CLARIFICATION: The 40% of the Kickstarter fees is inaccurate. I was basing this off a report that MN9's combined Kickstarter, Paypal, and physical reward production fees equaled to eating 40% of their budget. So it wasn't all KS's fees. Still though, the main point of them not accounting for all this, is still unfortunately, very real.
The other problem with the four million dollars in kickstarter backing is that, at this scale of videogame development and with all the kickstarter goals and ports, that's basically nothing, and that's before it got eaten up! Labor is the most expensive part of business, and videogame development finances is almost entirely labor. I'd say a lot of the outrage over "they had four million" or "they shouldn't have gotten outside funding" stems from folks not understanding that.
Thank you on the clarification. I was trying to look up this before seeing your comment and it didn't make sense where the 40% came from when their fee is only 5-10%
BMTelle it’s so sad being so close and so far at the same time. Also am I the only one who was also excited for red ash? I know the beta looked awful but I was expecting an acceptable spiritual sequel for Legends. (“It’s better than nothing”)
@@nubeyazul Your not alone with the love for Red Ash. I thought it would be the kick in butt to get capcom to start making legends 3. Ooooh boooi was I wrong.
If the game didn't start with Roll and Tron working together to get to Mega then i don't care. I was hype for MML3 because of that cliffhanger ending and when I found out that you were going to play a new character and it was going to crowd source... all the wind left my sail.
"I'll have two Mighty Number 9's, a Mighty Number 9 large, a Mighty Number 6 with extra dip, a Mighty Number 7, two Mighty Number 45's, one with cheese and a large soda".
@@PeteTheGrouch I mean I think it was meant to be playful banter but considering people's doubts about the game at that point it really wasn't the right time, like read the room, not to mention it's just not funny
I mean, I get what they were trying to do, a satirical, cynical and funny dumb trailer that didn't took itself seriously But that wasn't the moment to joke around, maybe later in a release trailer they could have been playful and satirical, but for the first trailer? They needed to be serious, it just wasn't the moment
Yeah, you can do self-deprecation and ribbing your audience if you have a good rapport with said audience. When your audience is doubtful of you at best, this is just idiotic and tonedeaf.@@AdrianGuzmanOfficial
@Frizzurd with you saying about rather getting nothing reminds me of the Red Dwarf character Legion, who was a being made up of the Red Dwarf crew, and when they "beat" him he says this In many ways I am relieved. To have shared their psyches, their neuroses, their strange drives: returning to a limbo state of non-existence seems like promotion.
@@8Kazuja8 Undertale, Shadowrun Returns, SR Hong Kong, and I think Freedom Planet were all crowd funded as well. and yes I believe Shantae was crowd funded twice. There really have been a shitload more success then people think. It's just like Matt and mayrana2 said really. There are a lot of blunders but a lot of success as well. People focus on the failures but that's not what you should take from mn9 or any of the failures.
Good on Inafune for taking on the blame, at least. Can you even imagine Pitchford taking responsibility for anything? Guy still thinks A:CM is a 7/10 game.
The problem with crowdfunding is you need to drive up hype in order to get funding, and this almost requires you to make promises you're not sure you will be able to keep. And when you can't keep those promises, everyone who gave you money gets mad. You're really gambling with your reputation when you try to crowdfund a project.
Absolutely. The very idea of making an ENTIRE CONSOLE PORT be an individual stretch goal is insane. And MN9 had 3 consoles (PS3, 360 and Wii U) on a single $200,000 stretch goal. Given a typical development team size and salary, that is about 3 months worth of development time if that. And that is a pretty small team with a lot of junior members. So one month per console port? Umm...sure if you say so, Keiji.
@@dacypher22 men at this point this is pretty much a scam. Give us money and we will make your wildest dreams come true. Really? I don't know what problems it would cause but maybe if even the fans and backers didn't like the game, maybe they could be entitled to some sort of refund, because this isn't and sadly won't be the first time this happens.
In this case I feel given how starved megaman fans were if Inafune wasn't so ambitious and chose to start small Mighty No 9 woulda been succesful. Megaman fans would have splurged their wallets regardless and with less skus and features inticreates would have the time and budget necessary to iron the game out
It's moments like looking at M#9 that help me reflect and be thankful for the Kickstarters that actually managed to live up to their promises, like Shantae: HGH, Shovel Knight and Bloodstained(Give or take on the Switch version.)
Funnily enough Shantae Half Genie Hero was launched at around the same time as Might No.9. Shantae Half Genie Hero Early September to October 4th 2013. Might No. 9 August 31st - October 1st. So basically, Shantae Half Genie Hero got screwed over a bit by Mighty No. 9. I mean imagine what Shantae could have done with that budget. Still Shantae is doing really good right now if the new opening animation and it's popularity on twitter is any indication.
One could say that Shovel Knight delivered _in spades._ Aside from how long it's taken King of Cards to come out, but I'm more than satisfied with the three campaigns we have now, especially Specter's.
Jump Force felt like they released a trailer, and then sat around for several months until they realized they had to actually make the game in the last month.
ugh, the push for voice acting is all the more painful for how unbearable it ended up being, not to mention they should have just cut the multiplayer entirely. The worst part is it's just not that fun to play, every time you get into a groove you're immediately slapped in the face by game design so sloppy it makes you wonder if they even played a Megaman game, much less worked on one.
Personally what really irked me is that when backers had to choose which language got funded, that the majority chose English. Like, did they actually want the bad voice acting in the game?
@@TheBonkleFox except for when the dialogue screens would block gameplay stuff like spikes, enemies or whatever else it was annoying also I feel like megaman 11 proved that you can give each character a lot of personality without random dialogue in the middle of the level just using their levels, ways of fighting ,boss lines ( that arent annoying like the ones in mighty no.9) and inbetwen cutscenes. also helps that megaman 11 story is much better than mighty no.9 imo and gives new insight to willy and light's past
@@TheBonkleFox Evolution and Way of the Samurai are two really good examples of how much that adds, imo! I feel like anyone throwing everything behind VA (or in the case of Evolution played the wii version, since they had the money to do it by then) has never played those. Also what's up with so few people doing multiple characters? Does nobody practice for _range_ anymore? Practically every series Frank Welker (AKA *THE* Megatron) is in, he winds up doing like half the characters...a few times, even the chicks! Imagine how much money that saves studios.
Could you believe people were excited for this game at one point? Just damn, I still remember the reactions to the trailer a few years with the pizza explosions and the "Cry like an anime fan on prom night."
I think it's also worth noting that Inti Creates made Bloodstained: Curse of the Moon. Curse is such a good NES style throwback to classic Castlevanias while still doing its own thing that really scratched an itch that a lot of people had been craving for a while, while also being an example of Inti doing work on Kickstarter stuff that actually worked in the long run.
Bit of an update on Inafune: Recently he was present in Inti Creates Bitsummit conference but only briefly came on to announce he was going to be the action supervisor (whatever that means) for Gunvolt 3. Kind of ironic with how initially Azure Striker Gunvolt was overshadowed by Mighty No. 9 as a Mega Man-esque game but has ended up outlasting it in the long run.
@@PiroKUSS They are very fun! And the combat design is good too. You should really play them. I'm going through the first game right now and its a solid experience. I know anime isn't for everyone but as a Megaman fan you're missing out. At least try out the first game on a steam sale. Its worth it.
@Grayvy Lad Is that so? If true then it sounds like perhaps the start of his redemption arc. I hope that works out well for him. Because despite his mistakes he clearly cares a hell of a lot more about the megaman franchise than capcom does.
This game proves why you should wait until your game becomes a success BEFORE milking it as a franchise. Also do an episode on Sonic Boom and Bomberman: Act Zero.
@@n64central The games on the other hand, were. The TV show even effected the game negatively as it made the plot far more simple. Although the tv show still is the best thing to come out of the game.
The 3DS Sonic Boom games were decent from what I heard at least and the cartoon was pretty good. The only issue was the Wii U game but that was due to the devs being screwed over by the higher ups at Sega. Apparently it was never meant to be on the Wii U originally they were just forced to port it over to the system and since it was hard to develop on the Wii U it ended up the way it did. Look up "Sonic Synergy" if you don't believe me.
@@n64central It also spawned a good, yet sadly forgotten and short lived comic too, before that was killed by the editor going full retard so hard it killed not only that comic, but the Mega Man and Sonic comics too
I only remember the game for how bad the kickstarter was, THEN I find out it had big name VA's attached, and I was like, "Oh those poor actors, I hope they got paid well."
I could be wrong, but I think Mighty No. 9 might be the only bad game in their portfolio. Even then, they also made Mighty Gunvolt Burst which honestly felt more like what Mighty No. 9 should have been.
When BMZ-1 came out, having played the original Blaster Master on the NES (note: not Meta Fight, now that is another can of worms), I was fully expecting to completely hate it because it was a remake and it was one time in my life I was delighted to be completely wrong.
I love Kickstarters. Shovel knight and bloodstained are some of my favorite games of all time, and the people who made them kept their promises and goals. Just got to keep in mind, that kick-starting is a bit of a gamble, sometimes being great, sometimes being bad. Just like life choices.
I think more importantly, at least in shovel knight's case, they actually didn't ask for more $$$ from Kickstarter backers. It showed that they had enough confidence in what they were doing. Not doubting they asked for more elsewhere, but by that point they had something workable.
@@tcrpgfan Yacht Club games were smart AF in marketing Shovel Knight. They shipped a complete game (most important part of a Kickstarter) and then used the sales of the base game + merch in order to fund the next stretch goals, to the point they could raise production values for the game modes and market them as expansions (After Specter of Torment, they were pretty much fullfledged sequels).
I'll give Inafune this, He owned up to his mistakes, and took responsibility. And that's somethign I can respect. As long as he learned from this and doesn't make the same mistake again, then I believe he can make a good game.
At least Mighty No 9 gave us plenty of things: -the Mighty Gunvolt series -Mega Man 11 -spiritual successors to retro games (Yooka-Laylee, Bloodstained series)
I think they’re probably trying to make a new No 9 after Gunvolt was finished off, since it’s pretty much a property that’s left in the dust, while still having a very simple structure of eight robo masters and a few unique stages.
Hyper Light Drifter is a classic Zelda-esk adventure game by developer Heart Machine. ua-cam.com/video/nWufEJ1Ava0/v-deo.html Here's the release trailer.
@@AxisChurchDevotee A great darn game is what it is. Its on Steam and PSN Store. Check it out if you like metroidvania, classic adventures or just wonderful music and atmosphere.
Unpopular Opinion: Mighty Gunvolt Burst was freaking amazing and makes me wish Mighty No. 9 had more games with that type of gameplay: customizable weaponry in a shooter was freakin great.
The reason that one worked is pretty telling. IIRC, they openly stated that they didn't need the extra money, the kick starter was just there to see if people were interested.
The trend did end. Even though Bloodstained did deliver is really left some with a sour taste along the way. Watch a video made by Stop Skeletons From Fighting. Find a recent video based on Bloodstained. Th
@@ultrixsoma2736 That joke's has gotten stale already. Whether or not Ben Judd who translated that line right or not, it's exactly why you have to watch your words. Point is, that even after the poor development, they had guts for releasing it, knowing full well of not only their team's experience, which didn't seem like expert level thru their game, but even when the communications was terrible within. Some Kickstarters don't make it that far, heck some were outright worse scams than that of MN9. All that funding and the developers just up and left without refund. Comcept had the balls to release such a game knowing that it wasn't 100% with their game. This Kickstarter was full of inexperience for whoever was in this development team, bad miscalculation of their funds, and bad decisions that ultimately contributed such a mediocre game. People say that it's worse for MN9 to come out in the state it is, but that has been challenged constantly by those who weren't given nothing back due to said worse scams for Kickstarter projects they helped fund. At least Backers got something out of it with MN9, even though it was poor. What really got Comcept with their KS project was the unbelievable amount of work porting their game to multiple consoles that took up their time and money and their co-op mode, plus unnecessary projects before their main one was even finished.
There’s a reason Inti Creates is probably one of my favorite developers - they were just dealt a really poor hand that time around - all of their in house or Capcom originated games (I.e. the Zero and ZX games) are pretty great, and Dragon Marked for Death shows that even if MN9 failed, it did probably teach them how to tango with net code, since I’ve heard DMFD’s online isn’t half bad.
I recommend playing Mighty Gunvolt Burst, is a crossover 2D scroller with the characters of Gunvolt and Mighty N9. It is quite decent really and probably a good example of what they should have done with Mn9 in the first place
I still remember when the hype was going on. People were gushing about "The Megaman Killer" and roasting Capcom, say they were losing out and were dumb for losing Inufune. Sigh...I wish I could easily find those comments again, because it's hilarious in hindsight.
@@TheSonicfan91 some PCs labeled it as a virus or malware. And there is a playthrough by a certain someone who shall now remain nameless where his computer was memory leaking when recording for about thirty minutes.
And it all started when Capcom canceled Megaman Legends 3... creating the world we live now. We have a failed campain that though that they could do anything, but that motivated other indie companies to make new and better games. And yes, hehe Red Ash is very dead at this moment even before it was born.
Honestly though, Red Ash being dead bothers me, because some say it's the game he (Inafune) wanted to work in, more than MN9 even. But yep, basically the project is dead as there has been nothing about it since the OVA.
@@shis1988 I agree that Red Ash is a game that Inafune really wanted to do... but we havent hear anything from the game in quite a long time. Even after the OVA 2 years ago and that's the last we heard of it. Not even a "we're still working on it". If the proyect is still alive... then is sleeping, frozen or something...
@@rodanyo To this day still nothing atleast confirming if the project has been put on hold or straight up cancelled. with inafune's great return with gunvolt 3 im hoping he learned alot with mighty no.9 and not have too ambitious plans. im sure inafune still wants to make a megaman legends game (though in this case create a spiritual sucessor because i doubt CAPCOM would like to make a collaboration with him and his company.) and with the project still having no news about it still kind of gives a small hope that it didnt get cancelled yet. The twitter accounts are still up. And while you can't access the homepage for Red Ash anymore. It's still there. You just can't access it anymore but it hasn't been removed (which it won't really mean anything to most people but for me it's still something.)
As a kickstarter backer, I remember feeling the pain coming. I actually had given up all hope well before the "prom night" debacle. I gave my first donation based on the initial visual pieces they promised. As they released gameplay I kept waiting for them to replace this "filler art" with the actual visuals, but they never did. I'm not even someone who is ultimately concerned with graphical quality, but the sheer difference in what was advertised and what was delivered left me stunned. But! I figured if the game was good, surely everything would be fine. Then the first demo dropped...and I didn't enjoy it at all. Like...at ALL. Around this time, Inafune's other company published Azure Strike Gunvolt. The game wasn't perfect, but I absolutely LOVED it. To me, IT was the evolution of MMX that I had wanted and craved for so long. It was clear that Gunvolt was the game that had gotten all the polish and care and love that a true successor to Megman needed. -and if Gunvolt was what I wanted...then my heart really didn't have room for "Beck." To this day I still haven't played Mighty Number 9. I asked for the PC version, and frankly, I don't want it to brick my hardware.
There is a part of me that was genuinely interested in Red Ash. And even now I still retain a morbib curiosity about the project. Imagine if that no only managed to release... but was good? I know, not likely, but stranger things have happened, and it'd be one hell of a comeback story for Mr. Inafune.
It would have been if that was the project Inafune presented in the first place, or after MN9 was made to be a success. The problem is that he and others tried to do too much before it was an established franchise. All the miscommunication and the poor money management contributed negatively on their development. I've heard nothing else about Red Ash recently, so I only assumed that was in deep before disappearing forever. Had the development team only focused on the game and managed their stuff well, it wouldn't have become such a mediocre mess as it is still remembered today. It was a lot of problems that caused the people's worry. Some of them even made memes of jokes of their difficulty while retaining their immature behavior to those who think otherwise.
@@MrRuano825 After that, how about another unholy trinity...the three bad Zelda games. Wand of Gamelon, Faces of Evil, and live action one with a wizard in it but no link.
@@Mysticgamer cd-i actually did ok starting out, it's just that as the Zelda games show, it was a company staffed almost entirely of non-gamers and businessmen. They let Greenlight tier quality through without understanding the badness, and subsequently doubled down on the badness by not understanding *loading times,* they cheaped out on cd speed to keep overall price down. If you recall the state of the Internet when it was released, this next bit will make sense. So while it had extremely poor _reading speed,_ the nifty thing in its favour was _buffering speed._ Like the 3DO, due to being mostly TV and radio men, they wanted a "replacement" for the "Home Entertainment System." They were shite at understanding the demands of gaming, but talented at squeezing out every last bit of juice from low baud/bandwidth connections. This means the primary use of the "platform" would actually be best for watching or delivering online streaming video! The aim was essentially an Internet capable Laser Disc system. Lot of tech geeks repurpose them when found to be sent to third world countries as dedicated media players in regions with only Dialup or ISDN, a role they're actually suited for. In a way, they were both ahead of and before their time. While their guesses to how the net would grow were correct, all the technology they invested in would become a dead end soon enough. It was a gold star attempt for the most part. Also Mario Hotel was a nifty idea, Nintendo should port that to the virtual shop
Its funny, but I imagine the success of Mighty No 9s kickstarter actually contributed to more Mega Man since Capcom could tangibly see that there was a demand for the IP.
@@ComicCrossing its not like they didn't hear the fanbase groan out loud when they canceled all their Megan projects and included Bad Box Art Megaman in a fighting game (although the letter is now a tame meme at this point).
I think it is worthy to note that not long after this Capcom started pumping out ACTUAL main series Mega Man games again. It makes me wonder if they saw the nearly 70,000 backers to Mighty Number 9 and thought, "gee, we could play off of the hype and destroy our new competitor by simply making more ACTUAL Mega Man games."
Capcom employee: "Fucking lol! Inafune new game failed lets re-release old Megaman games and make a new one just to have it succeed and then rub it in his face"
@@justice8718 I get the notion of the collections bringing in new fans, but when they finish those collections, they're going to ask the same questions the old fans are already asking: when is the new stuff coming?
$120 backer here. Some thoughts as I'm watching the video: It's funny how you came up with that $2 mil budget. Cause I remember asking "Nick" Yu in the forums about sharing a general idea of how the budget was being allocated into the project, and he said it was "impossible". Fast forward and after many complaints from other backers, they began to share budget outlines for their DLC campaigns. "Impossible" my ass. THANK YOU for highlighting the fact that Beck's transformation feature was scrapped practically silently. I think it was mentioned in the forums but that was it. Regarding rewards, a lot of people (and backers!) don't realize that some of the stuff we did eventually get didn't come as advertised. The instruction booklets? Meant to be "full colour" and the English and Japanese version were meant to be different, though only slightly. The artbook/guide? Ok, so they got the colour part correct but the English and Japanese versions were suppose to have different layouts (they did not). Though Inti Creates was the one who developed the game, I don't blame them for how Mighty No 9 turned out. It was poor direction that caused them to produce a mediocre game. As the video mentioned they made several great games afterwards, whereas Comcept went on to make ReCore which had many of its own issues. And we haven't even touched upon the issues specifically for backers. Terrible forums, terrible community, terrible communication, terrible polls/contests (lack of), and lack of involvement. Yeesh.
The forums part is where the Dina situation occurred back then. That kind of behavior that was shown by her was not professional at all. Some people are still immature, but she could have held it down better.
The funniest part about all this, to me, was that they were also attempting to make MN9 a huge franchise. THEY HAD PLANS FOR A MIGHTY NUMBER 9 CARTOON AND A LIVE ACTION MOVIE ADAPTATION BY LEGENDARY
Mega Man 11, Mega Man: Fully Charged, Mega Man in Smash Ultimate... Yeah, I mean... I think Mega Man is literally _coming back_ to be everything Mighty Number 9 wanted to be.
Looking back at it now, Inafune was far too ambitious. He wanted to make an entire franchise out of this one game and it's insane. He wanted to make Red Ash: The Indelible Legend, a Mega man legends inspired game and then a mighty No.9 tv series (the trailer looks terrible) and combining multiplatform this was a recipe for too much ambition and over promises that we're broken.
I'm still annoyed that this trainwreck diverted funds from the Shantae: Half Genie Hero campaign by being the more popular one. HGH could have been so much more, despite it being a genuine delight as is.
Considering Hollow Knight, Shovel Knight, and Bloodstained: Ritual of the Night, they should’ve named the game Mighty Number Knight. It would’ve all worked out then.
What gets me is that things like an intro stage and boss were stretch goals, like the games structure was dependant on how much money they were able to raise instead of promising a fully realized vision of what the game was going to be and asking for money to just develop it
One of the more baffling stretch goals was the boss rush mode. I mean I get that the stretch goals don't necessarily reflect the amount of funds needed to make such a mode possible, but it was pretty ridiculous when you think about.
Whats interesting to note is that while video games have always kinda struggled with kickstarter, the boardgame industry is going through almost a Renaissance with how many amazing kickstarters they have had over the years
Videogames struggled with Kickstarter!?!?!? There have been some incredible Kickstarter games that revived genres. Bloodstained Wreckfest Broken age Shovel knight Undertale Hyper light drifter Pillars of eternity 1&2 Wasteland 2 Tides of numenara Banner Saga FTL Divinity original sin 1&2 Yooka Kaylee Hollow knight Kentucky route zero The list goes on but point and click games or isometric RPG were dead genre and they were resurrected by Kickstarter. People only ever focus on the negatives.
So I've got a weird thought. I know that this might undermine the intentions as a spiritual successor, but here's my suggestion: Melee, not shooting. Part of the game's gimmick as an additional feature to separate it from its predecessor was the introduction of the dash ability. New way to navigate and can be used as combat. Great. It also seems weird to include that in a game that relies on guns, which requires a certain amount of precision to use effectively. The dash ability would likely be more effective in a game that requires close-range combat, so instead of trying to force that into a shooter, why not make this more of a beat em up with your weapons being blades or blunt instruments. The odd projectile weapon can be a fun addition, but the point is don't add a feature that goes against the Megaman moveset just in a token effort to seem different, make a game where that new idea can flourish. Still keep the aspects of an MM game that can be used, remove the ones that can't, and, of course, keep the general concept and iconography as a template to model from.
If you back something on Kickstarter, you are FUNDING the project, you are not pre-ordering whatever you are funding. A lot of people see Kickstarter as a way to pre-order a game and that's complete nonsense.
And that's the risk itself with Kickstarter. People are personally putting their money in the hands of developers who are task of bringing their ideas to life. People put a lot of money into, investing into what they hope is a good game. Pre-order is impossible with Kickstarter projects. It's an investment. You're investing money into their project with the challenge of them making sure their work is complete and ensure their completed work is in the backer's hands.
12:15 here’s another example you forgot, *“BU- BURN! BURN TO THE GROUND! BURN TO THE GROUND! BUR- BURN TO THE GROUND! BURN! BURN TO THE GRO- BURN! BURN TO THE GROUND!”*
*Mr. Plinkett:* So Megaman was done. But look at this new Kickstarter game! It looks like it's gonna be great! And Inufane is here! Woooooh! And then you played. the game... ... ... ...OH...
It’s funny, because Inti Creates is one of my favorite developers. Outside of MN9 (and Gal Gun imo), it’s like they can do no wrong. Just tons of great games from them.
The truly sad part of this story is that there's a lot of potential in Mighty Number 9, and I could see it when I played it. It was really due to all these issues, from funding, to trying to release on 10 different platforms at the same time, that this potential never came to fruition.
I really hated the game, there were so many design decisions that just boggled my mind. I was not a fan of the dash mechanic i suspect it was there for speed runners.....it could have worked though if it was far better implemented . i suspect Megaman 11 came about due to Mighty no 9 being a disaster
Yeah, the dash mechanic just wasn't thought out well enough. It's nice to see that they still went back to making a dash based character and nailed it with Copen in the 2nd Gunvolt game.
It's a sad day when the bonus character uses your game's main mechanic better than the protagonist. Like, Ray's still not well-designed and spamming the dash button is still kind of broken, but it actually makes sense as part of the kit of a melee character, especially since her version actually does damage. For Beck, needing to finish off the enemies by dashing into them just breaks the flow of the range-heavy combat.
It really did show inexperience. Even X and Zero had limits to their dashing ability, heck you can say that with any character who could dash. Made me wonder who was doing the programming and level design if they could create a level that's just not up to the standard set by other games.
Finally watched this vid, and HOOOOOF, wow. I was one of the original KS backers (worst $151 I've ever spent), and this definitely explains a helluva lot. I am glad that Inafune is owning up to the fiasco, and that Inti Creates has pulled itself out of the mire spectacularly, at least. It's kinda hilarious that my name is in the credits of MN9 and Undertale. Talk about quality differences. XD
Yeah, that was a hell of a slice of humble pie for Inafune. Hearing that Inti Creates worked on MN9 was what made me want to hear how it turned out so...infamous. Because the MMZ/ZX games are great, the Gunvolt games are great, and I hear good things about Blaster Master, too. Add in the fact that Inafune was proven _completely ass-backwards wrong_ with his thoughts on Western consumers (seriously where did they even come from?) and you get a man who lost all of his reputation very quickly. All that being said, the fact that he did the responsible thing and took ownership of this hot mess and everything that went wrong with it leads me to return a bit of the respect I've lost for him. A bit. That being said, it's pretty clear Capcom is better off without him (SF5, DMC5, MM11...) but I do hope he can take this failure as a learning experience and...maybe, someday, put out something good again?
Wait, you mean to tell me... that there was going to be a Megaman Maker before Mario Maker, and Capcom cancelled it!? No wonder they're in so much financial trouble until recently.
So now, inafune, crushed by the mighty no 9 fiasco, is now hiding in an underground shame bunker for washed up game dev, along with Yu Suzuki and Yuji Naka
@@SleepyDonnnn that goes to show that people should stop excepting a fantastic game, just because of the name of the main game Dev alone. Especially when he has been out of a job for several years.
@@kiracaos not only that, but they stubbornly refused to learn about the new innovations that happened in the industry, thinking that their past as superstar game Devs would be enough in itself. A mindset that only spells desaster for the team working under them.
Can we get an episode on Hiveswap? It may not be as infamous as MN9, but it's another multi-million dollar Kickstarter debacle in its own right. And it's still ongoing!
Exactly. No one involved in the project was trying to be malicious. They just didn't realize what they were getting into and ended up making a ton of awful decisions because of it. It's sad that things like this have to happen for everyone to learn, but at least it didn't ruin Inti Creates cred.
I remember getting my backer copy, playing a single level, and uninstalling from my xbox and never giving it a second thought. I've had several backed projects turn into garbage fires. Only Bloodstained has been a success of the video games i've backed. My darksouls table top game was pretty dope though.
Part way through this video I started to get teary eyed and didn't understand why until I realized the Bonne Family theme was playing in the background. It's been over a decade and it still hurts!
Inafune definitely had a hand in the popularity dip Megaman had in the 2000s. Not exactly because *all* the games were bad, but because they were basically spammed all over. 2000-01: X5. 2001: X6*, Battle Network 2002: Battle Network 2, Zero 2003: X7*, BN3, Zero 2 2004: X8*, Megaman Collection, BN4, Zero 3 2005: Maverick Hunter X, Zero 4, ZX, BN5, X Collection 2006: BN6, Zero Collection, ZX Advent, Powered Up After this the Starforce series 07-2010/11 and then announced all the canned projects. Megaman 9 in 08 and 10 in 2010. This and the western push were his failures, his martyr image how he would sell himself and his Beck. *Games where Inafune was not involved.
@@_V.Va_ basically. They squeezed Megaman dry. Like, people complain about the NES era due to having a game per year and then prior to 99 where none was released, but that was how it should've remained. Microsoft did this very well distributing Gears and Halo back in the heyday, Square despite releasing almost every year in the PS1 made each game stand out. If they had done a year per series it would've been better for all of the games (like, 2000 X5, 2001 BN, 2002 Zero, 2003 X6, so on. People are quick on EA's shit with good reason, but forget shoddy practices didn't begin nor end with them.
@Floofie kun overall it was a struggle. They didn't want him producing certain games, they did stuff behind his back, but he also did things behind their back (Zero 4 being notorious at this). When they tasked him with the western market (which he himself promoted as the future) he stopped giving a crap at some point, which made even that fail. Along with this, Monster Hunter outsold everything he helmed, likely making things worse. Then of course the Megaman games he went with, likely behind their back. It's known that he went ahead and produced Legends 3 despite Capcom not wanting it as well. He left because he felt his brand was neglected. Tl;dr: he isn't... *evil* or a scammer as much as he is not exactly good at his stuff.
@@shis1988 I agree. And while people bring up the original creator Akira Kitamura which is true. Kitamura bailed during or after MM2. He wasn't involved in any later games because he was busy trying to do his own company that ended up being defunct. With his senior gone, Inafune continued the Mega Man projects without him. Thus he takes credit for the work he was involved in. The exaggerations with Kitamura and Inafune is pretty much everybody else during the development of MN9. In short, once the progress MN9 got worse, take that and Inafune's run as executive producer, all his opinions and actions on westernizing some franchises that didn't go well, and you got people clamoring anything they can think to express their disappointment in Inafune. I still believe the scammer part came up because the backers didn't know what the heck was going on with the Kickstarter with unnecessary moves Comcept was making, on top of the inexperience of the development. I still believe Comcept jumped the gun by a lot, and underestimated a lot of things that contributed to this mediocre game they released.
Really like how you approach these 'Wha Happened?' they're really well done, and sophisticated in a way. 👍🏽 Small edit: after see P. Molyneux at the end, would like to get your take on the Fable Franchise. It would be interesting to get your take on the series/franchise. 👍🏽
Give some credit where it's due, Bloodstained and Shovel Knight came from Kickstarter, and those turned out well, MN9 and Yooka Laylee just really did a number on the reputation of Kickstarter
CLARIFICATION: The 40% of the Kickstarter fees is inaccurate. I was basing this off a report that MN9's combined Kickstarter, Paypal, and physical reward production fees equaled to eating 40% of their budget. So it wasn't all KS's fees. Still though, the main point of them not accounting for all this, is still unfortunately, very real.
Ok that makes sense cuz I was gonna comment 40% holy crap?!?
The other problem with the four million dollars in kickstarter backing is that, at this scale of videogame development and with all the kickstarter goals and ports, that's basically nothing, and that's before it got eaten up! Labor is the most expensive part of business, and videogame development finances is almost entirely labor. I'd say a lot of the outrage over "they had four million" or "they shouldn't have gotten outside funding" stems from folks not understanding that.
Thank you on the clarification. I was trying to look up this before seeing your comment and it didn't make sense where the 40% came from when their fee is only 5-10%
@@wirlogx Was Unreal 4 not out at the time or why did they use 3?
I think the sticking point for most people is the asking price.
"You made 4x more than your initial goal and this is what you came up with?"
The cancellation of Mega Man Legends 3 made me cry like an anime fan on prom night.
BMTelle it’s so sad being so close and so far at the same time. Also am I the only one who was also excited for red ash? I know the beta looked awful but I was expecting an acceptable spiritual sequel for Legends. (“It’s better than nothing”)
@@nubeyazul Your not alone with the love for Red Ash. I thought it would be the kick in butt to get capcom to start making legends 3. Ooooh boooi was I wrong.
@@ledzeppelinfan1001 fuck ledzeppelin they're just a GVF rip off
@@ledzeppelinfan1001 What's with all the low effort bait posts lately
If the game didn't start with Roll and Tron working together to get to Mega then i don't care. I was hype for MML3 because of that cliffhanger ending and when I found out that you were going to play a new character and it was going to crowd source... all the wind left my sail.
"I'll have two Mighty Number 9's, a Mighty Number 9 large, a Mighty Number 6 with extra dip, a Mighty Number 7, two Mighty Number 45's, one with cheese and a large soda".
All you had to do was follow the damn schedule, CJ!
@@Jolgeable "Right-right-right! Now let's eat!" :-)
@@Einar730 *fool
Fix it :-)
Igor Sandu LMFAOOOOO
Jolgeable 😂😂😂😂
Game is so hard to digest you'll be taking a mighty number 2
Sounds like an AVGN quote.
@thunder key Now thats a whole heap of bullshit.
@@gghhghhghghgghhghhghgh2844 I read that quote in his voice.
I've seen a few bars in the comment section this the best so far
The prom night joke alone did several tens of thousands of dollars worth of damage.
Ah, yes, insulting your potential customer base... AKA the 'disney' style of marketing. _derp_
@@PeteTheGrouch I mean I think it was meant to be playful banter but considering people's doubts about the game at that point it really wasn't the right time, like read the room, not to mention it's just not funny
I mean, I get what they were trying to do, a satirical, cynical and funny dumb trailer that didn't took itself seriously
But that wasn't the moment to joke around, maybe later in a release trailer they could have been playful and satirical, but for the first trailer? They needed to be serious, it just wasn't the moment
That's a lot of damage
Yeah, you can do self-deprecation and ribbing your audience if you have a good rapport with said audience. When your audience is doubtful of you at best, this is just idiotic and tonedeaf.@@AdrianGuzmanOfficial
I look forward to Matt's cyberconsciousness doing a 'Wha Happun' for Star Citizen in 2120.
Bold of you to assume it will be out by then.
By the time the whales give up on chasing that dream with their walletshoes no one else will even remember it exists.
My brain in a jar will be pleased.
Which AI will be running the earth at that time? Skynet? AM? Hatsune Miko?
The video would probably be made when Matt's head is inside a robot.
@@bobothetransdimensionalhob2659 He'll also be a brain in a jar. Mainly because he didn't spend all his money on Star Citizen.
"a delayed game is eventually good but a rushed game is forever bad... except for Mighty No.9" -Shigeru Miyamoto
still better than nothing
@Frizzurd with you saying about rather getting nothing reminds me of the Red Dwarf character Legion, who was a being made up of the Red Dwarf crew, and when they "beat" him he says this
In many ways I am relieved. To have shared their psyches, their neuroses, their strange drives: returning to a limbo state of non-existence seems like promotion.
NMS was rushed and such a fire garbage
but now its pretty damn good tbh
"Mighty No.9 was a mistake" - Hayo Miyazaki
@@cypherusuh Yeah, but MN.9 has been abandoned, so it won't see a turnaround like NMS.
I remember the era of bright eyed kickstarter movements.
Never again.
They're either "cancelled", sold out or ended up being trash. God bless Iga for keeping his promise.
l'll press F for him any day!
The System Shock remake flopping is what did it for me.
Once Star Citizen inevitably fails (it has no hope of success), it will be like a tactical nuke on the crowdfunding scene.
Bloodstained is the only big profile kickstarter that is very good.
@@8Kazuja8 Undertale, Shadowrun Returns, SR Hong Kong, and I think Freedom Planet were all crowd funded as well. and yes I believe Shantae was crowd funded twice. There really have been a shitload more success then people think. It's just like Matt and mayrana2 said really. There are a lot of blunders but a lot of success as well. People focus on the failures but that's not what you should take from mn9 or any of the failures.
Good on Inafune for taking on the blame, at least. Can you even imagine Pitchford taking responsibility for anything? Guy still thinks A:CM is a 7/10 game.
What's "A:CM"?
@@ghostnutsyt Aliens: Colonial Marines
@@looker999997 and he wonders why people consider him to be an utter and a complete moron
First step is admitting it.
Now the next step is making amends.
I can't believe that's the same guy that made Half Life: Opposing Force
The problem with crowdfunding is you need to drive up hype in order to get funding, and this almost requires you to make promises you're not sure you will be able to keep. And when you can't keep those promises, everyone who gave you money gets mad. You're really gambling with your reputation when you try to crowdfund a project.
Hi shayn
preach
Absolutely. The very idea of making an ENTIRE CONSOLE PORT be an individual stretch goal is insane. And MN9 had 3 consoles (PS3, 360 and Wii U) on a single $200,000 stretch goal. Given a typical development team size and salary, that is about 3 months worth of development time if that. And that is a pretty small team with a lot of junior members. So one month per console port? Umm...sure if you say so, Keiji.
@@dacypher22 men at this point this is pretty much a scam. Give us money and we will make your wildest dreams come true. Really? I don't know what problems it would cause but maybe if even the fans and backers didn't like the game, maybe they could be entitled to some sort of refund, because this isn't and sadly won't be the first time this happens.
In this case I feel given how starved megaman fans were if Inafune wasn't so ambitious and chose to start small Mighty No 9 woulda been succesful. Megaman fans would have splurged their wallets regardless and with less skus and features inticreates would have the time and budget necessary to iron the game out
It's moments like looking at M#9 that help me reflect and be thankful for the Kickstarters that actually managed to live up to their promises, like Shantae: HGH, Shovel Knight and Bloodstained(Give or take on the Switch version.)
Funnily enough Shantae Half Genie Hero was launched at around the same time as Might No.9. Shantae Half Genie Hero Early September to October 4th 2013. Might No. 9 August 31st - October 1st.
So basically, Shantae Half Genie Hero got screwed over a bit by Mighty No. 9. I mean imagine what Shantae could have done with that budget. Still Shantae is doing really good right now if the new opening animation and it's popularity on twitter is any indication.
For what it's worth, they're also working on better-optimizing the Switch port. The game itself is good, though!
Don't forget A Hat in Time!
One could say that Shovel Knight delivered _in spades._ Aside from how long it's taken King of Cards to come out, but I'm more than satisfied with the three campaigns we have now, especially Specter's.
Don't forget Creepy Castle!
*crickets chirping*
Well I liked it! XD
*sees Jump Force in the intro*
Oh...yeah that one.
Kevin De Dios
A game that shouldn’t have been that hard to do right.
Hey be nice rematch buttons are hard to program
eelshark12345
Oof
Jump Force felt like they released a trailer, and then sat around for several months until they realized they had to actually make the game in the last month.
Now I want to see a what happened? Episode of jump force.
ugh, the push for voice acting is all the more painful for how unbearable it ended up being, not to mention they should have just cut the multiplayer entirely. The worst part is it's just not that fun to play, every time you get into a groove you're immediately slapped in the face by game design so sloppy it makes you wonder if they even played a Megaman game, much less worked on one.
Personally what really irked me is that when backers had to choose which language got funded, that the majority chose English. Like, did they actually want the bad voice acting in the game?
@@faboo2001 no but they didnt know the va would be so bad
@@Morrigan101 It sucks cause i feel like it coulda been done better if it had just been grunts in gameplay and full lines during cutscenes
@@TheBonkleFox except for when the dialogue screens would block gameplay stuff like spikes, enemies or whatever else it was annoying also I feel like megaman 11 proved that you can give each character a lot of personality without random dialogue in the middle of the level just using their levels, ways of fighting ,boss lines ( that arent annoying like the ones in mighty no.9) and inbetwen cutscenes. also helps that megaman 11 story is much better than mighty no.9 imo and gives new insight to willy and light's past
@@TheBonkleFox Evolution and Way of the Samurai are two really good examples of how much that adds, imo!
I feel like anyone throwing everything behind VA (or in the case of Evolution played the wii version, since they had the money to do it by then) has never played those.
Also what's up with so few people doing multiple characters? Does nobody practice for _range_ anymore?
Practically every series Frank Welker (AKA *THE* Megatron) is in, he winds up doing like half the characters...a few times, even the chicks! Imagine how much money that saves studios.
Could you believe people were excited for this game at one point? Just damn, I still remember the reactions to the trailer a few years with the pizza explosions and the "Cry like an anime fan on prom night."
Yeah, according to your profile picture, they directly assaulted you in this ad. This is bad.
Not accurate. Derek did call himself out in a follow up video.
"Even speedwagon is shocked"
@@tjbattle7920 He must've been so embarrassed when Mega Man 11 was announced.
SSFF literally made fun of himself for making that moment in his video on how MN9 failed
I think it's also worth noting that Inti Creates made Bloodstained: Curse of the Moon. Curse is such a good NES style throwback to classic Castlevanias while still doing its own thing that really scratched an itch that a lot of people had been craving for a while, while also being an example of Inti doing work on Kickstarter stuff that actually worked in the long run.
Oh yeah forgot that one. I was surprised it wasn't mentioned that they partnered with Wayforward for the two latest Shantae games.
The scope is not comparable at all. I am sure that they would have created a better game given a more realistic goal.
But it's not as good as Gal Gun.
Inti Creations made ZX and ZXA, right?
@@HaohmaruHL Ooof
The release of Mega Man 11 made Keiji Inafune cry like an anime fan on prom night.
The series was brought back…and then it laid dormant. Mega Man Maker and several other fan games are our saving grace at the moment.
Bit of an update on Inafune: Recently he was present in Inti Creates Bitsummit conference but only briefly came on to announce he was going to be the action supervisor (whatever that means) for Gunvolt 3. Kind of ironic with how initially Azure Striker Gunvolt was overshadowed by Mighty No. 9 as a Mega Man-esque game but has ended up outlasting it in the long run.
@@PiroKUSS They are very fun! And the combat design is good too. You should really play them. I'm going through the first game right now and its a solid experience. I know anime isn't for everyone but as a Megaman fan you're missing out. At least try out the first game on a steam sale. Its worth it.
@Grayvy Lad Is that so? If true then it sounds like perhaps the start of his redemption arc. I hope that works out well for him. Because despite his mistakes he clearly cares a hell of a lot more about the megaman franchise than capcom does.
@@TubeOfLaughes plot twist: he got invested in nfts.
@@nadox5259 bruh
@@johnblunt6693 indeed, as he started to redeem himself, he threw himself in the abyss of crypto scheme.
This game proves why you should wait until your game becomes a success BEFORE milking it as a franchise.
Also do an episode on Sonic Boom and Bomberman: Act Zero.
@@n64central Rise of Lyric specifically.
@@n64central The games on the other hand, were. The TV show even effected the game negatively as it made the plot far more simple. Although the tv show still is the best thing to come out of the game.
The 3DS Sonic Boom games were decent from what I heard at least and the cartoon was pretty good. The only issue was the Wii U game but that was due to the devs being screwed over by the higher ups at Sega. Apparently it was never meant to be on the Wii U originally they were just forced to port it over to the system and since it was hard to develop on the Wii U it ended up the way it did. Look up "Sonic Synergy" if you don't believe me.
@@n64central It also spawned a good, yet sadly forgotten and short lived comic too, before that was killed by the editor going full retard so hard it killed not only that comic, but the Mega Man and Sonic comics too
I only remember the game for how bad the kickstarter was, THEN I find out it had big name VA's attached, and I was like, "Oh those poor actors, I hope they got paid well."
knowing that they had to make a seperate campaign just for the VAs, they probably didn't, which is sad.
The biggest shame is that other games Inti Creates made, like Blaster Master Zero, are legitimately good, showing the studio had some real talent.
I could be wrong, but I think Mighty No. 9 might be the only bad game in their portfolio. Even then, they also made Mighty Gunvolt Burst which honestly felt more like what Mighty No. 9 should have been.
Azure striker gunvolt is also very good and of course the whole zero series. They work well using 2D graphics .
@@armand4116 truth
When BMZ-1 came out, having played the original Blaster Master on the NES (note: not Meta Fight, now that is another can of worms), I was fully expecting to completely hate it because it was a remake and it was one time in my life I was delighted to be completely wrong.
I love Kickstarters. Shovel knight and bloodstained are some of my favorite games of all time, and the people who made them kept their promises and goals. Just got to keep in mind, that kick-starting is a bit of a gamble, sometimes being great, sometimes being bad. Just like life choices.
I think more importantly, at least in shovel knight's case, they actually didn't ask for more $$$ from Kickstarter backers. It showed that they had enough confidence in what they were doing. Not doubting they asked for more elsewhere, but by that point they had something workable.
@@tcrpgfan Yacht Club games were smart AF in marketing Shovel Knight. They shipped a complete game (most important part of a Kickstarter) and then used the sales of the base game + merch in order to fund the next stretch goals, to the point they could raise production values for the game modes and market them as expansions (After Specter of Torment, they were pretty much fullfledged sequels).
@@victorteste5325 The best part is the goals were actually worth a damn at the end.
And shantae half genie hero was really good too
For every good Shovel knight we get, we also get a Yooka-Laylee
I'll give Inafune this, He owned up to his mistakes, and took responsibility. And that's somethign I can respect.
As long as he learned from this and doesn't make the same mistake again, then I believe he can make a good game.
This feels like the game What Happened was made for.
I always thought Matt made this series with M#9 as the basis.
"When we find that meteuh, we'll find Doctor Wowwy."
Dr. Light for President, 20XX
"Wait, it had multipla..." The perfectly timed cut offs are some of my favorite things about your videos. lmao
I will never get sick of that clip from The Professional.
"EVERYONE!!!" 😂
Reporting in from after the Nintendo 3DS Eshop closed down, Mighty Number 9 never ended up making it!
Don't worry, man, we can still get physical copies!
At least Mighty No 9 gave us plenty of things:
-the Mighty Gunvolt series
-Mega Man 11
-spiritual successors to retro games
(Yooka-Laylee, Bloodstained series)
Hell, I think the Gunvolt series even paid M#9 back by including some of its characters in their games.
I think they’re probably trying to make a new No 9 after Gunvolt was finished off, since it’s pretty much a property that’s left in the dust, while still having a very simple structure of eight robo masters and a few unique stages.
Arin (Egoraptor/GameGrumps) did art for this game, it appears in one of the billboards in the stage "Highway".
So sad seeing those $2,500 go away.
"You can blame me for the mistakes in Mighty No.9."
Honey, that's not even 10% of what we blame you for.
I chose between backing this and Hyper Light Drifter. I chose wisely.
"Ah, I see you're a man of culture as well."
Whats Hyper Light?
Hyper Light Drifter is a classic Zelda-esk adventure game by developer Heart Machine.
ua-cam.com/video/nWufEJ1Ava0/v-deo.html
Here's the release trailer.
@@AxisChurchDevotee A great darn game is what it is. Its on Steam and PSN Store. Check it out if you like metroidvania, classic adventures or just wonderful music and atmosphere.
Banger game.
"It's better than nothing."-Keiji Inafune
's Translator
Unpopular Opinion: Mighty Gunvolt Burst was freaking amazing and makes me wish Mighty No. 9 had more games with that type of gameplay: customizable weaponry in a shooter was freakin great.
How is that unpopular? Everyone knows Mighty Gunvolt Burst is a great game and is what Mighty No.9 should've been!
o_o
@@Majokodomo didn't we get it for free with the ks?
@@backlogbuddies Burst is the sequel tho.
@@janmarcoperezbatres2203 is it? I got it for free from the ks basic tier
@@backlogbuddies the DLC they released was mighty gunvolt, but the standalone game was mighty gunvolt burst
And then Bloodstained came along and showed that Kickstarter stuff CAN work, ruining all hope that this trend would end.
The reason that one worked is pretty telling. IIRC, they openly stated that they didn't need the extra money, the kick starter was just there to see if people were interested.
I believe Koji Igarashi having been a co-director and director of Castlevania games v.s. just having been a producer probably helped.
Yeah, looks like Bloodstained didn't quite hit Shovel Knight levels of success, but it seems like it did okay for itself.
The trend did end. Even though Bloodstained did deliver is really left some with a sour taste along the way. Watch a video made by Stop Skeletons From Fighting. Find a recent video based on Bloodstained.
Th
And sadly the new one makes MK11 on switch look like RDR, Wich was the platform it was most popular on
I mean, at least they got something. Hell, I've seen kickstarter's that literally just run away with your money and don't give you anything.
You could say that "It's better than nothing"
@@ultrixsoma2736 That joke's has gotten stale already. Whether or not Ben Judd who translated that line right or not, it's exactly why you have to watch your words. Point is, that even after the poor development, they had guts for releasing it, knowing full well of not only their team's experience, which didn't seem like expert level thru their game, but even when the communications was terrible within. Some Kickstarters don't make it that far, heck some were outright worse scams than that of MN9. All that funding and the developers just up and left without refund. Comcept had the balls to release such a game knowing that it wasn't 100% with their game. This Kickstarter was full of inexperience for whoever was in this development team, bad miscalculation of their funds, and bad decisions that ultimately contributed such a mediocre game.
People say that it's worse for MN9 to come out in the state it is, but that has been challenged constantly by those who weren't given nothing back due to said worse scams for Kickstarter projects they helped fund. At least Backers got something out of it with MN9, even though it was poor.
What really got Comcept with their KS project was the unbelievable amount of work porting their game to multiple consoles that took up their time and money and their co-op mode, plus unnecessary projects before their main one was even finished.
I'd say miscalculation. Inti has made and is making very good games as well as Gal*Gun.
@@Alias_Anybody IntiCreates is doing good no doubt. Comcept on the other hand, has struggled to the point that they had to be merged to Level 5.
*Ahem* Omori *Ahem*
"Comcept was an idea factory."
Hey now, don't go dragging Idea Factory into this mess.
There’s a reason Inti Creates is probably one of my favorite developers - they were just dealt a really poor hand that time around - all of their in house or Capcom originated games (I.e. the Zero and ZX games) are pretty great, and Dragon Marked for Death shows that even if MN9 failed, it did probably teach them how to tango with net code, since I’ve heard DMFD’s online isn’t half bad.
Or more accurately: Mighty No.9 - What DIDN'T Happun?
This has quickly become one of my favourite youtube series
Backers: What console is it going to be on?
Concept: Yes
"EVERYONE!!!"
Guess the Leapster fans are going to be happy.
I recommend playing Mighty Gunvolt Burst, is a crossover 2D scroller with the characters of Gunvolt and Mighty N9. It is quite decent really and probably a good example of what they should have done with Mn9 in the first place
I still remember when the hype was going on. People were gushing about "The Megaman Killer" and roasting Capcom, say they were losing out and were dumb for losing Inufune. Sigh...I wish I could easily find those comments again, because it's hilarious in hindsight.
Bet they feel a bit stupid
No one won.
It also doesn’t help that it could wreck your computer at launch
Wasn’t it a .exe file??
@@TheSonicfan91 some PCs labeled it as a virus or malware.
And there is a playthrough by a certain someone who shall now remain nameless where his computer was memory leaking when recording for about thirty minutes.
@@shis1988 Was it ProJared? X'D
So that's why it was released in such an unfinished state: it bricked the computers it was made on and ate Inafune's homework! X'D
Massive media misfires? Cartoon Network Real is definitely one.
@@Invidente7 It completely ruined the point of *CARTOON* Network.
Every time I remember CN Real was a thing it gives me 'nam flashbacks
Good God, reality shows and live action on a CARTOON CHANNEL? The network head was up his/her network ass.
Well to be fair, I bet that was only really done because of how hard the gfc hit CN.
@@brandonnesfan what's gfc?
And it all started when Capcom canceled Megaman Legends 3... creating the world we live now. We have a failed campain that though that they could do anything, but that motivated other indie companies to make new and better games. And yes, hehe Red Ash is very dead at this moment even before it was born.
Honestly though, Red Ash being dead bothers me, because some say it's the game he (Inafune) wanted to work in, more than MN9 even.
But yep, basically the project is dead as there has been nothing about it since the OVA.
@@shis1988 I agree that Red Ash is a game that Inafune really wanted to do... but we havent hear anything from the game in quite a long time. Even after the OVA 2 years ago and that's the last we heard of it. Not even a "we're still working on it". If the proyect is still alive... then is sleeping, frozen or something...
@@rodanyo To this day still nothing atleast confirming if the project has been put on hold or straight up cancelled. with inafune's great return with gunvolt 3 im hoping he learned alot with mighty no.9 and not have too ambitious plans. im sure inafune still wants to make a megaman legends game (though in this case create a spiritual sucessor because i doubt CAPCOM would like to make a collaboration with him and his company.) and with the project still having no news about it still kind of gives a small hope that it didnt get cancelled yet. The twitter accounts are still up. And while you can't access the homepage for Red Ash anymore. It's still there. You just can't access it anymore but it hasn't been removed (which it won't really mean anything to most people but for me it's still something.)
@@thatsneakydude5316 Yeah. The only thing we can do is wait, and hope that one day something shows up
@@thatsneakydude5316 he may be staying quiet and not outright cancelling it to keep the possibility of picking it back up open IMO
8:45 “Cutting features and inexperience”
*Shows footage of Pokémon Sword and Shield*
Ouch...
jacoblgames The Mega Evolutions and Z-Moves were also cut.
@@nathanwalker7983 this aged like cheese
The longer this comment exists the worse it contextually gets
@@jowysw all you ever do is complain
@@jowysw this is what all Natdexxers do, complain endlessly and never try to make things better
As a kickstarter backer, I remember feeling the pain coming. I actually had given up all hope well before the "prom night" debacle. I gave my first donation based on the initial visual pieces they promised. As they released gameplay I kept waiting for them to replace this "filler art" with the actual visuals, but they never did. I'm not even someone who is ultimately concerned with graphical quality, but the sheer difference in what was advertised and what was delivered left me stunned. But! I figured if the game was good, surely everything would be fine. Then the first demo dropped...and I didn't enjoy it at all. Like...at ALL.
Around this time, Inafune's other company published Azure Strike Gunvolt. The game wasn't perfect, but I absolutely LOVED it. To me, IT was the evolution of MMX that I had wanted and craved for so long. It was clear that Gunvolt was the game that had gotten all the polish and care and love that a true successor to Megman needed. -and if Gunvolt was what I wanted...then my heart really didn't have room for "Beck."
To this day I still haven't played Mighty Number 9. I asked for the PC version, and frankly, I don't want it to brick my hardware.
There is a part of me that was genuinely interested in Red Ash. And even now I still retain a morbib curiosity about the project. Imagine if that no only managed to release... but was good? I know, not likely, but stranger things have happened, and it'd be one hell of a comeback story for Mr. Inafune.
It would have been if that was the project Inafune presented in the first place, or after MN9 was made to be a success. The problem is that he and others tried to do too much before it was an established franchise. All the miscommunication and the poor money management contributed negatively on their development. I've heard nothing else about Red Ash recently, so I only assumed that was in deep before disappearing forever.
Had the development team only focused on the game and managed their stuff well, it wouldn't have become such a mediocre mess as it is still remembered today. It was a lot of problems that caused the people's worry. Some of them even made memes of jokes of their difficulty while retaining their immature behavior to those who think otherwise.
Does the N-Gage have a story behind it worthy of a Wha Happun episode?
N-Gage, Gizmondo, and Tapwave Zodiac: The Unholy Trinity of Handheld Gaming-phone-things
N-Gage, maybe.
GizMondo, OH MY GAWD YES. Freaking Swedish Mafia and Shredded Ferrai Enzos in California-and even more insane crap like that.
And after N-gage and or gizmondo how a explaination as to what happened with CDI?
@@MrRuano825 After that, how about another unholy trinity...the three bad Zelda games. Wand of Gamelon, Faces of Evil, and live action one with a wizard in it but no link.
@@Mysticgamer cd-i actually did ok starting out, it's just that as the Zelda games show, it was a company staffed almost entirely of non-gamers and businessmen. They let Greenlight tier quality through without understanding the badness, and subsequently doubled down on the badness by not understanding *loading times,* they cheaped out on cd speed to keep overall price down. If you recall the state of the Internet when it was released, this next bit will make sense.
So while it had extremely poor _reading speed,_ the nifty thing in its favour was _buffering speed._ Like the 3DO, due to being mostly TV and radio men, they wanted a "replacement" for the "Home Entertainment System." They were shite at understanding the demands of gaming, but talented at squeezing out every last bit of juice from low baud/bandwidth connections.
This means the primary use of the "platform" would actually be best for watching or delivering online streaming video! The aim was essentially an Internet capable Laser Disc system. Lot of tech geeks repurpose them when found to be sent to third world countries as dedicated media players in regions with only Dialup or ISDN, a role they're actually suited for.
In a way, they were both ahead of and before their time. While their guesses to how the net would grow were correct, all the technology they invested in would become a dead end soon enough. It was a gold star attempt for the most part.
Also Mario Hotel was a nifty idea, Nintendo should port that to the virtual shop
Good god, Shovel Knight was a miracle.
Id rather play free game Cave Story third time than touch Shovel Knight again.
I can't imagine how Inafune must feel after the success of Megaman 11.
or the financial gains Capcom had after literally leaving the Company.
Its funny, but I imagine the success of Mighty No 9s kickstarter actually contributed to more Mega Man since Capcom could tangibly see that there was a demand for the IP.
@@ComicCrossing its not like they didn't hear the fanbase groan out loud when they canceled all their Megan projects and included Bad Box Art Megaman in a fighting game (although the letter is now a tame meme at this point).
I think it is worthy to note that not long after this Capcom started pumping out ACTUAL main series Mega Man games again. It makes me wonder if they saw the nearly 70,000 backers to Mighty Number 9 and thought, "gee, we could play off of the hype and destroy our new competitor by simply making more ACTUAL Mega Man games."
Capcom employee: "Fucking lol! Inafune new game failed lets re-release old Megaman games and make a new one just to have it succeed and then rub it in his face"
@@ThatNormalBunny Capcom excec: "Lmao, that sounds hilarious. Make it happen and I'll give you a raise!"
They made exactly ONE new console Mega Man game since Mn9 with Mega Man 11. Legacy Collections don't count.
@@SonicSlicer Megaman fans and pride. A beautiful and deadly combination of failure.
@@justice8718 I get the notion of the collections bringing in new fans, but when they finish those collections, they're going to ask the same questions the old fans are already asking: when is the new stuff coming?
$120 backer here. Some thoughts as I'm watching the video:
It's funny how you came up with that $2 mil budget. Cause I remember asking "Nick" Yu in the forums about sharing a general idea of how the budget was being allocated into the project, and he said it was "impossible". Fast forward and after many complaints from other backers, they began to share budget outlines for their DLC campaigns. "Impossible" my ass.
THANK YOU for highlighting the fact that Beck's transformation feature was scrapped practically silently. I think it was mentioned in the forums but that was it.
Regarding rewards, a lot of people (and backers!) don't realize that some of the stuff we did eventually get didn't come as advertised. The instruction booklets? Meant to be "full colour" and the English and Japanese version were meant to be different, though only slightly. The artbook/guide? Ok, so they got the colour part correct but the English and Japanese versions were suppose to have different layouts (they did not).
Though Inti Creates was the one who developed the game, I don't blame them for how Mighty No 9 turned out. It was poor direction that caused them to produce a mediocre game. As the video mentioned they made several great games afterwards, whereas Comcept went on to make ReCore which had many of its own issues.
And we haven't even touched upon the issues specifically for backers. Terrible forums, terrible community, terrible communication, terrible polls/contests (lack of), and lack of involvement. Yeesh.
The forums part is where the Dina situation occurred back then. That kind of behavior that was shown by her was not professional at all. Some people are still immature, but she could have held it down better.
The funniest part about all this, to me, was that they were also attempting to make MN9 a huge franchise.
THEY HAD PLANS FOR A MIGHTY NUMBER 9 CARTOON
AND
A LIVE ACTION MOVIE ADAPTATION BY LEGENDARY
Mega Man 11, Mega Man: Fully Charged, Mega Man in Smash Ultimate...
Yeah, I mean... I think Mega Man is literally _coming back_ to be everything Mighty Number 9 wanted to be.
it was already obvious megaman would return in smash ultimate, and its a shame that fully charged ended up sucking badly :/
@@thatsneakydude5316 personally fully charged was meh. Not horrible, but not good. It was extremely mediocre
The law of equivalent exchange. Mega Man died so Mighty No. 9 could take his place, except that was a failure so Mega Man had to come back.
I really respect inafune for taking responsibility for this shitshow
If there's anything nice you can say about Inafune, it's that he accepted all blame for Mighty No9's development.
I would like to see you talk about the anniversary failure of jump force
Looking back at it now, Inafune was far too ambitious. He wanted to make an entire franchise out of this one game and it's insane. He wanted to make Red Ash: The Indelible Legend, a Mega man legends inspired game and then a mighty No.9 tv series (the trailer looks terrible) and combining multiplatform this was a recipe for too much ambition and over promises that we're broken.
He did a cancelled game Kaio the same way. Seems he didn't learn from his mistakes after the game was cancelled.
I'm still annoyed that this trainwreck diverted funds from the Shantae: Half Genie Hero campaign by being the more popular one. HGH could have been so much more, despite it being a genuine delight as is.
Wasn't Half Genie Hero consider mediocre
@@TheStarBot It's still way better than all of Mighty Number 9 by a long shot.
Considering Hollow Knight, Shovel Knight, and Bloodstained: Ritual of the Night, they should’ve named the game Mighty Number Knight. It would’ve all worked out then.
They shoulda called it Prom Knight
Why do they all rhyme!?
What gets me is that things like an intro stage and boss were stretch goals, like the games structure was dependant on how much money they were able to raise instead of promising a fully realized vision of what the game was going to be and asking for money to just develop it
One of the more baffling stretch goals was the boss rush mode. I mean I get that the stretch goals don't necessarily reflect the amount of funds needed to make such a mode possible, but it was pretty ridiculous when you think about.
i feel like lab zero are the only ones who know how to make a crowdfunded game without going overboard with empty promises
There's alot more than that.
@@MattMcMuscles Especially with Lab Zero nowadays.
With what went wrong, this comment aged like milk
@@thestoneyone06 well, that has nothing to do with the crowdfunding part, both games were successful in that front
@@Shadethewolfy Mike Zaimont fired the entirety of lab zero and killed indivisible
2:13
"This is how liberty dies: with thunderous applause."
- Padme Amidala
@Glen Wang No, this is how Trumpism dies: with thunderous applause and rejoicing.
Remember when Matt Mercer mentioned this game off-hand in critical role.
Matt mercer like mcgree from ow and yusuke from persona5?
Whats interesting to note is that while video games have always kinda struggled with kickstarter, the boardgame industry is going through almost a Renaissance with how many amazing kickstarters they have had over the years
Videogames struggled with Kickstarter!?!?!?
There have been some incredible Kickstarter games that revived genres.
Bloodstained
Wreckfest
Broken age
Shovel knight
Undertale
Hyper light drifter
Pillars of eternity 1&2
Wasteland 2
Tides of numenara
Banner Saga
FTL
Divinity original sin 1&2
Yooka Kaylee
Hollow knight
Kentucky route zero
The list goes on but point and click games or isometric RPG were dead genre and they were resurrected by Kickstarter.
People only ever focus on the negatives.
So I've got a weird thought. I know that this might undermine the intentions as a spiritual successor, but here's my suggestion:
Melee, not shooting. Part of the game's gimmick as an additional feature to separate it from its predecessor was the introduction of the dash ability. New way to navigate and can be used as combat. Great. It also seems weird to include that in a game that relies on guns, which requires a certain amount of precision to use effectively. The dash ability would likely be more effective in a game that requires close-range combat, so instead of trying to force that into a shooter, why not make this more of a beat em up with your weapons being blades or blunt instruments. The odd projectile weapon can be a fun addition, but the point is don't add a feature that goes against the Megaman moveset just in a token effort to seem different, make a game where that new idea can flourish. Still keep the aspects of an MM game that can be used, remove the ones that can't, and, of course, keep the general concept and iconography as a template to model from.
If you back something on Kickstarter, you are FUNDING the project, you are not pre-ordering whatever you are funding.
A lot of people see Kickstarter as a way to pre-order a game and that's complete nonsense.
And that's the risk itself with Kickstarter. People are personally putting their money in the hands of developers who are task of bringing their ideas to life. People put a lot of money into, investing into what they hope is a good game. Pre-order is impossible with Kickstarter projects. It's an investment. You're investing money into their project with the challenge of them making sure their work is complete and ensure their completed work is in the backer's hands.
12:15 here’s another example you forgot, *“BU- BURN! BURN TO THE GROUND! BURN TO THE GROUND! BUR- BURN TO THE GROUND! BURN! BURN TO THE GRO- BURN! BURN TO THE GROUND!”*
*Mr. Plinkett:* So Megaman was done. But look at this new Kickstarter game! It looks like it's gonna be great! And Inufane is here! Woooooh!
And then you played. the game...
...
...
...OH...
And then Mega Man 11 came to rub salt on the wound in 2018.
It’s funny, because Inti Creates is one of my favorite developers. Outside of MN9 (and Gal Gun imo), it’s like they can do no wrong. Just tons of great games from them.
Keiji Inafune: Give me $2 Billion and I will solve world hunger!
*Later...*
Keiji Inafune: I made a terrible mistake.
The truly sad part of this story is that there's a lot of potential in Mighty Number 9, and I could see it when I played it. It was really due to all these issues, from funding, to trying to release on 10 different platforms at the same time, that this potential never came to fruition.
I really hated the game, there were so many design decisions that just boggled my mind. I was not a fan of the dash mechanic i suspect it was there for speed runners.....it could have worked though if it was far better implemented . i suspect Megaman 11 came about due to Mighty no 9 being a disaster
Yeah, the dash mechanic just wasn't thought out well enough. It's nice to see that they still went back to making a dash based character and nailed it with Copen in the 2nd Gunvolt game.
It's a sad day when the bonus character uses your game's main mechanic better than the protagonist. Like, Ray's still not well-designed and spamming the dash button is still kind of broken, but it actually makes sense as part of the kit of a melee character, especially since her version actually does damage. For Beck, needing to finish off the enemies by dashing into them just breaks the flow of the range-heavy combat.
It really did show inexperience. Even X and Zero had limits to their dashing ability, heck you can say that with any character who could dash. Made me wonder who was doing the programming and level design if they could create a level that's just not up to the standard set by other games.
UPDATE: It is now 2021. Still nothing about Red Ash. See you in 2023.
UPDATE it is now august 7, 2024, and there have been no updates on the development of Red Ash since, like, 2015
Finally watched this vid, and HOOOOOF, wow. I was one of the original KS backers (worst $151 I've ever spent), and this definitely explains a helluva lot. I am glad that Inafune is owning up to the fiasco, and that Inti Creates has pulled itself out of the mire spectacularly, at least. It's kinda hilarious that my name is in the credits of MN9 and Undertale. Talk about quality differences. XD
Looking back at how happy everyone was when this game met all its goals it's heartbreaking. It actually makes me want to cry.
Yeah, that was a hell of a slice of humble pie for Inafune. Hearing that Inti Creates worked on MN9 was what made me want to hear how it turned out so...infamous. Because the MMZ/ZX games are great, the Gunvolt games are great, and I hear good things about Blaster Master, too. Add in the fact that Inafune was proven _completely ass-backwards wrong_ with his thoughts on Western consumers (seriously where did they even come from?) and you get a man who lost all of his reputation very quickly.
All that being said, the fact that he did the responsible thing and took ownership of this hot mess and everything that went wrong with it leads me to return a bit of the respect I've lost for him. A bit. That being said, it's pretty clear Capcom is better off without him (SF5, DMC5, MM11...) but I do hope he can take this failure as a learning experience and...maybe, someday, put out something good again?
Been binging the crap out of this series. Way underrated stuff, you deserve way more subscribers!
Wait, you mean to tell me... that there was going to be a Megaman Maker before Mario Maker, and Capcom cancelled it!? No wonder they're in so much financial trouble until recently.
As a Shantae fan I'm so glad she escaped this fate
same......though i personally think her older games are better but new ones are still fun
So now, inafune, crushed by the mighty no 9 fiasco, is now hiding in an underground shame bunker for washed up game dev, along with Yu Suzuki and Yuji Naka
Yuji naka especially fucking hurts
@@SleepyDonnnn that goes to show that people should stop excepting a fantastic game, just because of the name of the main game Dev alone. Especially when he has been out of a job for several years.
I think it just shows that the old generation of japanese developers are out of touch with today's industry.
@@kiracaos not only that, but they stubbornly refused to learn about the new innovations that happened in the industry, thinking that their past as superstar game Devs would be enough in itself.
A mindset that only spells desaster for the team working under them.
Wait, the makers of M#9 made *Gal Gun!?* They really got themselves back
“Waits for inevitable Matt McMuscles/Slope’s Game Room collab”
Can we get an episode on Hiveswap? It may not be as infamous as MN9, but it's another multi-million dollar Kickstarter debacle in its own right. And it's still ongoing!
I'm gonna assume they created this thinking Mega Man was done, then in 2018, the Blue Bomber returned and...
Bombed Mighty #9
I'm glad Inticreates survived this mess cause Gunvolt and Blaster Master are awesome series.
Didn't think you were gonna cover this one! But hey, you put a good spin on this on gloriously infamous subject!
"...and the crown jewel: GalGun!" I see you too are a man of culture.
Exactly. No one involved in the project was trying to be malicious. They just didn't realize what they were getting into and ended up making a ton of awful decisions because of it. It's sad that things like this have to happen for everyone to learn, but at least it didn't ruin Inti Creates cred.
Dina was trying to be malicious. Fuck her
I remember getting my backer copy, playing a single level, and uninstalling from my xbox and never giving it a second thought. I've had several backed projects turn into garbage fires. Only Bloodstained has been a success of the video games i've backed. My darksouls table top game was pretty dope though.
Part way through this video I started to get teary eyed and didn't understand why until I realized the Bonne Family theme was playing in the background. It's been over a decade and it still hurts!
Divinity OS and Bloodstained are two kickstarter success stories.
That spongebob reference caught me off guard i loved it
What Happened Crash Twinsanity, a buggy, rushed game that still came out as one of everyones favorite crash games.
That moment when Capcom manage to make a better Mega Man game than what Keiji Inafune would have dreamed.
#MegaMan11
Inafune definitely had a hand in the popularity dip Megaman had in the 2000s. Not exactly because *all* the games were bad, but because they were basically spammed all over.
2000-01: X5.
2001: X6*, Battle Network
2002: Battle Network 2, Zero
2003: X7*, BN3, Zero 2
2004: X8*, Megaman Collection, BN4, Zero 3
2005: Maverick Hunter X, Zero 4, ZX, BN5, X Collection
2006: BN6, Zero Collection, ZX Advent, Powered Up
After this the Starforce series 07-2010/11 and then announced all the canned projects.
Megaman 9 in 08 and 10 in 2010.
This and the western push were his failures, his martyr image how he would sell himself and his Beck.
*Games where Inafune was not involved.
@@shis1988 Annual releases will fuck a franchise, and for some reason they didn't see how problematic it could have been.
@@_V.Va_ basically.
They squeezed Megaman dry. Like, people complain about the NES era due to having a game per year and then prior to 99 where none was released, but that was how it should've remained.
Microsoft did this very well distributing Gears and Halo back in the heyday, Square despite releasing almost every year in the PS1 made each game stand out.
If they had done a year per series it would've been better for all of the games (like, 2000 X5, 2001 BN, 2002 Zero, 2003 X6, so on.
People are quick on EA's shit with good reason, but forget shoddy practices didn't begin nor end with them.
@Floofie kun overall it was a struggle. They didn't want him producing certain games, they did stuff behind his back, but he also did things behind their back (Zero 4 being notorious at this).
When they tasked him with the western market (which he himself promoted as the future) he stopped giving a crap at some point, which made even that fail. Along with this, Monster Hunter outsold everything he helmed, likely making things worse. Then of course the Megaman games he went with, likely behind their back.
It's known that he went ahead and produced Legends 3 despite Capcom not wanting it as well. He left because he felt his brand was neglected.
Tl;dr: he isn't... *evil* or a scammer as much as he is not exactly good at his stuff.
@@shis1988 I agree. And while people bring up the original creator Akira Kitamura which is true. Kitamura bailed during or after MM2. He wasn't involved in any later games because he was busy trying to do his own company that ended up being defunct. With his senior gone, Inafune continued the Mega Man projects without him. Thus he takes credit for the work he was involved in.
The exaggerations with Kitamura and Inafune is pretty much everybody else during the development of MN9. In short, once the progress MN9 got worse, take that and Inafune's run as executive producer, all his opinions and actions on westernizing some franchises that didn't go well, and you got people clamoring anything they can think to express their disappointment in Inafune.
I still believe the scammer part came up because the backers didn't know what the heck was going on with the Kickstarter with unnecessary moves Comcept was making, on top of the inexperience of the development. I still believe Comcept jumped the gun by a lot, and underestimated a lot of things that contributed to this mediocre game they released.
At least the Mighty Gunvolt games were good. Right? Anyone?
Yes, I'd go as far as saying that MGB was better than MM11.
Mighty Gunvolt Burst was actually a fantastic title, and probably what Mighty No.9 should have been in the first place.
@@hngdman The game might be good, but don't lie, lmao.
Ya, Burst rules.
@@hngdman LOL
Really like how you approach these 'Wha Happened?' they're really well done, and sophisticated in a way. 👍🏽
Small edit: after see P. Molyneux at the end, would like to get your take on the Fable Franchise. It would be interesting to get your take on the series/franchise. 👍🏽
Developers: We have a kickstarter project and you can hel....
Me: *HOW MANY TIMES DO WE GOTTA TEACH YOU THIS LESSON, OLD MAN*
Give some credit where it's due, Bloodstained and Shovel Knight came from Kickstarter, and those turned out well, MN9 and Yooka Laylee just really did a number on the reputation of Kickstarter
@@derpmaycry2885 Oh yeah, I guess I never thought about those games. Thanks for telling me it shifted my perspective
@@derpmaycry2885 YL isn't even bad.
Well, by the standards it followed anyway.
Or Hunt Down the Freeman, just for what it says about the state of Valve and Half-Life these days.