I frequently take shots at this thing, because at one point I cared.
I cared a lot.
Mega Man, and the related spin-offs, were among my favorite games from about 12 - 14. I didn't play many of them when I was really young, so I gorged on Classic, GameBoy, X, Legends, and caught up in time for Battle Network and Zero. Then, nothing. There was a time I could, in a single sitting, bust through 2 or 3 games in Mega Man X Collection - I was obsessed.
Then, in the wilderness that Capcom left the franchise, came Mighty No. 9. People tied to the development of Mega Man franchise (not just Inafune but the people at Inti Creates) were going to create a new Mega Man-inspired game? I was ecstatic. The concept art looked stunning. I understood that it was art, but it seemed totally doable. This was a 2D game so 2D sprites seemed obvious, and with good sprite work you could achieve that concept art - just look at games like Muramasa.
When this game was first sold, it sounded really impressive. You wouldn't just get powers from bosses (although you would), you could leach powers, Kirby-style, from regular grunts. I mean, the theft of Mega Man concepts was transparent, and it made me slightly uneasy. However, the willingness to do so just made me certain that it was going to be right. You wouldn't, you COULDN'T, ape a series you worked on so openly and get it wrong. Right?
Then, of course, digging into the Kickstarter announcement, I should have seen some signs. The game running Unreal 3 suggested they weren't going the Muramasa, beautiful sprite, approach. It wasn't IMPOSSIBLE, but it seemed like bringing a cannon to a knife fight.
The Kickstarter exploded, providing Comcept more money than they asked for by a towering margin. And yet, then came more crowd funding. Money for Japanese voice acting. A PayPal campaign. An animated cartoon? Why? Who asked for this?
And of course, the first alpha footage. The demo on the placeholder stage looked okay. The models looked fine, although it seemed slow. Then the video transitioned to the actual game stage, and everything was untextured. It lacked detail and flair. It looked nothing like the concept art. It looked like a sharper PS2/GC/Xbox game. But those systems gave us stuff like Viewtiful Joe and Alien Hominid. 2D games with STYLE AND SPEED.
Delays and absolutely insane Red Ash Double-Kickstarter followed, and nothing that came out made me feel better. I became jaded.
Think about this: Genei Ibun Roku #FE took 1067 days from the initial teaser to come out (in Japan). If Mighty No. 9 comes out at in May (Spring) it will have taken 967 days from announcement. This game has been around FOREVER. And if I had any faith left I don't know how I would be able to keep it going.
I say this: Capcom, please just make a Mega Man game. Let someone else make it if you have to. You're not using the license, go ahead. You think you couldn't find one of the platform holders to fund this thing? I bet you could. I mean Microsoft spent 3 months talking about Battletoads because an Internet meme and self-delusion triggered some kind of self-hypnosis that transformed that into a good franchise.
Heck, announce it before you've done any work on it at all! You'll probably have it done in 3 years, and you'll get to lord that over Inafune. I'm begging here. I thought Inafune would be the answer, but he wasn't. He isn't. The talent exists to make an awesome game, mixing style, speed, and challenge.
You know what? How about this, you want to be assholes? When Comcept FINALLY gets around to releasing Mighty No. 9, and it fails to live up to expectations, announce your Mega Man Zero-inspired follow-on the day the MN9 review embargo is up.
Just don't stick your hand in my pocket to pay for it.