Hey PlayStation fans!
We’re back with more Mighty No. 9 details than ever as we race towards release! Whether you’re new to Mighty No. 9 or have been with the game since the beginning, we’ve got loads in store and wanted to share some mighty news! So let’s get into it!
Firstly, we’re extremely excited to release our shiny new gameplay trailer in all its might! The new trailer shows off loads of the features and game modes you’ll be playing in Mighty No. 9; like Boss Rush mode where you tackle all the Mighty bosses back-to-back, or the Challenge mode which has you facing unique challenge levels designed to test your 2D side-scrolling skills, and don’t forget the insanely hard one-hit death Maniac mode as well – play at your own risk!
The trailer also features the first look at both the 2-player online Co-op Challenge mode and Online Race Battle mode! Tackle co-op specific challenge levels as Beck and Call using their unique abilities to defeat the enemies and finish the level, or battle it out online in a race through the main levels battling your opponent to get the highest score. Whether you like to team up or beat your friends, we cater to both needs.
We also have some news for PlayStation Experience attendees: That’s right, the creator of Mighty No. 9, Inafune-san will be there this year, so be sure to come by and say hello!
That rounds off our Mighty No. 9 news for today! Thanks so much for checking out our new gameplay trailer. Don’t forget that pre-orders get the ‘Retro Hero’ Beck skin in all its 8-bit glory, and that PlayStation versions of Mighty No. 9 also support Cross-Buy — including the PS4 retail version!
Mighty No. 9 launches on February 9th 2016. Hope you guys enjoy it!
Gotta say it’s looking nice than I expected it to be when I first saw this game.
I was interested in the Vita version of this but I’m kind of cagey on it now. You guys silently switched from Vita port powerhouse Abstraction to 3DS experienced Engine Software. The console/PC version of the game doesn’t look like it’s something Vita can’t handle but I’m afraid Vita is now going to get a 3DS port.
The PS4 version will come with three-way cross-buy for the PS3 and PSVita versions, so that’s one way of getting your Mighty fix while you’re waiting for the Vita version to release. Also, one small point of clarification — the Vita version isn’t a simple port. It’s the fully featured version of the game, just built from the ground up for the platform.
I don’t think you understand how software development works in the games industry. The 3DS version makes no sense to port to Vita. Everything from controls to total screens to aspect ratio to performance is a problem here. However this is beside the point.
Abstraction is still working on the Vita version. The Vita version can run what the PC version is doing and most of the work will likely be done in reducing draw calls, reducing asset memory foot print, and dealing with any control limitations of the platform. It would actually be easier to take the PS3 version and port that to the Vita and mix in a bit of PS4 related functionality to account for the updated services. This is very doable. Not to mention the wealth of information on Unreal Engine 3 ports to Vita from companies like Iron Galaxy.
Engine Software is doing the 3DS version and they are likely looking at Wii U for their solutions and not the other platforms.
@KazeEternal Abstraction said they weren’t doing the handheld versions anymore as recently as August. Engine is doing both. We’ve gotten hints that the portable releases won’t be using Unreal Engine at all, which makes me think the 3DS version will be the base one. I know you say that sounds unlikely, but look at the Lego games. All of the Vita ones are 3DS ports, not PS3 ones because the 3DS team builds the Vita one too. Now we have a 3DS team doing Mighty No. 9.
Kaze the guy tells you that the Vita version isn’t a port it’s a ground up full featured design for the Vita, you tell him he doesn’t know what the hell he’s talking about, then you go on and on about porting the PS3 version and using PS4 features, when developers have been saying that porting between the PS4 and the PSVita is FAR easier, better, and that an intern can do it. This with the context of how complicated the PS3 was to develop for, and how different the architecture is.
You sound like you know what you’re doing, but you also sound like you are just using jargon and half baked logic that isn’t actually workable. Now if you’re actually a game developer, get into touch with them and shoot them some ideas, or get in touch with the people doing the Vita version and chat with them.
If you CAN’T or WON’T do that, because you really aren’t an expert (what I am suspecting) then all you’re doing is wasting people’s time, and being effectively a troll.