Keiji Inafune blames himself for the problems with Mighty No.9

Mighty No.9 is pretty much being considered a Kickstarter disaster, after people pledged a whole lot of money to the project they are unhappy with the end result, and this is a popular consensus shared among most critics. For a spiritual successor to Mega Man the game does not have that magic, and the fans are not happy at all, and the games creator Keiji Inafune is wearing all these problems on his shoulders.

People may have seen a few comments floating around the internet the past few days where Keiji Inafune has shared some interesting points, he stated “better than nothing” in regards to the game, but as it turns out this might not have actually have been him. While doing a live stream of Mighty No.9, Inafune shared a few comments and many of these were translated by former Capcom staff member Ben Judd, and it appears he added a few of his own thoughts in with Inafune’s.

The comments ahead come from this livestream, and we should note that Judd has his own thoughts throughout which are noted, here is what Inafune (and Judd) shared particularly where he puts the blame on himself for the issues with Mighty No.9:

Inafune-san said “You know, I want to word this in a way to explain some of the issues that come with trying to make a game of this size on different platforms.” He’s like “I’m kind of loath to say this because it’s going to sound like an excuse and I don’t want to make any excuses. I own all the problems that came with this game and if you want to hurl insults at me, it’s totally my fault. I’m the key creator. I will own that responsibility.”

He also admits that bringing the game to so many systems was a mistake:

He said “In my many years at Capcom, and Capcom was known for their multi-platform strategy. But never did they ever do 10 SKUs all at the same time, 10 different versions all for one title.” Traditionally, this is true—I know, we worked with a lot of different porting houses—usually you have the base game and work on the port after the game was done. In this case, it was do the base game and do the port all at the same time. it ended up being a huge amount of work, more than they actually estimated. Definitely, when they looked at the project, they were wrong about a lot of things. They underestimated how much time, work was going to be necessary. All of those things create a huge amount of pressure.

People have criticized that a handful of Mighty No.9’s problems is the fact that Inafune is spread between so many different projects including the upcoming ReCore, Judd quickly counters this comment sharing:

I’ve [Ben Judd] seen a lot of different comments that suggested Inafune-san was only focused on being a business man and taking the IP and making anime or manga or branching off into a lot of different directions. To your average everyday person, it’s going to seem that way. But the reality is, during production, the key creative pieces really happen for the first 70% and then beyond that, it’s all about doing porting and bug testing. I promise you Inafune-san’s time is best spent focused on taking this IP in new directions. Again, as I said, to be an independent studio and get a chance to own your IP, it just doesn’t happen. It does bring in other opportunities, which is great. I guarantee you [that] you want your independent creators and developers to have their IP, you want them to be able to take them in different directions. It gives you more choices as gamers. I 100% stand by this sentiment.

You can find the live stream below, but note that it is quite long so you have been warned:

I feel that we need to make up our own mind about Mighty No.9 despite the problems and still implore you to pick up a copy of the game and give it a go, I know I will be when my copy arrives in a little over a week

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