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Mighty No. 9

Developer: Comcept, Inti Creates
Publisher: Deep Silver
Release: 2016
Platform: PC (played), PS3/4, X360/One, WiiU
Genre: Action

There’s hardly anything left to say about Keiji Inafune’s Mighty No. 9 convoluted (and well documented) development. But as for the final product, gut feelings aside, there’s a faint soul to be found under the game’s debris; it’s just that it never quite shines through to the point of fulfilling its promising sparks of life in any front in particular.

Everything falls short due to a widespread lack of polish plaguing every aspect of the game. Beyond the most blatant tech issues (performance, vfx particles/shaders implementation, the eventual game-breaking glitch), even good ideas are held back by such hindrances–especially when it comes to balancing and fine tuning shortcomings. For instance, it rewards the player for keeping a fluent (and satisfyingly so) pace up with buffs, but the very same buffs disrupt the intended flow (more speed or damage affects traversal in both direct and indirect ways); levels and bosses sport interesting gimmickry premises but, for the most part, they overstay their welcome; a shoehorned stealth level towards the endgame annoys (instead of bringing something fresh to the table) the player who got that far by mastering entirely different skills; and so on.

Designs are genuinely interesting.

As said before, it has strengths. When it flows, it feels remarkably good–maybe to a “good 2D Sonic level” degree, even; the characters/enemies designs are great, and the hint system (which pitches a formerly defeated boss against the next best level) intertwines plot, level design and appeal smoothly; battle/weapons mechanics are interesting enough without being hard to grasp.

In the end, an honest approach may grant Mighty No. 9 isn’t the dumpster on fire one might think for its infamous reputation. But it’s surely undercooked–despite the amount of time and money spent (mostly by faithful backers) on it.




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Pikuniku

Developer: Sectordub
Publisher: Devolver
Release: 2019
Platform: PC (played), Switch, XOne, Stadia
Genre: Adventure

Oozing charm on the presentation side–including some fantastic sound design/music–Pikuniku doesn’t quite know what it wants to be. From a promising tactile digital toy, it unfolds as a (light): metroidvania; collectathon; platformer; puzzle; action; highbrow indie title. Unfortunately, for the most part it drags.

The bouncy aspect of the original premise makes everything else (exploring, jumping around, hitting buttons, fighting) a chore, and it becomes more evident when backtracking (an integral, unavoidable part of the experience) comes into play, rendering an underwhelming feel to the 3-hour main campaign run (taking into consideration the amount of time spent solely on traversal matters, that is).

Blatant.

As for ~  v i b e s ~  Pikuniku’s smartass attitude fits Devolver’s catalogue well and may act as a selling point in the current dystopian late capitalist world, but if it’s the case humans (and videogames) survive such games might as well be seen as the 90’s mascots of our time: inadvertently silly and puerile.