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Over on Twitter, Inti Creates shared a look at the original character design for Gunvolt from Azure Striker Gunvolt. You’ll find the image attached above.

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Those who purchase Azure Striker Gunvolt can receive a free copy of Mighty Gunvolt. However, this will be a limited time offer lasting through November 28.

A listing on Nintendo’s website indicates that Mighty Gunvolt’s standalone release will take place on December 1 in North America. The site also lists a $3.99 price point.

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Inti Creates has interest in making a sequel to Azure Striker Gunvolt. However, whether or not this actually happens in the future will be determined by sales of the first game and “how active and loud the fans are”.

Inti Creates CEO Takuya Aizu told Siliconera:

Obviously, as a developer, we put our heart and soul into Gunvolt, and so the idea of doing a sequel is exciting—but that’s a kind of high-level feeling we have right now.

In terms of ideas or core concepts we’d like to include in a potential sequel, we haven’t thought that far or deep yet. The cold, hard reality is, the key things that are going to determine whether there’s a sequel or not is how Gunvolt does in terms of sales and how active and loud the fans are about there being a sequel. If those two things are in place? Sure! We’d love to do it!

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Mighty No. 9 has drawn countless comparisons to Mega Man since its initial reveal. However, you might be interested to know that the game was actually more inspired by Onimusha than Capcom’s series.

Mighty No. 9 project lead Keiji Inafune recently told Siliconera:

“Any time I do a new production, whether it’s Mega Man game I made ten years ago or Mighty No. 9 now, you look at It based on what you’re trying to do at the time. There’s never really been something I couldn’t put in a Mega Man game that I’m now putting into Mighty No. 9.”

“That being said, the sort of key areas we’ve drawn inspiration from—and this may be surprising for some people to hear—rather than Mega Man, it’s Onimusha.”

“In Onimusha, you had a system where the end user would be put into a scenario where they had to either suck in a soul to get the soul bonus, or attack an oncoming enemy. That risk represented a moment-to-moment gameplay scenario. What we wanted to do with Mighty No. 9 was include an absorption dash, where you can shoot an enemy from afar to make him weak, and dash through him to gain his power. Alternatively, you can be safe, and shoot him until he’s dead.”

“Moreover, you could choose to bring him to the brink of death so that you can absorb that enemy at 100% to get the highest score. For each even average enemy, that moment to moment risk-reward scenario is always there, and that always represents the adrenaline rush for the end user.”

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