ReCore has been a mysterious game. Ever since it’s initial trailer over a year ago, many people have been scratching their heads wondering just what kind of game this is. It seemed to just come out of nowhere with big names like Keji Inafune and Armature Games, a studio comprised of former Retro Studios employees.

I got the chance to try the game out during Comic Con, and aside from some of the technical problems, ReCore feels more like a Mega Man game than Mighty No.9 does (which is weird seeing as how Inafune worked on both projects.). The game feels like a great balance between classic Mega Man and Metroid Prime. What about it makes it fun though?

Recore CastGameplay in ReCore is split into 2 sections, platforming and combat. Both styles are fun, but the platforming sections in the game were very well done. Most of the platforming will have you jumping from platform to platform in order to open doors, flip switches, or complete puzzles. Movement feels very nice, especially the jumping since you can double jump and then transition into a dash hover. While easy, this makes most of the platforming fast and fun.

Recore Dash

Puzzles are also really well implemented. While only a handful in the demo, most of the puzzles centered around using one of your robot companions, a spider named Seth. With him, you can grapple onto slopes and platforms that you normally couldn’t. While he does move automatically, it feels really satisfying when you’re able to pull off one continuously long grapple move. This is only one of the different ways that your robot allies can be used (more on that in a bit.).

Recore Seth

Let’s talk a bit about combat. This is where the similarities to Mega Man come into play. In the demo, there were 3 different kinds of enemies and 4 different bullets. The plain bullets feel a bit un-necessary most of the time since they did the weakest amount of damage. The main reason for this is because most of the enemies are color coded which means  that they’ll take more damage if hit with the correct colored bullet.

While it does sound a bit tedious,  switching bullets is instantaneous with the help of the D-pad. You can also charge up a shot by holding a fire button which is what you’ll probably want to use most of the time since that does the most damage, but you will have to wait for the ammo bar to recharge afterwards.

ReCore Combat

The other part of Combat is also taking advantage of your robot allies. The demo contains 2 of the allies, Mack the Dog, and Seth the Spider. Only one can be summoned at a time, but you can command them to attack and retreat whenever you want, so if you’re a strategic type of person when it comes to combat, then you’ll have plenty of fun with this game.

Now for all the good that the game has, there are some things that concern me. While the combat system right now is fine, it could really use some tweaking as it still feels a bit stiff. Perhaps a dodge roll would help the combat flow better. The game also seemed to have some pretty bad frame rate issues throughout the demo. They didn’t happen all the time, but they were often enough to be a problem. This mostly concerns me seeing as how the games release is a little over a month away, so hopefully they fix it up by then.

ReCore GameplayIn the end, ReCore is a very compelling game with some great ideas, but is hampered by some pretty inconsistent performance issues that could really bring down the whole experience if not fixed. What Inafune and Armature have here really is something special, and I can’t wait to try out the rest of it. ReCore will release on September 13th for Xbox One and Windows 10.

https://www.youtube.com/watch?v=WnKT9ZCGgBE

 

What a wild ride it’s been for backers and fans of Mighty No 9. After over a year’s worth of delays, double dipping in the Kickstarter well, expressed disappointment in the perceived visual downgrade the game underwent, and a controversial trailer that seemingly insulted a portion of its fanbase, the game has finally been released. So I guess Comcept is in the clear, right?

Well… Not so much.

Reports coming from multiple users have stated that the Wii U version of what was considered the spiritual successor to Mega Man is having severe performance issues, with some users claiming that it would render their entire consoles permanently unusable. Others have said that the backer codes they received had their own set of problems, from receiving the wrong codes, to not receiving all of their DLC. As a backer, I can confirm that while I did get my PS4 code, I was also sent a Steam code seemingly by mistake. On that subject, some PC users are claiming that their codes aren’t working at all, while Xbox 360 backers will have to wait at least a few more days to get their hands on it, since it apparently didn’t pass certification. This delay is only expected to last for a few days, much like the Mac and Linux versions, which is better than what handheld gamers can expect, since the 3DS and Vita versions still don’t have a release date.

During times like this, it might be best to do what you can to fix the issues while keeping your community updated, all while laying low outside of these subjects. Unfortunately for Comcept, that’s not what happened during yesterday’s celebratory live stream, where Keiji Inafune, the mastermind behind the project, allegedly said the game was, “…better than nothing.” Since then, the Internet has gone crazy with the gaffe, with even the Sonic the Hedgehog Twitter account chiming in on the controversy. However, some Japanese speakers have said that Inafune didn’t say this at all, and this portion of the quote was interjected by the translator. Here’s the video where the line was spoken, but the transcribed quote can be found below so you can decide for yourself.

For now, this is what you see and what you get for the Mighty No 9 world, but again, we can hope that if things go well, there will be sequels. Because I’ll tell you what, I’m not getting my 2D side scrolling fill, and at the end of the day, even if it’s not perfect, it’s better than nothing. At least that’s my opinion.

Whether or not it was actually said is unfortunately, irrelevant at this point, since most people will have made up their minds on the situation at this point. One way or the other, there’s no denying that this situation is the cherry on top of a tumultuous launch, serving as a warning for what NOT to do when crowdfunding a game. If it’s any consolation, Inafune has owned up to the issues following the game since it accumulated nearly $4 million worth of his fans’ good faith, showing that there is some regret with how poorly everything went down.

Reviews have been tepid so far, but I’m enjoying the little bit I’ve played quite a bit so far. Make sure to check back for our full review, which will be out real soon, and leave your thoughts regarding the project in the comments below!

After a year of delays and months of silence, we’re finally getting Mighty No. 9 on June 24th… Assuming you wanted it on consoles.

In an announcement to backers that echos our story from last week, the team behind the controversial Kickstarter funded action platformer that’s set to be a spiritual successor to the Mega Man series has gone gold, with a final release date of June 24th. Acknowledging the plethora of problems that have plagued the project for longer than any publisher would want to admit, Keiji Inafune, the father of Mega Man and project lead behind MN9, posted the following message to his backers and fans:

 

To all of our backers and fans of Mighty No. 9,

 

Firstly, I would like to say again how sincerely sorry we are for how long we have kept all of our fans waiting. We are finally able to deliver some long awaited news regarding Mighty No. 9. We have now confirmed the following release dates for Mighty No. 9: June 21st 2016 (North America & Asia) and June 24th 2016 (World Wide). We understand that as a result of the various delays we have disappointed and let down our fans, but we are happy to finally be able to deliver the game to everyone who brought us this far.

 

With the game having “gone gold” we are in the last final stages of being able to deliver it into your hands, be that via your favorite retail outlet, or via digital channels.

 

Therefore the release date we are announcing is set in stone and there will be no further delays for the game.

 

Portable versions for PlayStation® Vita and Nintendo 3DS ™ will follow at a later point.

 

It has been almost three years since the start of our Kickstarter campaign, which was only made possible through the support of our backers and fans around the world. This is a project where everyone’s passions were combined in order to create something very special, and we are looking forward to delivering the final product to everyone who was involved. There can be no stronger connection between game creators and game fans.

 

Now that the dust has settled, we will be delivering Mighty No. 9 to everyone next month. How long will it take you to clear the main story on NORMAL? How many people are going to be able to clear MANIAC mode? What is going to be the fastest record for the time attack mode? We are looking forward to seeing the community answer all of these questions for us! Make sure to let us know your feedback and thoughts on the game through our SNS channels as you play the game. Your voices are what made this game possible, and we want to continue hearing what you think so that it may influence our future endeavors. “

Unfortunately, gamers who wanted the portable version will still have to continue to wait. The call for community interaction at the end of his statement is comforting, but after delaying the game for so long for a bonus feature like Multiplayer, (a feature that was added to a single player game as a Stretch Goal and was largely seen as a cool bonus rather than a game defining mode,) the multiple supplemental Kickstarter campaigns despite raising far more than their initial goal, a huge visual overhaul compared to what was shown in the concept art, radio silence after the latest delay, and working on side projects like an anime and other games while this one was continuously put on hold, we’ll have to see if it’s enough to win back the faith of the community.

What say you, Geekscapist? Are you excited about the game finally releasing, or are you long over it?

The team over at Comcept have just put out this new update video for their Kickstarter success story, Mighty No. 9. The spiritual successor for Megaman is looking more and more amazing the further the project goes.

http://youtu.be/q1iEFfOBP1o

Amassing over Four Million USD, Mighty No. 9 is the brainchild of Keiji Inafune. He wanted to bring the best of the 16-Bit era side scrollers to today.

You can grab Mighty No. 9 sometime in April 2015, and it’s on pretty much everydamn platform including; PC, MAC, Linux!

 

Keiji Inafune is best known for being a producer on two of the biggest zombies franchises from Capcom. Resident Evil and Dead Rising. Well now that he has left and created his own company, Comcept, he plans on releasing his own zombie game.

Yaiba is his newest foray into the zombie genre, and what I can gather from the trailer (you can see that below) is it is a third person adventure platformer with a lot of blood involved. So take a look with us!

Nothing else has been announced. Platform and release date remain a mystery.