


After beating the first boss, you can easily get the hang of the usual rock-paper-scissors weakness chain. Not even the prison level (where you control Call) change that much: you just collected key cards, and that’s it.ĭefeating each Mighty Number will grab you a new weapon, and you can wait to see that particular ability’s energy recovering. The Comcept/Inti Creates duo didn’t try to revolutionize with the maps in Mighty No. If you grew up playing games like Megaman, you might appreciate this approach. Touch them once, and you are back to the previous checkpoint. It’s not that much, but you can still spend five hours beating the game on Normal mode (or not – you can change the default amount of lives from three to ten in the options), especially due to the instant kill spikes on several levels. There’s an intro stage, one level for the eight Mighty Numbers each, a prison, a robot factory, and the final stage – 12 total. The level design isn’t something that I haven’t seen in any of the previous ten Megaman games (and I’m only including the numbered installments). The points, the powerups (the „E-Tanks”, which are called AcXel Recovers – you can have two HP-refills, and you can use one easily by using the touchpad on your DualShock 4), and the dashing can make the gameplay fast, and fun. Some colored auras can give you powerups, raising your speed, making your shots more powerful, things like that. Beck can get points (at 100% Xel, aka the earliest possible time you react – if you keep pulling this move off, you can get combos, which lead to more points), plus it also assimilates those enemies, or it stops the boss’ HP regeneration.īeck can dash infinitely, which shows how broken can that be on one the underwater segment of a level. After a fixed amount of hits on the enemy (it applies to the boss fights, too), it will have an aura, and Beck can dash into it. The gameplay is different from the Megaman games. There’s also R… Call, who’s the non-Megaman variant of Roll, and she’s playable on a stage in the campaign. The robots go haywire, and Beck goes to save them.

There’s also Dr, Sanda, the apple-head, fat, easy-to-scare doc, who created Call, Mr. White, who created ten robots, and eight out of them will join our side, with the 10th being the antagonist, there’s Beck, the 9th robot. The story revolves around mainly six characters.

After three delays (there may have been even more), Mighty No. Keiji Inafune, almost three years after the departure from Capcom, created the non-Megaman game’s Kickstarter, which racked in four million dollars.
