Howdy, folks. I am one of the biggest Mega Man fans you will ever meet, and I would like to take a minute to dissect Mighty No. 9. Yes, I backed the game on Kickstarter. Yes, I participated in the beta. Yes, I backed and played a few other Mega Man spiritual successors in the intervening time. Allow me to divulge what I know.
CORE MECHANICS
I'll tackle this first, because this is obviously the most important bit. Yes, you can jump. Yes, you can shoot. The basics are all here, and they feel pretty good. Where it all breaks down is the same place Azure Striker Gunvolt sputtered to an oil-on-asphalt engine-smoking halt -- the mechanical context in which said jump'n'shoot takes place.
MN9 is not about getting from A to B with skill and precision. It is not about defeating bosses and gaining powers. It is, like ASG, all about perfect runs. There's a score counter, you see. If you just shoot enemies to death you gain basically no score. In order to rack up the points, you must tag enemies with your blaster, then dash through them to kill them. This results in level layouts and enemy placements designed not around platforming challenge nor around teaching the player to deal with more and more combined hazards but around "figure out how to dash through as many enemies as possible". Beck also has infinite air dashes at his disposal, presumably to make midair dash-kills more viable. The combination of poor level design, poor enemy placement, and the ability to cross any gap effortlessly means that absolutely all levels are uninspired and unchallenging.
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Community review by MegaManTrigger (July 27, 2016)
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