Main game
1.96 average rating based on 178 ratings
Clunkier than I expected, and that's with expectations low going into the game because of the disappointment that many a Kickstarter backer has expressed since Might No. 9 launched. Combat isn't particularly enjoyable, everything feels slow and unresponsive and the overall production values of the game, from level design to animation is lacklustre. Not a fun game and not a worthy successor to Mega Man.
I normally avoid writing reviews for games I don't complete because there's no shortage of negativity online and making games is really hard. But I backed this game on Kickstarter (I'm Mighty No. 28384), I was invested throughout its development process, and I wanted to journal my reaction to playing the final product.
I would say I'm a bigger fan of Mega Man's iconic character design and in-game art than his actual games. I've played and enjoyed his titles over the years, but never as much as more forgiving platformers like Mario or Sonic. I backed the project because I was a fan of Keiji Inafune's design work for the series, and his promise to deliver a modern take on the franchise appealed to me. In the same way that Broken Age and Armikrog expanded upon but streamlined classic point and click adventures I found difficult to play as a newcomer, I hoped that Mighty No. 9 would do the same for run and gun platformers.
Unfortunately, I walked away disappointed.

Visually, the game fails to live up to the concept art. Characters are expressionless, poses are symmetrical and clunky, textures and lighting give many elements the appearance of …
I normally avoid writing reviews for games I don't complete because there's no shortage of negativity online and making games is really hard. But I backed this game on Kickstarter (I'm Mighty No. 28384), I was invested throughout its development process, and I wanted to journal my reaction to playing the final product.
I would say I'm a bigger fan of Mega Man's iconic character design and in-game art than his actual games. I've played and enjoyed his titles over the years, but never as much as more forgiving platformers like Mario or Sonic. I backed the project because I was a fan of Keiji Inafune's design work for the series, and his promise to deliver a modern take on the franchise appealed to me. In the same way that Broken Age and Armikrog expanded upon but streamlined classic point and click adventures I found difficult to play as a newcomer, I hoped that Mighty No. 9 would do the same for run and gun platformers.
Unfortunately, I walked away disappointed.

Visually, the game fails to live up to the concept art. Characters are expressionless, poses are symmetrical and clunky, textures and lighting give many elements the appearance of inflatable balloons. It's fine to avoid modeling fine details (like segmented arms/legs), but the execution fails to capture much of the original's dynamic energy.
I had fewer expectations for the environments, but I have to mention a particular underwater portion of the "Water Works Bureau" level. The color of the water that fills the screen seems as though it couldn't possibly have been intentional. It's a baffling design choice, captured well in this GIF from Kotaku's review:

It's definitely disappointing to see Inafune's sensibilities as an illustrator aren't shining through. But I'd forgive these quirks if the game was a blast to play. Unfortunately, it isn't. And perhaps most frustratingly, there's glimmers that it could have been.
The game's clearest differentiation from the Mega Man series is its combo system, which involves dashing through wounded enemies, ideally in rapid succession. When I first encountered this system in-game, I loved it. It's a lot of fun to leap over an obstacle, fire a few rounds at an enemy, and then dash right through them in a burst of speed. I thought the feature might save the game.
Sadly, it doesn't. Because as often as the game encourages you to use the feature, it punishes you just as often for using it. Most of the time, enemies line up in a row, which means you can only "wound" the closest one. If you dash through that first enemy and hit the second, unwounded enemy, you stop dead in your tracks and take damage. If you dash through an enemy and hit anything, you stop.
It is so phenomenally frustrating to be shown a feature, to have fun using it, only to have to consciously avoid it altogether, that I found myself wishing they hadn't even bothered... especially given the game's finite lives (by default 3, but you can bump it up to 9) and invisible, infrequent checkpoints.
I wanted to give this game the benefit of the doubt. I've had good luck with crowdfunding so far, and some of the games I've really enjoyed have seen their share of backlash (Broken Age) or critical dismissal (Armikrog).
In this case, I think the negativity is spot on. And that's a shame. Shipping any game... even a mediocre one... takes a lot of blood, sweat and tears. Inafune has a lot of experience, most recently as a businessperson. I hope future episodes of the documentary series shed more light on what the heck happened.
In the meantime, I'll be playing something else. ¯\_(ツ)_/¯
After all the controversy surrounding Mighty No. 9's release, I went into the game with very low expectations. I surprisingly found that the game was actually fun to play. While it does feel like an inferior Mega Man knockoff, the mechanic of absorbing near-dead enemies was super satisfying and a nice change of pace from just gunning everything down. In addition, speeding through levels with the air dashes was an absolute blast. However, despite my praises for the gameplay, I did find several of the game's common complaints to be valid. The levels are littered with lazy skips or cheap death gimmicks, the weak dialogue distracts greatly from the gameplay, and the character models appear lifeless. I ultimately believe that Mighty No. 9 is just a mediocre game. It's not atrocious, but it has plenty of negative elements that taint its worth.
4.5/10
Not the worst game ever, by any means, but uninspired and lifeless. That extends to all aspects of the game, whether it's the visuals or the gameplay, because none of it feels truly compelling or like there's any heart there. Just a typical and mediocre platformer/shooter. Not worth the wait for those who kickstarted, but I was never that interested in this to begin with.
The game certainly had a Mega Man feel to it. Its difficulty level does not compare to some Mega Man titles. The controls are very responsive though to survive you have to be quick with them which comes in time. I liked the anime art style and the characters had a fun design for the style of game. The game didn't have many levels, but the difficulty gave it its length. I'm not super coordinated so my difficulty rating might be skewed more towards people who aren't naturally great at games. I like that the levels were original. There are some repeat enemies, but each level had at least one new enemy and only a few "mini-bosses" repeated.
If you're looking for a short sidescroller game that has an element of challenge to it. I recommend Mighty No. 9.
P.S. There is a challenge mode I did not try out it may give extra play time to the game if you really get into it. Also, note that I have only played a few levels of a Mega Man game. Sidescrolling shooters aren't typically my thing. I say this to note that I have no bias towards other similar games …
The game certainly had a Mega Man feel to it. Its difficulty level does not compare to some Mega Man titles. The controls are very responsive though to survive you have to be quick with them which comes in time. I liked the anime art style and the characters had a fun design for the style of game. The game didn't have many levels, but the difficulty gave it its length. I'm not super coordinated so my difficulty rating might be skewed more towards people who aren't naturally great at games. I like that the levels were original. There are some repeat enemies, but each level had at least one new enemy and only a few "mini-bosses" repeated.
If you're looking for a short sidescroller game that has an element of challenge to it. I recommend Mighty No. 9.
P.S. There is a challenge mode I did not try out it may give extra play time to the game if you really get into it. Also, note that I have only played a few levels of a Mega Man game. Sidescrolling shooters aren't typically my thing. I say this to note that I have no bias towards other similar games in the genre. My opinion is solely directed towards this game alone and its enjoyment value to me.
Basis:
Story= plot progression, intrigue, characters, world Gameplay= Mechanics, gameplay options (freedom), repetition, goals, difficulty Presentation= graphics, animation, environment/character design, Art direction, Script, music
Gameplay: 4 /5 Story: 3 /5 Presentation: 4/5 Difficulty: 3.5 / 5
another design choice i think is weak: the dynamic system where beating one boss will have them enter your next stage and help you by removing an obstacle in one room. because if you do the stages in order, you'll always have this active, so when your ally comes in to remove an obstacle, you have no idea what the alternative is, because you've never seen that level without them, so it's not satisfying. like. what did you remove? what dangerous thing would i have had to deal with if you weren't there? who knows!
it's not even that they make a segment easier - they just straight up remove a segment of the level - which arguably reduces the amount of fun you have.
this game is dumb because when you die, it gives you bonus items on respawn, and it seems to consider the full health restore tank as the best one, except 99% of your deaths in levels come from instant death pits so it's completely useless???
Either I suck at platformers...or this game is really bad...or both? I'm about to delete it from my PS4 after the second level.
I had no idea this was an achievement and now by complete coincidence it's my rarest Steam achievement.

The final boss took a few tries and I had to use an energy restore!
Oh man, the Ray DLC is something else. Once you beat her DLC stage, she unlocks as a playable character and you can play the game from her point of view. She's a bit deranged, but her story is already more interesting than the main scenario. Thing is, you'll be going through the same stages.. while your health constantly ticks down to 1%, and the only way to refill it is to get health items or do a dash combo. Imagine now, having to beat all of the bosses you beat as Mighty No. 9 with potentially 1% health if you don't hit the combo breakpoints fast enough. It's a race against time and requires some skillful precision. Add the fact that you'll have to attack from close range most of the time unless her power up abilities are somehow more useful Mighty No 9s. It's nuts.
Well, that wasn't too bad! I beat it. It took about five hours, because I got stuck on the final boss til i learned its
I wouldn't be against a sequel. I'm sure they could improve greatly on the formula. I would ask that they work on the character interactions and add a few more story scenes that flesh out Beck and the main cast a bit more.They fell a bit flat, and I don't think Inafune and co did enough to differentiate them from the cast of Mega Man. It's kinda puzzling actually, that you don't really get to know Beck at all, outside his willingness to do what he's told and race into danger. Call got more development in her …
Well, that wasn't too bad! I beat it. It took about five hours, because I got stuck on the final boss til i learned its
I wouldn't be against a sequel. I'm sure they could improve greatly on the formula. I would ask that they work on the character interactions and add a few more story scenes that flesh out Beck and the main cast a bit more.They fell a bit flat, and I don't think Inafune and co did enough to differentiate them from the cast of Mega Man. It's kinda puzzling actually, that you don't really get to know Beck at all, outside his willingness to do what he's told and race into danger. Call got more development in her single stage than Beck throughout the entire game. She actually had some philosophical questions, lol.
All in all, I'd say it's worth playing, but if you're unsure whether it's worth the money, then I'd suggest waiting for a sale. Five hours or less might be considered short to some people, but I felt I got my moneys worth. I think I had a good time with it unlike a lot of people, because I went in with no expectations for anything more than some good side scrolling platforming action. I wasn't displeased, even though they could've done much better in some areas. That said, it was solid, and I'm willing to give Inafune and co another shot to prove they can do better. Hopefully they get the chance.
3/5