Somehow, it has happened again. Mighty No. 9, Keiji Inafune’s Mega Man-inspired platforming game, has been delayed for a 3rd time.
Being the 3rd time, there’s not a lot to say that hasn’t already been said: people are once again openly sharing their displeasure and dissatisfaction, noting that the demo didn’t meet their expectations, complaining that the multiplayer isn’t really needed, or throwing out comments about the developmental process and potential dishonesty with the backers.
In short, due to issues with the networking code across multiple platforms—it’s releasing on most every major gaming console of today—the game will release in Spring 2016, with a more specific release date coming later.
Personally, I consider myself lucky. I was going to back it, but I managed to avoid all the drama because I couldn’t get Amazon Payments to work. Having not played the demo, not invested my personal money, and not being overly familiar with the long journey of the game’s development cycle, I can’t really comment on people’s dissatisfaction, but if it were me, I’d have probably given up caring by now.
However, when it comes to delays, I am inclined to think back to the famous line from Shigeru Miyamoto, “A delayed game is eventually good, but a rushed game is forever bad”, one that despite the new era of day-1, day-5, and day-50 patches, still resonates with many gamers, myself included. If Mighty No. 9 does end up an enjoyable experience, perhaps people will be willing to overlook the shaky road there.
That’s a big “if” though, and at this point the people who helped invest over $3.8 million in the Kickstarter might not be willing to forgive and forget, even if the game manages to meet their expectations. With that in mind, Comcept likely has a lot of pressure weighing on them.