Looks like another kickstarter from comcept (Mighty No. 9), with an eye towards creating a new MML type game.
https://www.kickstarter.com/projects...
Youtube embed of pitch video (storyboard and concept art)
Hero image - concept art from kickstarter page, may not be representative of final product!
Having the "full" game behind a stretch goal is kind of lame.
I backed Mighty No. 9 but I didn't like how Inafune handled the campaign after the Kickstarter ended. Adding a mini campaign for English voices and at the same time announcing an animated series was nuts to me. Why not just use those extra funds for the voices? How about you try and make the best game you can, which includes English voice acting, before you expand your brand and start making an animated series, novels, comics, Mountain Dew promotions and whatever non-game marketing bologna?
And then trying to get me hyped for DLC. I get it, it will be free for me as a backer but I'm not exactly chomping at the bit to fund content that will be an annoyance to non-backers. That's as exciting to me as retailer exclusive bonuses and live action trailers. Again, why not concentrate on making a full great game before thinking about alternate revenue streams?
I hope this game gets funded because I know a lot of Mega Man Legends fans would be happy but I don't see myself contributing.
WCG USA 2005
Yeah, I can certainly understand some of the ill will that's been generated by how Mighty No. 9 has been handled, post KS. They raised a LOT of money, and then came back and wanted more. As for Red Ash, I think it'll probably make the base goal, but I don't know about the stretch goals for the "full game" (which I agree is rather ridiculous).
Regardless, I figured I'd post about it here in case there were other MML fans hiding on GWJ. I really enjoyed both games + Misadventures of Tron Bonne, so it makes me happy to see some kind of pseudo sequel coming forth.
Yeah, I'm actually surprised at the lack of posts and figured there would be more when I checked back. Kind of feel bad that my negative post is the first one.
WCG USA 2005
You shouldn't assume everyone hates DLC. I like some, don't buy others, on a case by case basis. I've very rarely felt like I didn't get a full game experience without DLC. Asura's Wrath is probably the only example, and that's only because games media told me so afterward. I haven't followed the Mighty No. 9 development, so I can't speak to that one specifically, but I don't think a blanket "DLC = bad" policy holds water.
Anyway, I'd love if Red Ash worked out. I love MML and Tron Bonne.
I haven't read the page(s) yet (there's also an anime they're funding with another project) but I'll probably be kicking in on both. Mighty No. 9 is shipping in Sept. which is later than originally planned but with a smaller delay than other KS projects I've backed (or even AAA games). The simple fact that they're actually getting the game out the door (and nearly on time) means I can trust Comcept to at least deliver something, so I'm comfortable giving them money again. Word of mouth from people who've played the game seems to be positive despite a lot of the initial reactions online to what they've shown in video. So that's another plus in their favor.
The DLC and VO campaign didn't rub me the wrong way because they weren't trying to target existing backers and were treating it more as a "slacker backer"/pre-order program for people who missed the Kickstarter originally. That's perfectly fine in my book. A lot of projects do that. A lot of projects also put their game up in early access as a way to raise money too. Some projects have also used Kickstarter multiple times as a funding source for the same project. My point is, the end of a Kickstarter campaign doesn't mean they can't or shouldn't continue to seek more funding.
So I don't have a problem with them seeking out additional funding after the first round. Games are expensive to make. Even something like Bloodstained was asking for 500k from backers to cover 10% of their production costs while an undisclosed source was going to put up the other 90% for a total budget of around $4-5 million (since Kickstarter collects a portion of the funds raised I'm not sure if that money is considered part of the development budget or not).
And while Mighty No. 9 raised a bunch of cash (~$4m), that money also has to be spent on the physical goods they promised backers, so when you factor that and the Amazon/KS cuts they have a smaller budget than you'd think, and a lot of that money is tied up in stretch goals like ports to the various consoles. Which is the opposite of Bloodstained where the backers primarily paid for stretch goals while their undisclosed source is funding development of the core game.
So, they've updated the kickstarter campaign. We're ~5 days in now, and have raised ~42% of the base goal. However, trending has slowed down significantly. Also, the stretch goals were slightly modified, adding a console port target.
At 1M, they'll port to ONE current gen console (TBD by backer poll).
At 1.5M (previously 1.3M) the next 2 listed chapters will be added to the game's release
So, what, is Inafune going to just keep making Mega Man over and over while he criticizes the rest of the industry for doing pretty much the same thing?
NOTE: Not a doodle bug.
This seems kind of crappy to me. Most people are only going to buy one copy and play it once.
NOTE: Not a doodle bug.
Growth usually slows down once the campaign hits the middle stretch. However, I think Inafune seriously miscalculated the timing on this campaign by launching it shortly after Bloodstained and while Shenmue is in its final days.
I wonder if the plan here is to approach Nintendo/Sony/Microsoft in hopes of securing additional funding in exchange for an exclusivity deal of some sort.
Yeah, I know it's pretty standard for things to drop to a crawl after the initial excitement. I also agree that launching so soon after Shenmue3 and Bloodstained's successes might have backfired. The pool of potential backers may be somewhat tapped out, if you assume that there are overlapping fan-bases.
Hrm. I suppose it's possible, though If the game is created in any modern engine (ue4, for example), one would think that additional ports would have a lower barrier to entry.
I remain cynical about the goal stretch goals, though I suspect they will likely make the base.
Looking at the update, it sounds like they low-balled the amount of effort it would take for porting Mighty No. 9 to multiple platforms. Mighty No. 9 wanted $750k to port to the various consoles/portables and Mac/Linux.
17 days to go, not quite at 50%.
Hoping that things pick up, but I suspect that they're definitely getting some KS fatigue from what might have been a decent sized pool of backers.
Also, it seems as though there's a not-so-small group of fans that are explicitly boycotting because they want Capcom to bring back MML3 in some form.
I think it's at over 50% now.
I will probably pitch in on this one, I actually do want to see at least a spiritual successor to Mega Man Legends. I loved it when I played it way back when, and I've replayed maybe half of it recently and it holds up pretty well.
Currently playing: Final Fantasy VII Remake (PS5), Tomb Raider I-II-III Remastered (PC)
I love Mega Man Legends, but I'm lukewarm on this. They basically tried to bait me in with a trailer that included their take on Yuffie Kisaragi. Yuffie ranks high on my list of all time annoyances in a game. Not really a best foot forward moment for them.
Also, I don't have Mighty No. 9 yet. I'd really like to see them actually deliver their first project before I go in on another.
So... yeah. Pass on this one.
Well, I've got this cabbage...
So, 11 days to go, and we're only at 453K.
I fear that too many people are either uninterested in the game, concerned that M9 hasn't been released yet, or are hung up on the hope that someday there will be a MML3 from Capcom.
I get the feeling you only get one bite at the apple with Kickstarter, or at least one every few years. Double Fine's KS for Broken Age was super huge, and IIRC the one for Massive Chalice came in at less than a million, not exceeding the funding goal by much.
I'm still waiting on Mighty Number 9 and I've been disappointed at how Comcept handled issues of inclusivity. Granted, far too many of the backer base were outright sexists, but that doesn't mean I have to throw my hat into yet another work in a similar vein. And I don't like MML to begin with.
"...mahal ko ang longganisa!" - Demosthenes
Was there some scandal I missed? Or are we just annoyed with the particular version of Call that got selected?
Well, I've got this cabbage...
Their forum community created a bit of a sh*tshow when Comcept or Inti announced the community manager would be a woman.
Cheese on toast, people.
Okay, good to know. Thanks.
Well, I've got this cabbage...
Console target (based on backer surveys) is PS4. Still requires a stretch goal they'll be lucky to hit, at this rate.
Latest updated a unity (standalone or webapp) playable prototype test thing.
Looks cute. Moves vaguely like a MML game. You can kick cans into a bakery stand and get free muffins.
I don't think it's going to make it, but I suspect I will enjoy the game if it is ever released.
Huh.
So, with the Kickstarter winding down, and the goal significantly out of reach, a new funding source enters the game.
The latest update basically says that a Chinese company is coming in to provide backing to bring the game to both the Xbox One and PS4 (and PC?), so all contributions become stretch goal fodder.
Seems kinda... odd, but I guess I should be pleased they'll get to make the game.
Yeah that's really weird, although a little unsurprising. I think this was one of those Kickstarters that was more about showing there's enough interest to greenlight the project than actually getting the funding to make it. Especially when they showed that backers were basically paying for the prologue/prototype development which would likely be used to pitch the rest of the game to a publisher.
Although I have to say, it's a little disappointing they're announcing this now but aren't making it clear what stretch goals people are funding. Hopefully they get that announced soon once the dust settles on this publishing deal.
So, final hours of the KS. Clearly not going to make it, though it did get a little burst of activity over the last day. I think once the funding was announced, people basically gave up on it. It took them so long to reveal what the new "stretch-goal" targets were, that most of the community enthusiasm waned.
I'm glad Red Ash is going to see the light of day (theoretically), but I wish they had handled this process very differently.
The anime did hit the funding goal earlier this morning. I agree that this project should've been handled differently. I can get why Inafune wanted to get it rolling while the teams were winding down on Mighty No. 9, but the timing was just atrocious. They really would've been better off waiting a few months in order to solidify the pitch and get some distance from Bloodstained. But the way I see it, this is proof that the system does work in some ways. If you don't have a good pitch you won't get funded and there's definitely things to be learned from this campaign.
Yeah. Seemed like people wanted to get it to the 500K psychological barrier, despite that having no real effect on anything.
Too little, too late.
Maybe they'll do a No9 style post-launch funding round, though I suspect that would not garner much in the way of positive press.