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Sonic sticks the boot in to Mighty No. 9 as Inafune admits: "I own all the problems"

Boom.

Sonic the Hedgehog has stuck the boot in to Mighty No. 9 amid the game's troubled launch.

Mighty No. 9 launched yesterday following negative reviews and reports that developer Comcept had sent Kickstarter backers the wrong game codes.

Now, the official Sonic the Hedgehog Twitter, which has 336,000 followers and a reputation for troll posts, referenced a quote attributed to Mighty No. 9's development chief Keiji Inafune. It's not pretty.

In a launch Twitch stream that went live yesterday, Inafune, via long-time translator Ben Judd, appeared to hit back at Mighty No. 9 critics by saying "it's better than nothing".

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Keiji Inafune, left, and Ben Judd, centre, on stream.

The quote was picked up by a variety of publications and did the rounds yesterday on social media as evidence of Inafune's supposedly blasé approach to the development of Mighty No. 9, which was Kickstarted to the tune of nearly $4m.

The problem is, Inafune did not say "it's better than nothing". Rather, the phrase came from Judd, who often adds in his own thoughts when translating for Inafune.

Inafune actually holds his hands up to the failings of Mighty No. 9, saying he's to blame.

Here's a transcription of what Judd said on stream:

  • 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 multiple 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."

Judd goes on to say that Inafune says that the $4m Kickstarter figure was actually about 60 per cent of Mighty No. 9's budget, and creating 10 different versions of Might No. 9 (it's on pretty much every platform going) hurt the project.

Here's Judd:

  • In this case, it was do the base game and do all the ports all at the same time. And 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 work, time and money was going to be necessary. All of those things create a huge amount of pressure.

And here's Judd, again, responding to the accusation that Inafune did not pay enough attention to Mighty No. 9 the video game during production and instead spread his time too thinly across multiple projects, such as a Mighty No. 9 anime and Recore for Microsoft.

  • I've [Ben Judd] seen a lot of different comments that suggested Inafune-san was only focused on being a businessman 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 per cent 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 per cent stand by this sentiment.

Meanwhile, some have hit back at Sonic's sick burn, pointing out that it's a little rich for Sega to criticise a game when the Sonic franchise hasn't seen a decent game release in years. I mean, the less said about Sonic Boom the better.

My favourite is this gem, from Wired contributing editor Chris Kohler:

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