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Mighty No. 9 Campaign Over 3 Million and Will Use the Unreal Engine; Mega Man 2 Composer On Board for Soundtrack

by on September 30, 2013 3:39 PM 3

Some exciting announcements have been made over the weekend for Mighty No. 9, including the still ongoing contest for Call’s design. In the latest update, it was revealed that Mighty No. 9 will be using the popular Unreal Engine, the same engine that powers Mass Effect, Bioshock Infinite, Infinity Blade and Gears of War.

We also find out that the composer of Mega Man 2, Takashi Tateishi, will be joining Mega Man composer Manami Matsumae, as well as Ippo Yamada, composer of games like Resident Evil and Mega Man 9 and 10.

According to the update, Unreal Engine was chosen to allow the developers access to tools that can push the fidelity, lighting and overall look of the game. There’s even a nice test video made by Inti Creates (the co-development team of Mighty No. 9) programed and tested in only seven days. The video is below so do check it out.

In terms of stretch goals, Mighty No. 9 has reached three of them: the Beck and Call Online Co-op mode, the Intro Stage and Boss and the Support Character that will aid Beck. Right now, the campaign is reaching toward the PS4 and Xbox One stretch goal, which is at the $3.3 Million mark. The chart of stretch goals is below for reference:

Mighty No. 9 (88)

If you want to contribute to Mighty No. 9 directly, go here to do that (or over here for PayPal).

Join the Discussion

  • Kamille

    funny thing is that this game already has a bigger budget than any Megaman game ever had. Inafune is cashing-in big time with this campaign even if the game ends up sucking. And not to mention that he went for the cheapest Game Engine on the market too. On top of it, the game is 2.5D and it less than 7 days they already have a piece of the game running with full art-style and everything.

    What a freaking rip-off… I’ve seen fan-made games that look equal or even better than the image concept art for No.9 and without requiring millions of dollars. in fact, look for those that made Sonic and the Retro Engine.

    • Kenneth Richardson

      Whoa there! The video clearly states that all of the assets are placeholders, meaning they aren’t final. That isn’t the full art style, it’s pretty much just a conceptual video to give us an idea of what the game will be like. When the game is finished it will probably look better than any similar fan-made title. Do you know how much it costs to use the Unreal Engine? Because I don’t. I highly doubt this game will suck, Inafune is an accomplished developer who deserves the benefit of the doubt.

      Let’s reserve our judgement until we see a great deal more of or maybe even the play the game.

    • Allisa James

      To be fair, it’s not Keiji Inafune by himself taking all the money while cackling madly to himself. This project is a huge undertaking. For instance you have the game’s budget itself which is coming out for PC, Mac, Linux, PS3, PS4, PS Vita, 3DS, Xbox 360 and Xbox One.

      Then there’s the labor cost for not one but two development studios–comcept USA and Inti Creates, which are working on deisgns, gameplay, music, etc.

      2PlayerProductions, that works on all the videos made for the Kickstarter, will also need to get paid. Not to mention the companies helping them with the tier rewards like Humble Bundle and Fangamer. After that is the fee Kickstarter charges when the campaign ends successfully.

      There’s a lot of money going into this project and when you look at all the expenses, it’s easy to see why they ask for so much.

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