Humble Bundle now offers amazing PlayStation deals via Capcom

The Humble Bundle has long been a source of acquiring good titles on the cheap – while helping charity to boot – but until now it’s always been relegated to the PC and Mac market. That’s just changed as the service has extended to console via the .

Pay more than $1 and you’ll receive Wolf of the Battlefield: Commando 3 (PS3), Strider (PS4 or PS3), Super Puzzle Fighter II Turbo HD Remix (PS3), Final Fight Double Impact (PS3), and a coupon for 45 per cent off Street Fighter V in the PS Store.

Offer more than the average (currently $12.22, or about £9.30) and you’ll receive Lost Planet 3 (PS3), Super Street Fighter 2 Turbo HD Remix (PS3), Resident Evil HD (PS4 or PS3), Okami HD (PS3), Remember Me (PS3), and the Mega Man 9 & 10 Combo Pack (PS3).

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.

What’s gone wrong with Mighty No. 9?

On the face of it, Mighty No. 9 shouldn’t be causing PlayStation 4 or Xbox One any problems. After all, it’s a simplistic Unreal Engine 3-based side-scroller, and despite its humble origins as a Kickstarter-funded project, this should be a fairly easy win for Keiji Inafune and his team at Comcept. As a spiritual successor to Mega Man, we expected rock-solid 60fps platforming, a firm-but-fair level of challenge and something close to the visual style shown in its . What we’ve ended up with is something remarkably sub-par.

Visually it’s an unwanted shift from that early concept. The lighting model is changed entirely, and in its place we have an attempt to recreate something akin to the look of a Saturday morning cartoon. The introduction of some colour is welcome, but background detail is too lightweight to impress – made up of copy-pasted 2D foliage, box-cut geometry and low resolution textures. It’s a massive change in style, perhaps catering to all platforms within the team’s remit, including PS3, Xbox 360 and Wii U – not to mention 3DS and PS Vita. However, the end result is little that plays to PS4 and Xbox One’s strengths, besides running at native 1080p.

It’s confirmed that the delayed handheld versions run on to the home console versions, rebuilt from scratch by developer Engine Software. However, Comcept has evidently overstretched itself with support for so many formats, and in the process, PS4 and Xbox One alone show a myriad of issues. We’ve put together a short list of the main points of concern for us right now – with the hopes something can be done via an upcoming patch.

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.)

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.