That’s not a video game, it’s a packet of cream cheese.
Mighty No.9, the often delayed, troubled, kickstarter funded Mega Man rip-off by Keiji Inafune, is facing yet another delay. This marks the third time the game has been pushed back. The news comes via a backer update, which states:
The reason for the delay is rooted in bugs inside the network modes, and specifically problems with matchmaking. […] There are two large reasons for this problem, one of them being the large number of platforms supported (the solution for each platform is slightly different) and the other stems from the fact that the engine we are using is no longer being updated which means adjustments for matchmaking and online code are being made manually (actually reprogramming parts of the engine by the dev team themselves).
This is consistent with the reason given for the previous delay, which occurred in early August. The game was later given a release date of February 9th, 2016. You can read the backer update in full here.
Well alright, this has been your scheduled “Mighty No.9 is delayed again” update, we look forward to bringing you another sometime in Spring.
WARNING: This is a long-ass article. Click “Continue Reading” knowing that you will be greeted by a whole lot of text. But it’s worth it. I promise. This isn’t some Derek Smart situation.
In late May of 2013, a Florida-based organization calling themselves Kansai Club, led by one Andrew Nevo, began a Kickstarter campaign to translate and release an edition of The Crater, a lesser-known work from Osamu Tezuka. This is not a new concept, as DMP have been doing the same thing for quite some time. Being a fan of Tezuka’s work, I backed it. Later, it became apparent that there were difficulties in completing the project, and one of the first things I wrote about on this site was an update in June of last year.
That was the last update.
The saga of Red Ash, Keiji Inafune’s proposed successor to Mega Man Legends, goes a little something like this: Inafune pitched a game not many people wanted, asked for way too much and showed basically nothing for it, then at the 11th hour revealed that he had funding lined up anyway through FUZE, a Chinese company who has a really legit looking webpage with a picture of Master Chief standing over a bullet-ridden Ouya declaring games in their current form are dead. I might be missing a few beats here or there because, frankly, the story of Red Ash has been kind of a trainwreck.
However, one successful element in Inafune’s plan to force you to digest Red Ash is a kickstarter campaign to create an anime based on the game. The kickstarter earned just over 150k, but now Inafune wants more, stating that the currently funded amount will only allow for a whopping 12 minutes of footage. The new campaign is seeking an additional 128,118 so Inafune’s vision of making more money can finally see the light of day.
If you want to take pity, you can throw a few bucks at the campaign here. Although I wouldn’t recommend it.
Courtesy of FUZE’s website. My favorite thing here is that the Xbox One is on fucking fire.
Keiji Inafune may have found considerable success with his kickstarter for Mighty No.9, but his spiritual successor to Mega Man Legends, titled Red Ash, has had a hell of a time meeting its funding goal. Currently, it’s only slightly over halfway to its 800k goal, sitting at about 480k with 3 days to go. I was fully prepared to wait it out and report here about its failure, but it seems that Inafune has found a publisher in a Chinese company called FUZE. You should check their website out. It sure is something.
Funding will instead go towards meeting stretch goals, paving the way for more content in the final release. What kind of content can you expect?
“Exactly what are those stretch goals? We’re sorry to say that will have to wait a little while longer!”
Oh well ok.
It’s incredibly fascinating to see how poorly and ill-received the Red Ash kickstarter has been considering it’s from the same folks behind Mighty No.9.
Konami has been making the news quite a bit lately, but it seems things might be winding down as we now have a strong indication of where the company is going next. That place, unsurprisingly, is mobile.
New company CEO Hideki Hayakawa spoke about Konami’s new strategy in an interview with Nikkei Trendy, which was translated by a NeoGAF user named HGH. Here’s the important bit:
“We will pursue mobile games aggressively […] Our main platform will be mobiles. Following the pay-as-you-play model of games like Power pro and Winning Eleven with additional content, our games must move from selling things like “items” to selling things like “features.”
And in what is possibly the bleakest of quotes, Hayakawa goes on to affirm that “mobile is where the future of gaming lies.” Cool, great.
At least, on a more positive note, there’s always Kickstarter, where it seems increasingly more common for forgotten franchises to get unofficial reboots of sorts. The one most relevant to this story, of course, being Koji Igarashi’s Totally Not Castlevania Kickstarter, which has already surpassed its funding goal.
Guys, this is NOT CASTLEVANIA, I repeat, NOT! Please don’t get your lawyers, Konami.
Entitled Bloodstained: Ritual of the Night, this is the latest foray into ex-developers making a type of game that is fondly remembered, perhaps to a copyright-infringing degree.
More importantly, instead of some jackasses in England who like to make puns about what a transparent and shameless nostalgia ploy their project is, this one is headed by Koji Igarashi, a legendary developer and/or whip-carrying maniac. Depends on who you ask, although I think the truth lies somewhere in the middle. He does have the balls to declare this is an “IGAVANIA” which is fantastic no matter how you slice it.
Unsurprisingly, the project, though only a day old, has already been funded, and much like that dumbass farting chameleon game, is probably going to reach an astronomical amount. The images in the Kickstarter page, such as the one above, are concept art, and not actual gameplay footage. The game is said to be 2.5D, taking inspiration from games such as Guilty Gear Xrd -SIGN- that can make 2.5D look incredible.
That’s right, we’re finally getting closer to a new Toejam & Earl, the Genesis classic that was a roguelike before roguelikes were cool. Going back to that style of gameplay, rather than Panic on Funkotron‘s side-scrolling, or Toejam & Earl 3′s whatever-the-fuck-that-was, Toejam & Earl: Back in the Groove will also feature a 90’s comic book visual style.
The developers claim they’ve been self-funding the game so far, and are now seeking a hot $400k to finish it up, with a planned release of November. Will the game turn out to be suitably funky? Only time, and the money of many suckers, will tell.
Elite: Dangerous, a Kickstarted revival of the legendary Elite series of space-sim games, will now arrive with one less feature than originally promised: offline play.
In the newest newsletter, the developers try to spin it in a positive light, but there’s no getting around the core fact that it’s something that was promised in the original campaign. Surely, game development can cause some goals to be moving targets, and things often hit the cutting-room floor before the final product is out, but something that appears to be removed entirely for the purposes of enacting a defacto DRM is a different matter entirely. The fact that the game is apparently lousy with microtransactions doesn’t help, and even seems to further confirm the more underhanded reasoning that this cut is theorized to be in service of.
Video games are dead. Long live video games.
I mean, look at all those note highways. Delicious.
Ignore the weirdo who’s playing using the triggers, and who I guess can’t figure out how to capture video directly from the screen. For fuck’s sake, John T. Drake leaves and the whole place goes to shit.
I, for one, welcome our new Jet Grind Radio/Mirror’s Edge hybrid overlords.