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Mighty No. 9

Always Nintendo recently caught up with Comcept producer Nick Yu and game director Koji Imaeda to talk all things Mighty No. 9. The two commented on interest in taking advantage of the two screens offered on Wii U and 3DS, DLC, sequels, working with Nintendo, and more.

Check out those interview excerpts below:

On the Wii U/3DS’ dual screens and Miiverse…

Imaeda: Compared to other systems, the 3DS or Wii U run on two screens rather than one, and that is something I’d like us to make good use of. As for Miiverse, weeeell… I haven’t thought that one through yet. I’m sure we’ll think up a few ways of linking it with the game…

Nick: The project has only just made it out of the alpha stage, so we haven’t started working on the ports to each platform yet. That’s one of the steps we’ll be looking at from here on out. If we can get support for this from Nintendo it’s not out of the question, but for now we don’t have any plans.

On DLC plans…

Imaeda: Of course! We are crafting the game with the possibility of future DLC in mind. As for the type of DLC, we’re still trying to figure that out.

Nick: The cold reality you have to face as a producer is that Kickstarted projects come with a built-in ceiling where the budget is concerned. In other words, the amount of pledges you get during the KS campaign itself is all the budget you’re going to get. We don’t have the wiggle room to make any additional content that wasn’t promised during the campaign. However, we can get that wiggle room if the game ends up being a hit, and that’ll be a whole different story…

On possible Mighty No. 9 sequels…

Imaeda: Let’s not get ahead of ourselves! (laugh) First and foremost, we need to devote all of our time and energy into making the first game a success, so we don’t have the spare time to think about sequels! Although… the idea “if we do this in the first game, how about this or that for the second or third!” often comes up in discussions with the dev team. Everyone on the team definitely has what it takes, so I’d like to make sequels happen.

Nick: I’ve yet to meet a creator who doesn’t think about sequels! (laugh) Our Mighty No. 9 team is no exception. Depending on how well the game does, you might not only see sequels, but maybe spin-offs as well! Let’s do it, everyone!

On Comcept’s experience working with Nintendo…

Nick: It’s a little nerve-wrecking, but at the same time it’s quite an honor. I do think Nintendo has a knack for making hardware that offers unique ways to enjoy games. Making games for such systems is the ultimate creative challenge for creators, and a fun one at that. Given the opportunity, we’d love to make more games for them.

Source

In an update posted on the game’s official website, Inti Creates and Comcpet shared a few more details about Mighty No. 9.

In terms of Beck’s maneuverability options, players will be able to run, dash, and blast. This includes a downwards dash and a backwards jump, director Koji Imaeda points out.

We also have a tiny bit of new story information as well:

In the game, Beck can run, dash and blast baddies with the best of them, but the truth is he’s a kind and somewhat timid robot. He was never able to display his true talents in the Battle Colosseum, and came to be seen as the weak link holding back his team of fellow Mighty Nos. Gradually he lost more and more self-confidence…until! The global robot rampage!!

Beck was the only robot who didn’t go berserk, which is why he alone is charged with the daunting task of resolving the crisis. At first Beck can’t shake his fears and anxiety, but with the encouragement of his creator Dr. White, he eventually resolves to take on the mission!

Source, Via

During a recent Mighty No. 9 podcast, Inti Creates tackled a fan question about game development. Takuya Aizu, president and CEO of the studio, handled the response.

Aizu said the following regarding what order Inti Creates designs levels for their games in:

Comcept CEO Keiji Inafune will be joined by 8-4 executive director Mark MacDonald for a panel at this year’s Game Developers Conference.

The event, titled “Meanwhile, In Japan”, will cover lessons learned from crowdfunding Mighty No. 9 and other trends in the Japanese game industry. Inafune and MacDonald will also discuss the advantages/disadvantages of creating modern Japanese games aimed at a western audience, the response to new business models from a developer and player perspective, and the progress of the Japanese indie scene.

Here’s the full overview posted on Gamasutra:

Keiji Inafune has big plans to turn Mighty No. 9 into a multimedia franchise.

We last heard that Contradiction Films writer and producer Tim Carter were working on a live adaptation of the game. Inafune tells Polygon that a movie deal hasn’t been set in stone, but “is something we are looking forward to and considering the possibilities of.”

He said:


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