{
    "title": "This Week In Retro: Mighty No. 9",
    "link": "https://www.patreon.com/retronauts/posts/this-week-in-no-161506994",
    "pubDate": "Sun, 21 Jun 2026 11:00:16 GMT",
    "enclosure": {
        "url": "https://www.patreon.com/api/rss/u/qT6yj_KvyTyRfhY844EYuLQC6g56zang/e/161506994.mp3?sig=V0i8PZ4-CJ5VQ5igvSlIHPnJLeWVQiyXqUR0F66oS5I%3D",
        "length": "44958327",
        "type": "audio/mpeg"
    },
    "content": "<html><p><u><strong>June 21, 2016: Look that up in your Becktionary!</strong></u></p><p><em>by Diamond Feit</em></p><p>If anyone comes to these pages for life advice, I've got a juicy tidbit for you today. Turns out it's incredibly important to accept things in life on their own merits rather than judging them by what they are not. I know we all love to compare and contrast and the hype cycle augments our enthusiasm for all sorts of new stuff, but that doesn't supersede approaching these experiences as-is.</p><p>Let's run through some examples. If you go to the movies and find yourself disappointed that what's on the screen cannot measure up to your favorite film of all time, you might as well stop going to the movies unless you enjoy pain. If you grew up watching <em>Star Trek</em> but cast ire towards <em>Doctor Who</em> because there's no phasers or Romulans, you need to turn off the television. If you order fried chicken at Popeyes for lunch and you get angry that you're not eating pizza, you will never achieve any measure of joy or satisfaction in your life.</p><p>This gets real messy when we apply these ideals to the world of video games as their interactive qualities make them unique; the palpable feedback players get from pushing buttons at just the right moment makes us all feel like we're a part of the action. Now that I've spent almost fifty years pressing those buttons I've come to anticipate the response from new games in advance. If the attack and jump inputs aren't where I expect them, it turns into a major irritant even though that's my problem, not the software's.</p><p>Sometimes, however, the line gets blurred when publishers or developers deliberately mention other franchises in promoting their own, unrelated work. I understand the importance of courting an audience since more games launch on Steam each and every day than any single individual can possibly play, but if you promise to deliver a <em>DOOM</em>-like shooter and it's not at all like <u><em><a href=\"https://www.patreon.com/retronauts/posts/94388026\" target=\"_blank\">DOOM</a></em></u>, you will reap the whirlwind.</p><p>This week marks the 10th anniversary of a brand-new game conceived of and marketed as a follow-up to a classic series. This so-called spiritual successor carried many trappings of a certain beloved action platforming franchise, one that Capcom hadn't trotted out to the public as often as fans would have liked. I've put this off for a decade but the time has come to actually play and talk about <em>Mighty No. 9</em>.</p><p>According to the opening narration of <em>Mighty No. 9</em>, mankind will finally achieve a measure of stability in the year 20XX thanks to \"breakthroughs in robotic technology.\" With no more wars to fight or suffering to address, we turn to the Battle Colosseum where warriors built to fight face off against each other for our entertainment. Surely our decision to design an entire class of sentient life for combat will have no repercussions for our collective safety.</p><p>Alas, against all odds the story kicks off with a sudden outbreak of widespread violence when robots everywhere malfunction and become aggressive. One lone android named Beck appears unaffected by the chaos and he steps up to defend society from attack. In fact, as the ninth member of an elite squad of cybernetic beings called the Mighty Numbers, Beck must clash with his former compatriots\u2014hence the game's title <em>Mighty No. 9</em>.</p><p>The first stage of the game introduces all the major characters and offers players a linear path to learn the ropes. Beck can run, jump over obstacles, and dash forward on the ground or in mid-air. He comes equipped with a basic arm-mounted cannon good enough to shoot down anything directly in front of him.</p><p>After escaping the city, Beck returns to a staging area that lets players choose his next destination amongst eight levels that can be tackled in any order. Each stage has its own theme with a Mighty Number waiting at the end. Defeating a Mighty Number unlocks a new ability for Beck that supplements his standard blaster.</p><p>Making good use of these additional powers is crucial to completing the campaign, particularly when fighting the Mighty Numbers as each has a weakness exploitable by one of the other special weapons. Figuring out which stolen techniques affect which enemies and the ideal order for selecting the eight stages lies at the heart of <em>Mighty No. 9</em>.</p><p>Once all eight Mighty Numbers have fallen, Beck may finally launch an assault against the culprit responsible for the robot's revolution, a reckless scientist using his technical knowledge to override his creations' programming and turn them against humanity at large.</p><p>Based solely on my description thus far, <em>Mighty No. 9</em> and Beck bear an extraordinary similarity to <em>Mega Man</em> and Mega Man, the eponymous hero of Capcom's long-running robot-fighting franchise. This is not coincidental given that many of the developers behind <em>Mighty No. 9</em> had experience on past <em>Mega Man</em> games, especially former Capcom executive Keiji Inafune who oversaw most of the series until he left the company in 2010.</p><p>After walking away from Capcom to start his own business called Comcept, Inafune realized he had an opportunity to fill a vacuum left by his former employers. Simply put, the 21st century featured shockingly few <em>Mega Man</em> games compared to the 90s. Inafune knew he had no right to use Capcom's characters, but he could mimic the <em>Mega Man</em> formula and cast it with a new hero and his very own robotic rogues' gallery.</p><p>Equally important to this story is the rise of crowdfunding platform Kickstarter. Founded in 2009, the service quickly grew in visibility in part due to a number of high-profile video game projects. Established developers like Tim Schafer at Double Fine launched highly successful campaigns <u><a href=\"https://www.kickstarter.com/projects/doublefine/double-fine-adventure\" target=\"_blank\">in 2012</a></u> and <u><a href=\"https://www.kickstarter.com/projects/doublefine/double-fines-massive-chalice\" target=\"_blank\">2013</a></u> on the promise of creating new games similar to ones he had released in the past.</p><p>Inafune followed Schafer's lead when he <u><a href=\"https://www.kickstarter.com/projects/mightyno9/mighty-no-9/\" target=\"_blank\">announced a Kickstarter campaign</a></u> to fund <em>Mighty No. 9</em> with an initial goal of $900,000. <u><a href=\"https://www.youtube.com/watch?v=PX1o0so4anc\" target=\"_blank\">His pitch video</a></u> includes multiple nods to imagery from <em>Mega Man</em> games, such as his choice of a blue shirt and blue cap, conspicuous inclusions of <u><a href=\"https://www.megamanwiki.com/wiki/Rush\" target=\"_blank\">a red dog</a></u> and <u><a href=\"https://wiki.megamanmaker.com/index.php/Met\" target=\"_blank\">a yellow hard hat</a></u>, and a vertically scrolling shot of a skyscraper <u><a href=\"https://www.youtube.com/watch?v=9VMtuwQlSU8\" target=\"_blank\">as seen in </a></u><u><em><a href=\"https://www.youtube.com/watch?v=9VMtuwQlSU8\" target=\"_blank\">Mega Man 2</a></em></u>. \"While the beloved creations of my past are no longer at my disposal,\" Inafune says over footage of him sketching a robot, \"the spirit they were born from still is.\"</p><p>Fans swarmed to back <em>Mighty No. 9</em>, pledging enough money to greenlight the project <u><a href=\"https://www.animenewsnetwork.com/interest/2013-09-02/mighty-no-9-by-mega-man-creators-meet-kickstarter-goal\" target=\"_blank\">in less than 48 hours</a></u>. The money kept coming in over the 31 day period, surpassing all of the campaign's stretch goals. By month's end the staff were adding new goals to meet demand and all were fulfilled with over $4 million pledged. More than that, fans fueled by excitement for the promised game even started making their own artwork, models, and videos celebrating <em>Mighty No. 9</em> and Beck. I too backed <em>Mighty No. 9</em> and I found the raw passion and sense of community seen in my inbox heartwarming\u2014right up until things turned ugly.</p><p>The <em>Mighty No. 9</em> Kickstarter ended in October 2013 with a tentative launch date of April 2015. Throughout the campaign and in the months that followed, Comcept and their partners provided regular updates detailing their progress and celebrating the ongoing outpouring of fan art. As a long-time Kickstarter user I can honestly say <em>Mighty No. 9</em> offered an unmatched level of communication; I've backed projects that went years between missives but Comcept's messaging maintained a relentless pace.</p><p>For his part, Inafune continued to give interviews and drum up attention for <em>Mighty No. 9</em> not only as a game but as a media property. This matched previous statements Inafune made when he first went independent. In <u><a href=\"https://web.archive.org/web/20111026055147/http://www.1up.com/features/finished-keiji-inafune-bold-planhttps://web.archive.org/web/20111026055147/http://www.1up.com/features/finished-keiji-inafune-bold-plan\" target=\"_blank\">a 2011 interview with me for </a></u><u><a href=\"https://1up.com\" target=\"_blank\">1up.com</a></u>, he said Comcept would aim to create new projects in all mediums, not just video games. Hence in 2014 we heard news of <u><a href=\"https://www.animenewsnetwork.com/news/2014-07-06/mighty-no-9-gets-cg-animated-series/.76359\" target=\"_blank\">a </a></u><u><em><a href=\"https://www.animenewsnetwork.com/news/2014-07-06/mighty-no-9-gets-cg-animated-series/.76359\" target=\"_blank\">Mighty No. 9</a></em></u><u><a href=\"https://www.animenewsnetwork.com/news/2014-07-06/mighty-no-9-gets-cg-animated-series/.76359\" target=\"_blank\"> animated series</a></u> and even <u><a href=\"https://www.polygon.com/2014/2/7/5388802/mighty-no-9-movie-script-expected-soon-inafune-hopes-for-manga-anime/\" target=\"_blank\">a potential live-action film</a></u>.</p><p>Amidst all these glitzy news items about Beck and his future as an icon, Comcept started asking for more money. In July 2014 the company <u><a href=\"https://www.kickstarter.com/projects/mightyno9/mighty-no-9/posts/901232\" target=\"_blank\">opened a second round of crowdfunding</a></u> in order to add voice acting to <em>Mighty No. 9</em>. Three months later, <u><a href=\"https://www.kickstarter.com/projects/mightyno9/mighty-no-9/posts/1034261\" target=\"_blank\">a third round began</a></u> seeking $190,000 for post-launch downloadable content featuring a new character. While these additions fell outside of the original list of promised features, backers started to wonder why they should fork over more cash before receiving the game they already financed.</p><p>Once the calendar rolled over into the next year, more unpleasant news came to light. In announcing a publishing deal with Deep Silver, Comcept <u><a href=\"https://www.kickstarter.com/projects/mightyno9/mighty-no-9/posts/1213603\" target=\"_blank\">revealed a delayed launch date</a></u> of September 2015. Four months later, Concept declared <em>Mighty No. 9</em> <u><a href=\"https://www.kickstarter.com/projects/mightyno9/mighty-no-9/posts/1314847\" target=\"_blank\">would now ship in Q1 2016</a></u>. With their first transmission of 2016, the company again delayed the launch until \"Spring,\" although this eventually became June 21, the literal first day of summer.</p><p>Anyone who enjoys video games knows that delays go hand in hand with the medium as technical issues, financial issues, or anything at all might force a studio to alter their plans. However, Keiji Inafune and Comcept exacerbated the discontent brewing amongst their audience by <u><a href=\"https://www.kickstarter.com/projects/mightyno9/red-ash-the-indelible-legend/\" target=\"_blank\">launching another Kickstarter in 2015 for a new game</a></u> when <em>Mighty No. 9</em> was already seen as overdue. Even if plenty of developers start production on future endeavors while still wrapping an unfinished project, this move only added to the perception that Comcept's production of <em>Mighty No. 9</em> had run aground.</p><p>Nearly three years after Inafune first pleaded his case on Kickstarter, <em>Mighty No. 9</em> hit the streets at long last. In one final ignominious move, however, Comcept held a special launch day livestream. The general mood of the presentation screamed exhaustion rather than exaltation as Inafune fielded online questions. He confirmed that beyond the already-announced DLC they had \"no plans\" to further expand <em>Mighty No. 9</em> but expressed a \"possibility\" of future updates or sequels.</p><p>In translating Inafune's answer into English for viewers, interpreter <u><a href=\"https://www.youtube.com/watch?v=Fkidg3Kxx_A\" target=\"_blank\">Ben Judd added his own feelings</a></u> by noting \"they put everything into making this game\" and \"for now, this is what you see and what you get.\" Judd concluded by saying \"at the end of the day, even if it's not perfect, it's better than nothing.\" Unaware that Judd was speaking for himself, the English-speaking audience\u2014<u><a href=\"https://www.vice.com/en/article/kickstarter-hit-mighty-no-9-proves-a-critical-flop-producer-says-its-better-than-nothing-957/https://www.vice.com/en/article/kickstarter-hit-mighty-no-9-proves-a-critical-flop-producer-says-its-better-than-nothing-957/\" target=\"_blank\">including journalists</a></u>\u2014assumed that this lackluster statement came directly from Inafune.</p><p>For their part, critics agreed with Ben Judd as they <u><a href=\"https://www.metacritic.com/game/mighty-no-9/\" target=\"_blank\">offered middling opinions of </a></u><u><em><a href=\"https://www.metacritic.com/game/mighty-no-9/\" target=\"_blank\">Mighty No. 9</a></em></u> neither praising nor condemning it. Peter Brown wrote that <em>Mighty No. 9</em> \"lacks a pervading sense of artistry, both in its level design and presentation\" <u><a href=\"https://www.gamespot.com/reviews/mighty-no-9-review/1900-6416453/\" target=\"_blank\">in a 5/10 review for GameSpot</a></u>. <u><a href=\"https://web.archive.org/web/20160624114326/http://www.polygon.com/2016/6/22/12009022/mighty-no-9-review\" target=\"_blank\">Polygon's Michael McWhertor also scored it 5/10</a></u>, writing \"<em>Mighty No. 9</em> mostly functions in its role as a reminder of how much we used to love <em>Mega Man</em> games\" but noted \"there's just not enough interesting about the core gameplay mechanic to overshadow <em>Mighty No. 9</em>'s sundry shortcomings.\"</p><p>As humble backer #5013, I simply could not bring myself to play <em>Mighty No. 9</em> for entirely personal reasons. Before any of Comcept's missteps outlined above, the internet took issue with Inafune for daring to hire a femme-presenting community manager. Furious men scoured Twitter looking for outrage fuel\u2014real or imagined\u2014latching onto <u><a href=\"https://www.themarysue.com/mighty-no-9-dina-abou-karam/\" target=\"_blank\">a piece of gender-swapped fanart of Beck</a></u>. This innocuous sketch convinced them that a feminist had infiltrated Comcept and would pervert the entire project with dangerous ideas of equality.</p><p>If you're familiar with <u><a href=\"https://en.wikipedia.org/wiki/Gamergate\" target=\"_blank\">Gamergate</a></u>, the recent <u><a href=\"https://en.wikipedia.org/wiki/Sweet_Baby_Inc.\" target=\"_blank\">Sweet Baby</a></u> kerfuffle, or any number of other incidents where online detectives worked themselves into a rage over a complete stranger's behavior, you know what happened next: Social media users relentlessly harassed both their target and official Comcept channels with nonsense accusations. Since the person in question served as community manager, this meant they had to field non-stop torment both on and off the clock.</p><p>Hate campaigns always trouble me but in this case it was a hundred times worse because these people had centered their empty cause on a close friend of mine. With the backers' internal sensors already set to \"hostile,\" each unforced error by Comcept drove them further over the edge, increasing the amount of bile directed at the company and my confidante.</p><p>With <em>Mighty No. 9</em>'s 10th anniversary upon us this week, I challenged myself to table my misgivings and face the game on its own terms regardless of what happened a decade ago. We've got tons of modern 2D action platformers to choose from today both with and without <em>Mega Man</em>, so I wanted to discover if <em>Mighty No. 9</em> has any distinct qualities or if it merely sought to feed off of nostalgia for Inafune's glory days.</p><p>As much as Beck and his Mighty Numbers read like dime store variants of Mega Man and the Robot Masters, <em>Mighty No. 9</em> at least tries to mix things up through gameplay. Beck's dash doesn't just accelerate his momentum, it's a key combat technique as it collects discharged energy called Xel (pronounced \"sell\") from his enemies. As Beck's weapons deal damage, every haywire robot eventually enters a stunned state. Dashing towards a dizzy droid absorbs Xel from their body and boosts Beck in turn, with different colors producing different effects. The faster Beck does this, the more Xel he receives.</p><p>The Xel mechanic is even more essential when battling the other Mighty Numbers. Beck can destroy regular rank-and-file foes through pure firepower; he'll miss out on the Xel but they will ultimately explode if shot enough times. Yet when Beck staggers a boss, he must steal their Xel or they will regenerate their health. This forces players to constantly consider their position relative to the Mighty Numbers rather than seek one safe spot and wear them down gradually with potshots.</p><p>Aside from Beck's hunger for Xel, I don't know that <em>Mighty No. 9</em> ever truly stands tall on its own. Beck and the Mighty Numbers all have cool designs but their 3D models don't look nearly as good as they did in 2D sketches. Comcept hired well-known voice actors to bring these robots to life but the cutscenes lack any pizazz; most conversations play out with static characters who emote vocally but not physically.</p><p>Post-<em>Mighty No. 9</em>, Comcept never stood tall on its own either. Beck showed up as a guest character in a few other indie games, but did not end up starring in his own anime or feature film. Comcept became <u><a href=\"https://www.gematsu.com/2017/06/level-5-acquires-comcept-now-level-5-comcept\" target=\"_blank\">Level-5 Comcept in 2017</a></u>, a subsidiary providing a support role on big franchises like <em>Yo-Kai Watch</em> and <em>Inazuma Eleven</em>. Keiji Inafune <u><a href=\"https://www.animenewsnetwork.com/news/2025-03-03/level-5-announces-keiji-inafune-departure-establishment-of-osaka-studio-for-fantasy-life-i-game/.221895\" target=\"_blank\">departed some time in 2024</a></u> and at the start of 2026, he <u><a href=\"https://www.gematsu.com/2026/01/comcept-shuts-down\" target=\"_blank\">formally dissolved Comcept</a></u> as an independent entity.\u00a0</p><p>As much as I wish to practice what I preach, I don't know that I can separate <em>Mighty No. 9</em> the game from <em>Mighty No. 9</em> the Kickstarter or <em>Mighty No. 9</em> the libelous harassment campaign. The software operates as you'd expect it to; all the buttons work, it has graphics and music and the gameplay presents a challenge. Technically Keiji Inafune and Comcept in 2016 delivered exactly what they promised way back in 2013 but at too great a cost\u2014and I don't mean financially.</p><p><em>Writer/podcaster/performer Diamond Feit has written professionally since 2009 and contributed to Retronauts since 2018. Look up </em><strong>feitclub</strong><em> on social media or visit Diamond's </em><u><em><a href=\"http://feitclub.me\" target=\"_blank\">lofi website</a></em></u><em>.</em></p></html>",
    "contentSnippet": "June 21, 2016: Look that up in your Becktionary!\nby Diamond Feit\nIf anyone comes to these pages for life advice, I've got a juicy tidbit for you today. Turns out it's incredibly important to accept things in life on their own merits rather than judging them by what they are not. I know we all love to compare and contrast and the hype cycle augments our enthusiasm for all sorts of new stuff, but that doesn't supersede approaching these experiences as-is.\nLet's run through some examples. If you go to the movies and find yourself disappointed that what's on the screen cannot measure up to your favorite film of all time, you might as well stop going to the movies unless you enjoy pain. If you grew up watching Star Trek but cast ire towards Doctor Who because there's no phasers or Romulans, you need to turn off the television. If you order fried chicken at Popeyes for lunch and you get angry that you're not eating pizza, you will never achieve any measure of joy or satisfaction in your life.\nThis gets real messy when we apply these ideals to the world of video games as their interactive qualities make them unique; the palpable feedback players get from pushing buttons at just the right moment makes us all feel like we're a part of the action. Now that I've spent almost fifty years pressing those buttons I've come to anticipate the response from new games in advance. If the attack and jump inputs aren't where I expect them, it turns into a major irritant even though that's my problem, not the software's.\nSometimes, however, the line gets blurred when publishers or developers deliberately mention other franchises in promoting their own, unrelated work. I understand the importance of courting an audience since more games launch on Steam each and every day than any single individual can possibly play, but if you promise to deliver a DOOM-like shooter and it's not at all like DOOM, you will reap the whirlwind.\nThis week marks the 10th anniversary of a brand-new game conceived of and marketed as a follow-up to a classic series. This so-called spiritual successor carried many trappings of a certain beloved action platforming franchise, one that Capcom hadn't trotted out to the public as often as fans would have liked. I've put this off for a decade but the time has come to actually play and talk about Mighty No. 9.\nAccording to the opening narration of Mighty No. 9, mankind will finally achieve a measure of stability in the year 20XX thanks to \"breakthroughs in robotic technology.\" With no more wars to fight or suffering to address, we turn to the Battle Colosseum where warriors built to fight face off against each other for our entertainment. Surely our decision to design an entire class of sentient life for combat will have no repercussions for our collective safety.\nAlas, against all odds the story kicks off with a sudden outbreak of widespread violence when robots everywhere malfunction and become aggressive. One lone android named Beck appears unaffected by the chaos and he steps up to defend society from attack. In fact, as the ninth member of an elite squad of cybernetic beings called the Mighty Numbers, Beck must clash with his former compatriots\u2014hence the game's title Mighty No. 9.\nThe first stage of the game introduces all the major characters and offers players a linear path to learn the ropes. Beck can run, jump over obstacles, and dash forward on the ground or in mid-air. He comes equipped with a basic arm-mounted cannon good enough to shoot down anything directly in front of him.\nAfter escaping the city, Beck returns to a staging area that lets players choose his next destination amongst eight levels that can be tackled in any order. Each stage has its own theme with a Mighty Number waiting at the end. Defeating a Mighty Number unlocks a new ability for Beck that supplements his standard blaster.\nMaking good use of these additional powers is crucial to completing the campaign, particularly when fighting the Mighty Numbers as each has a weakness exploitable by one of the other special weapons. Figuring out which stolen techniques affect which enemies and the ideal order for selecting the eight stages lies at the heart of Mighty No. 9.\nOnce all eight Mighty Numbers have fallen, Beck may finally launch an assault against the culprit responsible for the robot's revolution, a reckless scientist using his technical knowledge to override his creations' programming and turn them against humanity at large.\nBased solely on my description thus far, Mighty No. 9 and Beck bear an extraordinary similarity to Mega Man and Mega Man, the eponymous hero of Capcom's long-running robot-fighting franchise. This is not coincidental given that many of the developers behind Mighty No. 9 had experience on past Mega Man games, especially former Capcom executive Keiji Inafune who oversaw most of the series until he left the company in 2010.\nAfter walking away from Capcom to start his own business called Comcept, Inafune realized he had an opportunity to fill a vacuum left by his former employers. Simply put, the 21st century featured shockingly few Mega Man games compared to the 90s. Inafune knew he had no right to use Capcom's characters, but he could mimic the Mega Man formula and cast it with a new hero and his very own robotic rogues' gallery.\nEqually important to this story is the rise of crowdfunding platform Kickstarter. Founded in 2009, the service quickly grew in visibility in part due to a number of high-profile video game projects. Established developers like Tim Schafer at Double Fine launched highly successful campaigns in 2012 and 2013 on the promise of creating new games similar to ones he had released in the past.\nInafune followed Schafer's lead when he announced a Kickstarter campaign to fund Mighty No. 9 with an initial goal of $900,000. His pitch video includes multiple nods to imagery from Mega Man games, such as his choice of a blue shirt and blue cap, conspicuous inclusions of a red dog and a yellow hard hat, and a vertically scrolling shot of a skyscraper as seen in Mega Man 2. \"While the beloved creations of my past are no longer at my disposal,\" Inafune says over footage of him sketching a robot, \"the spirit they were born from still is.\"\nFans swarmed to back Mighty No. 9, pledging enough money to greenlight the project in less than 48 hours. The money kept coming in over the 31 day period, surpassing all of the campaign's stretch goals. By month's end the staff were adding new goals to meet demand and all were fulfilled with over $4 million pledged. More than that, fans fueled by excitement for the promised game even started making their own artwork, models, and videos celebrating Mighty No. 9 and Beck. I too backed Mighty No. 9 and I found the raw passion and sense of community seen in my inbox heartwarming\u2014right up until things turned ugly.\nThe Mighty No. 9 Kickstarter ended in October 2013 with a tentative launch date of April 2015. Throughout the campaign and in the months that followed, Comcept and their partners provided regular updates detailing their progress and celebrating the ongoing outpouring of fan art. As a long-time Kickstarter user I can honestly say Mighty No. 9 offered an unmatched level of communication; I've backed projects that went years between missives but Comcept's messaging maintained a relentless pace.\nFor his part, Inafune continued to give interviews and drum up attention for Mighty No. 9 not only as a game but as a media property. This matched previous statements Inafune made when he first went independent. In a 2011 interview with me for 1up.com, he said Comcept would aim to create new projects in all mediums, not just video games. Hence in 2014 we heard news of a Mighty No. 9 animated series and even a potential live-action film.\nAmidst all these glitzy news items about Beck and his future as an icon, Comcept started asking for more money. In July 2014 the company opened a second round of crowdfunding in order to add voice acting to Mighty No. 9. Three months later, a third round began seeking $190,000 for post-launch downloadable content featuring a new character. While these additions fell outside of the original list of promised features, backers started to wonder why they should fork over more cash before receiving the game they already financed.\nOnce the calendar rolled over into the next year, more unpleasant news came to light. In announcing a publishing deal with Deep Silver, Comcept revealed a delayed launch date of September 2015. Four months later, Concept declared Mighty No. 9 would now ship in Q1 2016. With their first transmission of 2016, the company again delayed the launch until \"Spring,\" although this eventually became June 21, the literal first day of summer.\nAnyone who enjoys video games knows that delays go hand in hand with the medium as technical issues, financial issues, or anything at all might force a studio to alter their plans. However, Keiji Inafune and Comcept exacerbated the discontent brewing amongst their audience by launching another Kickstarter in 2015 for a new game when Mighty No. 9 was already seen as overdue. Even if plenty of developers start production on future endeavors while still wrapping an unfinished project, this move only added to the perception that Comcept's production of Mighty No. 9 had run aground.\nNearly three years after Inafune first pleaded his case on Kickstarter, Mighty No. 9 hit the streets at long last. In one final ignominious move, however, Comcept held a special launch day livestream. The general mood of the presentation screamed exhaustion rather than exaltation as Inafune fielded online questions. He confirmed that beyond the already-announced DLC they had \"no plans\" to further expand Mighty No. 9 but expressed a \"possibility\" of future updates or sequels.\nIn translating Inafune's answer into English for viewers, interpreter Ben Judd added his own feelings by noting \"they put everything into making this game\" and \"for now, this is what you see and what you get.\" Judd concluded by saying \"at the end of the day, even if it's not perfect, it's better than nothing.\" Unaware that Judd was speaking for himself, the English-speaking audience\u2014including journalists\u2014assumed that this lackluster statement came directly from Inafune.\nFor their part, critics agreed with Ben Judd as they offered middling opinions of Mighty No. 9 neither praising nor condemning it. Peter Brown wrote that Mighty No. 9 \"lacks a pervading sense of artistry, both in its level design and presentation\" in a 5/10 review for GameSpot. Polygon's Michael McWhertor also scored it 5/10, writing \"Mighty No. 9 mostly functions in its role as a reminder of how much we used to love Mega Man games\" but noted \"there's just not enough interesting about the core gameplay mechanic to overshadow Mighty No. 9's sundry shortcomings.\"\nAs humble backer #5013, I simply could not bring myself to play Mighty No. 9 for entirely personal reasons. Before any of Comcept's missteps outlined above, the internet took issue with Inafune for daring to hire a femme-presenting community manager. Furious men scoured Twitter looking for outrage fuel\u2014real or imagined\u2014latching onto a piece of gender-swapped fanart of Beck. This innocuous sketch convinced them that a feminist had infiltrated Comcept and would pervert the entire project with dangerous ideas of equality.\nIf you're familiar with Gamergate, the recent Sweet Baby kerfuffle, or any number of other incidents where online detectives worked themselves into a rage over a complete stranger's behavior, you know what happened next: Social media users relentlessly harassed both their target and official Comcept channels with nonsense accusations. Since the person in question served as community manager, this meant they had to field non-stop torment both on and off the clock.\nHate campaigns always trouble me but in this case it was a hundred times worse because these people had centered their empty cause on a close friend of mine. With the backers' internal sensors already set to \"hostile,\" each unforced error by Comcept drove them further over the edge, increasing the amount of bile directed at the company and my confidante.\nWith Mighty No. 9's 10th anniversary upon us this week, I challenged myself to table my misgivings and face the game on its own terms regardless of what happened a decade ago. We've got tons of modern 2D action platformers to choose from today both with and without Mega Man, so I wanted to discover if Mighty No. 9 has any distinct qualities or if it merely sought to feed off of nostalgia for Inafune's glory days.\nAs much as Beck and his Mighty Numbers read like dime store variants of Mega Man and the Robot Masters, Mighty No. 9 at least tries to mix things up through gameplay. Beck's dash doesn't just accelerate his momentum, it's a key combat technique as it collects discharged energy called Xel (pronounced \"sell\") from his enemies. As Beck's weapons deal damage, every haywire robot eventually enters a stunned state. Dashing towards a dizzy droid absorbs Xel from their body and boosts Beck in turn, with different colors producing different effects. The faster Beck does this, the more Xel he receives.\nThe Xel mechanic is even more essential when battling the other Mighty Numbers. Beck can destroy regular rank-and-file foes through pure firepower; he'll miss out on the Xel but they will ultimately explode if shot enough times. Yet when Beck staggers a boss, he must steal their Xel or they will regenerate their health. This forces players to constantly consider their position relative to the Mighty Numbers rather than seek one safe spot and wear them down gradually with potshots.\nAside from Beck's hunger for Xel, I don't know that Mighty No. 9 ever truly stands tall on its own. Beck and the Mighty Numbers all have cool designs but their 3D models don't look nearly as good as they did in 2D sketches. Comcept hired well-known voice actors to bring these robots to life but the cutscenes lack any pizazz; most conversations play out with static characters who emote vocally but not physically.\nPost-Mighty No. 9, Comcept never stood tall on its own either. Beck showed up as a guest character in a few other indie games, but did not end up starring in his own anime or feature film. Comcept became Level-5 Comcept in 2017, a subsidiary providing a support role on big franchises like Yo-Kai Watch and Inazuma Eleven. Keiji Inafune departed some time in 2024 and at the start of 2026, he formally dissolved Comcept as an independent entity.\u00a0\nAs much as I wish to practice what I preach, I don't know that I can separate Mighty No. 9 the game from Mighty No. 9 the Kickstarter or Mighty No. 9 the libelous harassment campaign. The software operates as you'd expect it to; all the buttons work, it has graphics and music and the gameplay presents a challenge. Technically Keiji Inafune and Comcept in 2016 delivered exactly what they promised way back in 2013 but at too great a cost\u2014and I don't mean financially.\nWriter/podcaster/performer Diamond Feit has written professionally since 2009 and contributed to Retronauts since 2018. Look up feitclub on social media or visit Diamond's lofi website.",
    "guid": "161506994",
    "isoDate": "2026-06-21T11:00:16.000Z",
    "itunes": {
        "duration": "1405",
        "image": "https://c10.patreonusercontent.com/4/patreon-media/p/post/161506994/7540532c67f34c29870f65a934300e8a/eyJkIjo3MiwiaCI6MzAwMCwic3RyaXBfYWxwaGEiOjEsInciOjMwMDAsIndlYnAiOjB9/1.jpg?token-hash=4vTZ6UU1qXfzOsu1KbT2MlJM5Rst5rOTlt9mTsd05_k%3D"
    },
    "itunes_duration": "0:23:24"
}