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Mighty No. 9

The latest Mighty No. 9 Kickstarter update has revealed that the game will be receiving English voice acting in the final build. Backers were asked to participate in a vote for either English or Japanese voices, and English edged forward by a only a matter of hundreds.

Here’s the full quote:

YOUR “VOICE” HAS BEEN HEARD!
We’ve been seeing great discussions all over our forums, twitter feed and Facebook for the past week, all focused on a single burning question: English or Japanese? Which language will all the voice acting be in for Mighty No. 9?!

The response has been amazing: over 20,000 of you weighed in with your choice over the last few days, and now we’re finally back with your decision:

Mighty No. 9 will include English voice acting!
You might be thinking “Well DUH! Of course it’s English — the largest majority of Mighty No. 9 backers speak English!” And sure, you’d be right, but you’d be surprised how close the vote was — less than 1,000 votes separated the two choices, from the start right down to the end!

So a HUGE thanks to ALL of you for helping us make Mighty No. 9 a better game, with special thanks to our slacker backers and beckers who upped their reward tiers, since it’s their purchases that will make this bonus content possible and guarantees it for all our backers! You guys & gals are the best! (?^?)?

Check out the full update here.

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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A now-removed Game Informer preview offers gameplay details about Mighty No. 9. You can find them rounded up below.

– Beck can’t jump on walls
– He can dash and grab the edges of/climb ledges
– Only shoots horizontally in front of him
– Beck can continue firing at enemies until they blow up
– However, the fastest way to take them down is to shoot until they glow a certain color, then dash through them
– If enemies glow blue, you can dash through them to collect health
– Need to dash through 10 blue enemies to get a health boost
– Temporary weapon boost from red enemies
– This lets you shoot through enemies damaging the ones behind them
– Green temporarily boosts your walking speed
– For red and green enemies, a shrinking colored circle will appear above your head letting you know how much time you have before you run out
– The dash mechanic is unlimited even when dashing through the air
– After defeating bosses, they will appear in other levels to help you progress
– One boss in the game is named Battalion (temporary)
– This particular boss has an instant kill
– Damage Battalion by firing away until he glows, then dash through him
– If you don’t dash through the boss before it stops glowing, it will recover the health you took away

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Mighty No. 9: The Animated Series was announced at Anime Expo 2014 this month with a teaser but not much else. Speaking with Polygon, Digital Frontier’s Emmanuel Osei-Kuffour shared a little more about what we can expect.

Osei-Kuffour told Polygon:

“That being said, there are parts of the Mighty No.9 universe that simply can’t be explored in the game. For instance, what does Beck do outside of his battles? How does he feel about the pressure on him to be the hero? What mistakes has he made as the hero? With this cartoon, we are trying to add to the Mighty No. 9 universe by filling in the parts gamers can’t see in the game.”

Other bits about the show include:

– Won’t follow the game’s plot completely
– Will adapt it to incorporate elements that make it comfortable for an episodic show
– Some of the main cast’s character traits have been “revisited”
– This will allow for more interesting, varied stories
– The “essence” of each character will be close to that of their game counterpart
– The cartoon gives companions such as Beck’s assistant Call their own time to shine
– The robotic girl, who has “no emotion at all,” will constantly and playfully clash with Beck
– Beck feels human emotions and is very excitable
– The cartoon will further explore their relationship in addition to how the pair get along with two other game characters, Dr. White and Dr. Sanda
– Much of the show will focus on Beck learning to manage his emotions and function as a Mighty Number
– Beck doesn’t want to save the world and his “human heart” makes him an anxious combatant and a clumsy fighter
– Action-packed show that hopes to glean laughs from both children and adults
– It bears Inafune’s stamp of approval as well as a ton of wiggle room for players to get to know the characters on a deeper level

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