User Score
3.6

Generally unfavorable reviews- based on 187 Ratings

User score distribution:
  1. Positive: 42 out of 187

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  1. Jun 21, 2016
    3
    This game fails to feel like either a classic Mega Man or a Mega Man X game. Unfortunately it also based on it's marketing has no independent design elements either making it a game with no real identity trying to cash in on a beloved IP. But screw it I'm just going to weigh the pros and cons (disclaimer: this is so far for the first level only)
    Pros:
    -Graphics and character design
    This game fails to feel like either a classic Mega Man or a Mega Man X game. Unfortunately it also based on it's marketing has no independent design elements either making it a game with no real identity trying to cash in on a beloved IP. But screw it I'm just going to weigh the pros and cons (disclaimer: this is so far for the first level only)
    Pros:
    -Graphics and character design mostly, very cute and well drawn
    -Music feels like akin to Mega Man but not as good
    -Game ran fine on my system though I understand many have had problems with it so take this with a grain of salt

    Cons:
    -Level design feels off for the control set
    -The dash has no i-frames, watch gameplay and you'll understand why this is a problem
    -Bosses are annoying due to all attacks having the same wind up, the NES and SNES games did this better
    -The platforming is poorly designed
    -The level design is full of instant death traps/pits that feel cheap
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  2. Jun 21, 2016
    0
    Let this game be a lesson to all the those who blindly support any project on Kickstarter.

    This game looks and feels nothing like a old Megaman game. The art style is ugly and the game is very short. This game pretty much brings nothing interesting to the table.
  3. Jul 5, 2016
    2
    $4.000.000 for make this sh*t. Where is money they obtained with kickstarter?!
    It has disappointed me...

    About Mighty No.9
    · Too boring.
    · Horrible graphics.
    · Poor gameplay.
  4. Jun 21, 2016
    2
    Unless you are Hitler reincarnated, you don't deserve to be subjected to this crapfest of a game.

    Unlike some people, I've been able to launch and play the game without CTDs, freezing, or framerate drops. This has allowed me to fully experience the unresponsive controls, unpredictable hitboxes, and frustrating-as-balls stage design. The bosses are all uniquely horrific in design, but a
    Unless you are Hitler reincarnated, you don't deserve to be subjected to this crapfest of a game.

    Unlike some people, I've been able to launch and play the game without CTDs, freezing, or framerate drops. This has allowed me to fully experience the unresponsive controls, unpredictable hitboxes, and frustrating-as-balls stage design. The bosses are all uniquely horrific in design, but a special shout-out goes to Mighty No. 1, the fire guy, whose instant-kill no-escape grapple attack has me seriously contemplating chucking my PC at the wall.

    In general, there are way too many instant kills scattered about to artificially inflate the difficulty of stages that are otherwise adequately challenging. As a veteran Mega Man gamer (I went on a marathon of the entire Classic, X, and Zero series to get ready for MN9 launch) I had hoped my skill level would be a pretty good match for this game. Sadly, if the normal stage boss fights are anything to go by, I'm apparently nowhere near the target level the game was designed for. Doubly sad, there's no Easy Mode. I have to wonder, was this mess playtested exclusively by Korean professional gamer cyborgs on meth, or not at all?

    I award this game 2 points: 1 for working at all and 1 for the cute plug-shaped powerup dispenser guy, who is your only friend in the cruel, unforgiving wasteland that is Mighty No. 9.
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  5. Jun 25, 2016
    0
    4 mill dollars and 3 years to make the ultimate pizza explosion generator, worst level design, artificial difficulty, awful music and a lame history.

    Everything to make you cry like an anime fan in a pron night.
  6. Jun 25, 2016
    0
    Four million dollars and this is what we get? I'm sorry, but the final product is inexcusable given the budget and veteran team behind this project.

    What makes platformers good even to this day, is a good level design. Mighty No. 9, sadly, has abysmal design when it comes to that; enemies and backgrounds repeat like in a 1940's cartoon, having to overuse the dash mechanic gets old
    Four million dollars and this is what we get? I'm sorry, but the final product is inexcusable given the budget and veteran team behind this project.

    What makes platformers good even to this day, is a good level design. Mighty No. 9, sadly, has abysmal design when it comes to that; enemies and backgrounds repeat like in a 1940's cartoon, having to overuse the dash mechanic gets old really fast, unbalanced challenge with difficulty spikes at random, and underwhelming and overplayed (but thankfully skippable) story, horrible English voice acting, questionable boss mechanics, performance hiccups, poor graphics, and average to decent soundtrack.

    My question to Inafune and the team of MN9 would be: What happened? Where did it all go wrong? The mismanagement this title had is insane. This is no way to treat your fans. Countless delays and overall dishonesty was disrespectful to MN9 loyals.

    I backed the original kickstarter and I regret every cent that I put on Mighty No. 9. But look, the reason I am being extra hard on this is because we can't let companies like comcept keep getting away with pulling a move like this on fans. We're enthusiasts that might jump early on a specific project, but we're not zombies that you can mistreat at will and we'll just invest in your work regardless. We deserve better than this.
    Expand
  7. Jul 5, 2016
    0
    Game suffers from constant slow done and micro-stutter even on a 8350 and R9 290. What makes this worse is it would happen both at random and predictably when particle effects or other visuals are used, both of which always seemed to occur when it was most important that it didn't happen like landing a jump accurately or dodging an enemy attack.

    This is made even worse by bad boss
    Game suffers from constant slow done and micro-stutter even on a 8350 and R9 290. What makes this worse is it would happen both at random and predictably when particle effects or other visuals are used, both of which always seemed to occur when it was most important that it didn't happen like landing a jump accurately or dodging an enemy attack.

    This is made even worse by bad boss battle mechanics and designs, as well a poor level designs that show a complete absence of understanding of what made Mega Man work. Do not buy.
    Expand
  8. Jun 21, 2016
    2
    You're better off playing Megaman ZX Advent than this. Sorry, Megaman fans, this is fairly terrible. It's really exploitative and Inafune has always been annoyingly evasive with any criticism, putting up his shields whenever anyone warns him about this. And letting the KS community decide on things they really shouldn't have had any say in (like turning Call into waifu bait, which isYou're better off playing Megaman ZX Advent than this. Sorry, Megaman fans, this is fairly terrible. It's really exploitative and Inafune has always been annoyingly evasive with any criticism, putting up his shields whenever anyone warns him about this. And letting the KS community decide on things they really shouldn't have had any say in (like turning Call into waifu bait, which is awful). It's just a dreadful game, badly managed, and horribly executed. Give me the quite terrible 2.5D Megaman X game even over this. That bad, yes. Expand
  9. Jul 3, 2016
    0
    a generous backer a generous backer a generous backer a generous backer a generous backer a generous backer a generous backer a generous backer a generous backer a generous backer
  10. Jun 24, 2016
    4
    A perfect example of a "mediocre" or "meh" game, it's one that I can say isn't terrible but have to rate it in the negatives since I simply can't recommend it to people. So what's my take and issues with the game?

    STORY The Xel absorption angle does bring something new to an otherwise basic plot and it sets up the game just fine. Could the worldbuilding and character development been
    A perfect example of a "mediocre" or "meh" game, it's one that I can say isn't terrible but have to rate it in the negatives since I simply can't recommend it to people. So what's my take and issues with the game?

    STORY
    The Xel absorption angle does bring something new to an otherwise basic plot and it sets up the game just fine. Could the worldbuilding and character development been done better? Sure, but personally I usually don't care for stories in my platformers as it usually doesn’t add anything to the experience. But I did sit through this one for review purposes, and though I have no issues with it in terms of storytelling, I did find it distracting. For a game that's practically built around speedrunning, the cutscenes during the stage and in-between just grinds things to a halt. Thankfully you can skip them, but then there's still audio dialogue that play at certain points of a stage. I was fine with it for the most part and the text dialogue that played with the audio never blocked anything important, but I can imagine a few of you will be wishing for a way to turn it off.

    GRAPHICS
    Let's get this out of the way: the graphics are pretty bad. There are mobile games that look better than this, and it's not bad enough to consider it to be an homage to platformers of the past. The 2D drawings for Mighty No 9 are fantastic, but unfortunately do not translate well with the 3D style they have chosen to go with. They're all fake and lifeless and look as if they're made out of rubber of plastic.

    MUSIC
    Mega Man has been known for its music, but sadly it’s just passable for Mighty No 9. It’s not bad, not even close, but I wouldn’t necessarily call them good either. Outside of the main theme, none of the songs are memorable nor do they pump you up for what’s in store. This is most notable when facing bosses, where in past Mega Man as you meet the end stage boss a song plays that gives you sense of impending doom. As for Mighty No 9? The soothing beginning of the main theme starts to play out when you meet your foe. It totally ruins the mood and the actual boss theme that follows doesn’t help to bring you back into the mood.

    GAMEPLAY
    Dashing is the main attraction to the game as it helps you to traverse the stages and is needed in order to use his Xel Absorption ability. You can absorb enemies far faster than simply killing them with your arm cannon and doing so grants Beck with power ups that help with taking care of the next wave of enemies. Furthermore, enemy placement and level design practically demands that you use dash every chance you get. And at first I have no issues with this, but the novelty of it all wears out fairly quickly and I grew tired of pressing the dash button far more than the attack button. You also realize an odd conundrum: the ability to dash constantly gives you too much freedom as you can at times just skip past enemies, but dashing to being the best way to take out enemies also feels restrictive. Thankfully getting new weapons from the bosses alleviates some of the monotonousness, but you’ll most likely find that only 2 or 3 of them are useful outside of boss battles.

    Level design wise, it can get pretty empty at times. It shares many of the same features of a level you may find in a typical Mega Man game: go through a hallway full of enemies, fight a mini boss, another hallway of enemies and then the boss. However there seems to be something lacking with Mighty No 9’s levels as if there’s not enough variety of obstacles or enemies spread about the stages. There are instances where things do get hectic as you navigate through obstacles and enemies, but it’s few and far between.

    The game is difficult in typical Mega Man fashion, where cheap deaths are plenty and pulling your hair out as you try and figure out a boss’ attack pattern is the norm. I’m fan of that so I’m totally ok with all of that! My main issue with the gameplay are with the controls. They’re simply not intuitive enough and pretty inconsistent. I can’t count the times where my dash would overshoot me one minute and then have it not push me far enough the next. Anyone who has tried to dash under the turbines in Dynatron’s stage can probably relate to this. There have also been numerous occasions where I’m hanging off a ledge and drop down when I was trying to jump up. I’m all for a game being challenging and punishing me for not being precise, but it’s hard for me to find any enjoyment when the game doesn’t let me control Beck the way I want to.
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  11. Sep 12, 2018
    0
    ahahaha this crap is the biggest fraud! it make me laugh all the stupid people who give money for this.
  12. Aug 21, 2016
    0
    Still waiting for my steam key or a reply from my emails and messages sent. Extremely disappointed to see it cheaper on steam right now then what I spent. Inspired me to tell everyone to never give money on kick starter.
  13. Jan 26, 2018
    1
    It wasn't quite as bad as I was led to believe from some of the reviews I saw of this game, but there's not really much to like about this game. It's a pretty simple megaman clone that doesn't control particularly well (although not terribly either), with a really low effort plot and mechanics that don't feel particularly interesting or fun to play with. It also feels really unfinished,It wasn't quite as bad as I was led to believe from some of the reviews I saw of this game, but there's not really much to like about this game. It's a pretty simple megaman clone that doesn't control particularly well (although not terribly either), with a really low effort plot and mechanics that don't feel particularly interesting or fun to play with. It also feels really unfinished, whether that's due to the poor level design (where sometimes it feels like enemies are just randomly strewn about rather than placed purposefully), the less than stellar voice acting, or even just the random errors with transcription or other small things like that. Overall, it just feels like a game that could've been a solid platformer, but it just didn't have enough work put into it. Expand
  14. Jul 22, 2023
    3
    This game is **** The levels can be fun at times, but its overshadowed by how tedious and unpredictable bosses can be, almost **** miserably unpredictable. The characters are nicely designed and the dialogue was okay. Play if you enjoy wanting to kill yourself.
Metascore
52

Mixed or average reviews - based on 18 Critic Reviews

Critic score distribution:
  1. Positive: 1 out of 18
  2. Negative: 5 out of 18
  1. Oct 14, 2016
    60
    Mighty No. 9 has its moments, but they're all hidden behind piles of illogical traps, and even the lowest difficulty setting here is hardcore.
  2. Game World Navigator Magazine
    Aug 23, 2016
    41
    Hopefully, Inafune put kickstarter millions to good use, like buying a nice juicy steak for his dog or a fancy gold toilet for his new mansion. It’s hard to believe that even a quarter of backers money was actually spent on Mighty No. 9, since it looks like a bad game from 90-s, and plays even worse. It’s especially shameful since nowadays an indie team can make a good platformer in just a few months and only for a fraction of this sum. [Issue#211, p.63]
  3. Aug 11, 2016
    50
    Average platformer in all aspects. Only rock fans of Mega Maga will have a mercy with it perhaps.