have told me I needed to go fight the other robot masters, or Mighty Numbers as this game calls them, to gain a new ability but just about every single MegaMan game before this allowed you to progress regardless of what abilities you gained at least the original games. The powers should enhance the experience rather than be a necessity.
The majority of the sprites just look awful. Beck's initial design was pretty decent but his in game sprite is just awful. Sprite refers to a model in the game that usually can move. Kind of like Pokemon as they just stand there or move. Its not the design rather the fact they decided to go with a 3D style for the graphics. 2D would have been much more welcome as well as been better for processing and for the general look of the game. My favorite MegaMan games have been on the DS and they were all in 2D and looked awesome. It really just doesn't make any sense to me why they went with this style other than the idea that it was done to make the game more modern looking. Though that's just my personal thought. Though this doesn't just go for character models but... well, everything else. Explosions look terrible, the backgrounds look bland. The only thing I can actually say looks decent are the human models and even then Dr. White just proves to be the exception.
The voice acting is just so... hit and miss. While there's not an abundance of bad there's definitely a lack of good, if that makes any sense. Look, actors are probably expensive to hire but I honestly could have done a better job that most of these people. The mighty numbers aren't terrible but I'd be reaching pretty far just to make that comparison. The actress (I presume, I'm not going to look it up) for Call speaks all her lines in monotone. You have no idea how annoying that is to constantly hear that all the time. Dr. White is probably the best considering he sounds pretty bubbly about everything and optimistic. Again, far reaching.
My scoring might be a little generous but honestly its really just a "You could have been worse" type thing. This isn't the worst game I've played and it isn't even the second. 6 for me is Mediocre. Its just sort of... there. Honestly it doesn't even seem to have its own identity. The intention behind the game is noble at the very least to the fans who wanted more from MegaMan and I've seen worse reasonings for making a game. If you want a decent MegaMan clone try Gunstriker Gunvolt. Its probably cheaper than this game.
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