![mighty no. 9 mighty no. 9](https://nintendoeverything.com/wp-content/uploads/mighty-no-9.png)
That’s basically how the development team handled Mighty No. Don’t bother to fill in all the little details - don’t think of what metal the walls are made out of, what color they are, and what types of bullets rain down from those cannons. It looks kind of cool in your mind’s eye, right? Well snap back to reality and stop right there at the concept. Imagine it floating in the air, with cannons surrounding its exterior. Okay, ready? Imagine, of your own personal design, a sky fortress.
![mighty no. 9 mighty no. 9](https://i.ytimg.com/vi/y0rgPZ-TRJc/maxresdefault.jpg)
Let’s do an exercise, and I want you to to really take a look at how beautiful the artwork of this game is, first. The lackluster aesthetic also takes away from everything in the most distracting way possible. I love Dynatron (the electric girl) and her amazing battle, but her level feels like a neutered take on Flame Mammoth’s stage in Mega Man X, with less room to explore and more pipes getting in the way. It’s not just Countershade though - these “Robot Masters” are a little too cool for the levels they inhabit (though the intro, mid, and final bosses are painfully boring). Outside of the Countershade stage, where players are chasing down a sniper robot through a looping Capital building (essentially morphing the entire level into a boss fight itself), pretty much everything else gives off that been there, done that feel - whether it’s in Inafune’s own games or more recent platforms. Earning E-Tanks (AcXel Recover) in real time while you’re playing each level (and having them go back to zero if you die) is another nice touch.īut all of this excellent gameplay design is only as good as the scenery you’re playing it in, and sadly, most of Mighty‘s levels are too by-the-book. I’ve seen a lot of videos recently where players are getting hit by seemingly impossible to dodge attacks, not using Shifts, and it really highlights how much depth there is to discover. The idea of “pre-charging,” as I call it, into an enemy as your bullets are racing across the screen to absorb them at the last possible second is key in many areas, as is the use of the “Action Shifts” (which allow for higher jumps or backwards shots). There’s a lot of skill involved even if you completely eliminate the intricacies of each boss weapon, which can be acquired Mega Man-style after defeating them. That’s only going to frustrate the audience that didn’t grow up in the era of NES and SNES platformers, but I appreciate that Mighty, after all this waiting around for it, isn’t a remedial experience. There are several stages with outright insta-kill sections, with few and far between checkpoints. You’ll need to really get a hold on everything too, because Mighty can get pretty difficult. One can quick dash in and out of the action, and at times the sheer magnitude of your power to traverse terrain can feel like an iconic Mario power-up. It keeps things fresh, and in no time, you’ll start to identify enemies with specific powers like a sixth sense.īecause damn, if you can ignore the look of the lackluster engine, it plays well.
![mighty no. 9 mighty no. 9](https://www.gamesrig.com/img/index/mighty-no-9-cover.jpg)
I adore the idea of adsorbing powers (like speed, power shots, and armor - which you can cleverly see above your avatar here) temporarily, and having to stay on top of things constantly to have the edge.
![mighty no. 9 mighty no. 9](https://cdn.akamai.steamstatic.com/steam/apps/314710/extras/callout_en.png)
The combo system (granting players chains if they absorb foes faster) isn’t nearly as cool as Comcept and Inti Creates think it is, but it works because it encourages smart and swift play. You get used to the systems Inafune and his team have put in, especially boosting, which is used to “absorb” enemies after dealing damage with your arm cannon shots. 9‘s gameplay hasn’t changed much since my time with the demo many moons ago. Publisher: Deep Silver, Spike Chunsoft (Japan) 9 (3DS, PC, PS3, PS4, Vita, Wii U, Xbox 360, Xbox One) Let’s take a look at the actual, finished product. You’ve heard enough about the drama surrounding Mighty No.