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Keiji Inafune

During a lecture at the Unreal Fest 2015 Yokohama Event, Keiji Inafune spoke a bit about Mighty No. 9. Japanese website Inside-Games relayed some of what was shared.

Inafune promised that Mighty No. 9 won’t suffer another delay. One of the big reasons why it was pushed back is because of the high number of platforms involved.

Inafune wouldn’t say that Mighty No. 9 is a complete success, as the game hasn’t been released yet. He feels that it needs to sell a lot of copies and many users playing it. Assuming Mighty No. 9 is successful though, there will be a sequel

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Kotaku UK recently asked Mighty No. 9 creator Keiji Inafune if he’s the game’s best player currently. To this, he noted:

“It’s not an option to make a game that I can play! It’s best to make a game that I really have to make an effort to play. My staff, though, are really good.”

Mighty No. 9 has no training mode or anything of the sort, and as Inafune puts it: “Everybody, even beginners, has to deal with what’s thrown at them!” What the developers have instead done is incorporated a learning curve.

As Inafune explained:

“There are systems built in that train players, in a way, to be quicker and more skilful by the end. This is what we do with dashing. We want players to take risks in the game, yes, but we do balance that.”

Inafune also elaborated on Mighty No. 9’s dash system, which allows players to build up combos if they’re quick, effective and manage to not die.

“It’s a system that really challenges players. And we want even expert players who are really good at the game to be challenged. When they think they can master it, there are mechanisms that make them realise they have to think twice.”

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We’ve known about potential plans for a Mighty No. 9 live-action movie for over a year now. Today, the project was officially announced.

Legendary Digital Media, Contradiction Films, and Comcept are all partnering on the film. This will be made available for digital platforms.

Tomas Harlan, partner at Contradiction, said of today’s news:

“We are thrilled to be working with the great Inafune-san on Mighty No.9 and feel so fortunate that the Legendary Digital team shares a common vision for the live action adaptation of this very special video game.”

Mighty No. 9 creator Keiji Inafune also chimed in with the following statement:

“The announcement that Legendary Digital is collaborating with Contradiction and comcept on creating a live action project based on Mighty No.9 is really amazing, not only for myself and the rest of the team at comcept who worked on the game, but also for all the fans who have supported the project. This collaboration will give our creation the ability to reach people all over the world. Thanks to all of your support, we have fulfilled another one of our dreams.”

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Keiji Inafune has been very outspoken about the state of the Japanese gaming industry over the past few years. While the situation has been improving, Inafune still believes that companies in Japan could go about things in a better way.

He told GameSpot in a recent interview:

Japanese creators and Japanese companies need to start looking outside of the box. They can’t just stay inside Japan and make their own game and bring it to E3 and hope it will be a hit. That’s not going to happen. You have to work with foreigner companies, in North America, Europe, and other places around the world so there’s a new taste coming into your game.

The language barrier is always there, that’s not going to change. But, if you always stay away from the world market, just because of that, you’re not going to evolve. So, the next thing is that people should get out more and see outside of Japan more. You can’t just stay inside, hoping that your game will be a success around the world. That’s not going to happen.

Capcom cancelled Mega Man Legends 3 roughly four years ago. But that doesn’t mean Keiji Inafune (who was working on development of the project) wouldn’t be interested in bringing it back.

Game Informer recently asked Inafune if ReCore – a new Xbox One title coming from his Comcept studio and Armature – will use any ideas from Mega Man Legends 3. To this, he said that he’d like to make that game if he had the chance.

Inafune’s full comments:

Maybe not at the level of calling out specific gameplay features that would have gone into Legends 3. To be completely honest, if I had the chance, I would still say, “Yes, I want to still make that game.” In that regard, there’s something probably emotional or spiritual that I feel like on a very high level that I don’t completely lose everything, all my ideas, that I had at that time. They may have been transferred or carried over or been reflected in some way, shape, or form in ReCore. That’s something that is part of me, so it’s going into ReCore. One thing that I feel is very different though is that if I went down the Legends 3 path and I was continuing on that path I feel like maybe it’s a bit of more of a throwback to when it was made. Going back into time, but giving it a new skin and fresh look. With ReCore though, I’m not looking back. I’m looking into the future. I’m looking beyond what I can do today. This has given me the opportunity to retain some of what was in my soul, but then transfer that into a future outlook and direction. That’s a big difference in the path that, to me, is different between those two titles.

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In an interview with Engadget, Keiji Inafune commented on a number of topics pertaining to Mighty No. 9. He commented on the benefits of owning the IP, how the team didn’t want to copy Mega Man, confirmed that a sequel wouldn’t be funded via Kickstarter, and more.

Read on below for Inafune’s comments. You can find Engadget’s original piece here.

On owning the IP…

“As a creator, as myself, the best thing that happened to this project [Mighty No. 9] is that I have the IP. The IP is mine. The IP is the company’s IP, so we can do whatever we want. And that will actually speed things up really nicely because once the backers ask for something, we don’t have to go over to the publisher or the first-party [studio] … or whoever we’re working with. We can just make the decision.”

If you’re taking part in the Mighty No. 9 beta and haven’t actually played it yet, you might want to get to it soon because the beta will be discontinued and no longer be available starting tomorrow, May 20th, Comcept announced in their latest development update.

Also, if you backed the project and got into the reward tier that gets you a personalized sketch from Keiji Inafune himself, rest assured that you will definitely be getting your reward. Comcept have published a video of Inafune drawing some of the over 250 sketches going out to backers. Watch it below:

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Comcept’s Keiji Inafune appeared at the Tokyo Indie Fest to demonstrate new footage from Mighty No. 9. You can check it out in the video below.

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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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Keiji Inafune has shown some interest in going the Mega Man Legends-style route with Mighty No. 9.

Inafune, fielding a question about the possibility during a Q&A session at SGC 2014, said that he’d “love to see” Mighty No. 9 go in “any directions that would fit the series”. He then asked attendees if they’d back a project that incorporates the same kind of gameplay as Mega Man Legends – which was met with a roaring cheer.

Inafune’s translator ended by saying, “he’s got nothing to announce today but the fact is he’s heard all of you shout out like that. He’s definitely putting that in his pocket and taking it back with him.”

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