ReCore feels more Metroid than Mega Man

If you’re looking for pedigree, it doesn’t really come much stronger than this. Directed by the man who helmed the Metroid Prime trilogy. Written by the man who helped build the Halo universe. And with the involvement of an outspoken Japanese development legend who’s never far away from the headlines.

So why aren’t more people getting excited about Windows 10 and Xbox One exclusive ReCore?

Perhaps it’s the less than stellar reputation of Comcept, the Japanese studio headed up by Mega Man creator Keiji Inafune, most recently responsible for the troubled Mighty No. 9. Maybe it’s the price point – ReCore will be coming in at £29.99, undercutting its competition by some margin – giving rise to a perception of it as something of a budget game.

Mighty No. 9’s end credits are nearly four hours long

Mighty No. 9’s end credits are an incredible three hours and 48 minutes long. This is because developer Comcept needed to thank all 71,493 backers who pledged at least $5 to the crowdfunded title.

YouTuber posted a video of the entire credits run, which some are saying is longer than the game itself.

Some of the usernames people wanted to be credited as are pretty amusing. The best was who wanted to be credited under the handle “Kamiya was right” a reference to a sick burn by Bayonetta and Viewtiful Joe creator Hideki Kamiya, who famously that Mega Man and Mighty No. 9 creator Keiji Inafune is “a business man. Not a creator.” (Thanks to for the spot.)

Sonic sticks the boot in to Mighty No. 9 as Inafune admits: “I own all the problems”

Sonic the Hedgehog has stuck the boot in to Mighty No. 9 amid the game’s troubled launch.

Mighty No. 9 launched yesterday following negative reviews and reports that developer Comcept had sent Kickstarter backers the wrong game codes.

Now, the official Sonic the Hedgehog Twitter, which has 336,000 followers and a reputation for troll posts, referenced a quote attributed to Mighty No. 9’s development chief Keiji Inafune. It’s not pretty.

Watch: Mighty No. 9 doesn’t look like we’d hoped

Mighty No. 9 has an awful lot to prove. Mega Man fans were delighted to see a spiritual successor developed by Keiji Inafune himself and backed the project in their thousands.

But now, in the week of the game’s release, many of them feel cheated. The final version, having already seen multiple delays, just doesn’t live up to the expectation set by the early concept art and gameplay.

Join Wes and myself in the video below as we compare developer Comcept’s – created in just a week – to the visuals seen in the final version of the game. It’s not flattering.

Mighty No. 9 review

The nine are, it turns out, extraordinary bastards. Each one of these robots-gone-rogue is taller, quicker and better equipped than Beck, the meek and mannerly rescue bot tasked with saving humanity from his furious relatives. Take Pyro, a mechanical monkey that sets himself on fire before dashing toward you in search of a deadly embrace. Manage to evade his murderous advances while nicking away at his health bar with your pea-shooter pistol and, midway through the fight, he transforms into an even more powerful form. Now, if he manages to grab you, you will die in a single, inescapable squeeze, regardless of how well you’ve managed to protect your own health bar up to that point. It’s leg-poundingly unfair, and establishes the pattern for each of the nine fights that run along this game’s crotchety spine.

Even before he left his erstwhile employer, Capcom, Mighty No. 9’s creator, Keiji Inafune, was championing progressive development practises, arguing that Japan’s diminished video game industry is the result of conservatism and creative stagnation. His rhetoric maybe forward-facing (he was, admittedly, responsible for a slew of cross-cultural collaborations between Capcom and other studios around the world) but Mighty No. 9 is firmly rooted in past traditions. It’s there in the unexpected insta-kills that, should he brush against the mere suggestion of pink electricity, send Beck back to the nearest checkpoint. It’s there in Beck’s design, self-plagiarism of Infaune’s best-known character, Mega Man, complete with slick helmet and fat boots. It’s there in the clutch of lives that, once depleted, force a restart of the entire level, with nothing but a smidgen of muscle memory to show for your time investment. It’s there in the overblown voice-acting. And it’s there in the nine, each one an end of level boss whom Beck must restore to virtue, each one an extraordinary bastard.

Not everything is an anachronism. Mighty No. 9, in an unusual moment of synchronicity, employs a similar mechanic to that seen in the recent Doom. Once they’ve been struck a few times every enemy enters a stunned state, complete with a dizzied animation. As this point, you can dash into them in order to finish the job and collect a deposit of ‘xel’, which is used to replenish your health bar. As in Doom, this simple one-two suckerpunch of an interaction is both intuitive and satisfying. Mighty No. 9’s designers go further still: when fighting boss characters you are forced to dash into them in order to ‘bank’ the damage you’ve dealt up to that point. Fail to do so and their health bar will slowly restore.

Mighty No. 9’s new trailer isn’t going down well

Mega Man creator Keiji Inafune’s spiritual successor to the Blue Bomber, Mighty No. 9, has received a new trailer and the reaction hasn’t been good.

The latest trailer (below) currently has 5234 downvotes and only 583 upvotes on .

The overwhelming majority of the criticism seems to focus on its generic graphics, cringe-inducing dialogue, and atrocious voice-acting. The trailer’s narrator in particular makes some painfully unfunny jokes, like that your power-ups will “make the bad guys cry like an anime fan on prom night.” Eek!