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New Mighty No. 9 gameplay footage released

While admittedly some of the footage is recycled from the last batch, there’s a lot of new stuff in here. This time we get a closer look at some of the new powers and transformation abilities in the game and how they work. We also see a bit of Call’s gameplay and how it differs from Beck’s; for example Call is able to hover using a jet pack, cling on to ledges and crawl along the ground. She also seems to have less of a focus on dashing, unlike Beck.

What do you think of this? How does Call’s gameplay look in comparison to Beck’s? Is there anything you’re hoping to see more of in future videos?

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  • Stuart Thomas

    I’m gunna be honest, of the last to teasers we’ve seen, something isn’t quite right about this game, weather it’s the pace or the sparsely distributed enemies, it just looks a bit bland. Shovel knight on the other hand had me wanting to play it from the get go.

    • Josiah Parsons

      I think that the pacing is a bit slow, and that Beck, Call, and the enemies stand out from the background too much. they don’t look like they’re part of the environment.

      • Will.F. Martinez

        Something was bothering me also, but didn’t know what was it till you mentioned the pace and the characters sticking out to much. Hopefully they fix that before they release it.

    • http://macromanjr.blogspot.com/ Brian Lockett

      I think one subtlety between most 2.5D sidescrollers compared to 2D sidescrollers like Shovel Knight is that the response rate of the action in 2.5D games (including the characters’ movement, the rate of enemy fire, the rate of enemy distribution, etc.) often isn’t quite as “snappy” as you find in the 2D games.

      It’s like the 3D-model characters in 2.5D are a bit “floaty” compared to the “brisk” response a 2D sprite sees. For instance, when you change your character’s direction in a 2.5D game, the character animation is going to take a very slight delay, to show the full sequence of the 3D animation.

      Maybe the character takes just an extra footstep to turn around, or maybe they perform some subtle pose right before turning, or gives a fraction of a second more to show a special effect sequence. Developers tend to want to animate more nuances and more realistic touches in the 3D animations, as it often best suits the 3D style.

      But when you change the character’s direction in a 2D game, the sprite will immediately face the other direction, as soon as you press the opposite direction on the directional pad. The animation is more no-nonsense, if you will. No extra nuances–Left button is left response, period. In a good sense, the “snappy” character movements in 2D animation is already the appeal.

      The control often feels “tighter” in 2D sprite-animated sidescrollers, and it’s reliable for a “core” player. They can always rely on A to promptly fire, for B to promptly jump, and turns to happen at the drop of a dime. I think because the action is so brisk, the developers rely on it more towards making the brisker movements difficult to use, such as in serving you tons of enemies on screen at once. I don’t think the early Contra games would’ve been nearly as challenging in a 2.5D format.

      I think what this slightest of difference often adds up to is, because your playable character’s response is a bit delayed in the 2.5D games due to the nature of 3D animation, you end up having to slow down the enemy action as well. Not always the case, of course, but I have noticed it as a tendency. You’ll see things like the total number of enemies at once getting reduced, the enemies’ rate of fire not as brisk or as numerous, or maybe their the pace of the game overall feeling a slight sluggish.

      So, in short, I think it’s the nature of the 3D animation itself which often tends to contribute to that something “off” about 2.5D sidescrollers, in which we have the quicker-paced action of 2D sprite animated sidescrollers as a comparison. Maybe not for all such 2.5D games, but I think it’s noticeably the norm.

  • FutureFox

    Its a shame we’ve seen more from this game than Watch_Dogs or Project CARs on Wii U

  • lavalamp

    It looks like paper monsters mixed with strider, would make a good android game in its current state. …imo.

  • Josiah Parsons

    It looks like you get power suits by defeating bosses. Why? The odd tank on Beck’s back for the ice suit looks a lot like the one on the ice boss’s back.

  • Jon Turner

    I’m beginning to think that THIS should be a physical release. This is looking better and better all the time. It’s about as close as a MEGA MAN game we’ll probably ever get this gen.

    • bistricky

      I also think this game should be a physical release ….. and some other games, IMO, like Shovel Knight would also sell well if it went retail.

  • Daniel Gonzalez

    It’s nice to see that they’re showing us they’re hard at work on this game. Day one buy for me. Steam and 3DS.

  • Potemkin

    It looks too rough…

  • Jake Russo

    Wow I really feel like this one is coming along nicely. Some of the new gameplay elements they’ve shown in this video make this seem like it’s cropping up to be quite the unique little platformer. Getting more and more excited with every video!

  • Prizm

    I don’t think they should be showing us this footage. It looks too early and and only leaves me with a negative impression.

  • iamserious

    I was skeptical at first but now I’m a believer. This game should be pretty good.

  • steveb944

    I’m not liking all the dashing you have to do.

  • Vettori

    I really dislike his running animation. There is nothing mighty about the way he bounds around… It is what I imagine Jack Sparrow on acid would be like.

  • http://macromanjr.blogspot.com/ Brian Lockett

    I wish they went with 2D sprites here rather than 3D models in a 2.5D style. The action in 2.5D platformers tend to feel sluggish compared to their snappier sprite-2D counterparts.