|System: PS4, Xbox One, Wii U, PC, PS3|
|TBA Release: Xbox 360, PS Vita, 3DS|
|Dev: Comcept, Inti Creates|
|Pub: Deep Silver|
|Release: June 21, 2016|
|Players: 1-2 players|
|Screen Resolution: 480p-1080i||Cartoon Violence|
Speaking of ugly, the framerate issues on the PlayStation 4 version of Mighty No. 9 can be quite unsightly. There are areas where blocks need to be destroyed to continue through the level. Taking them out with Beck’s weapon makes the framerate plummet. Considering the amount of time spent in development, this is a problem that should have been fixed by now.
These are all things that add up and make you not want to play the game. Which is a shame, because there are some supplemental features and modes that would otherwise extend Mighty No. 9’s lifespan. There’s a new game plus option, boss rush, challenges, and an additional DLC storyline following Ray. Except, the main game’s 12 levels are so lackluster that there’s almost no way to muster enthusiasm about these extra endeavors.
Mighty No. 9 is a disappointment. As I went through the game, I saw all the things going wrong and began going through possible corrections in my head. It should have looked like the original prototype. The character designs and lighting were better there. The dialogue and story segments should have been more engaging and dynamic. The special abilities needed more heft. Some last minute polish could have fixed these framerate issues. That made me mad, because if I could see all of these issues that needed to be addressed, why couldn’t the developers? With all of the delays this game has seen, why do these problems still exist? Mighty No. 9 isn’t a terrible game, but it isn’t a good one either. With an end result like this, I feel pity for every person who backed it.
Date: June 22, 2016