Mighty No. 9 is finally out. Yet, it looks like some of the people who made it all happen are having difficulty getting their download codes or simply figuring out what exactly is going on.
Over 67,000 backers contributed a total of $US3.8 million ($5 million) to fund this project.
After numerous delays, as the clock rolled over to the game’s June 21 release, backers flooded the game’s Kickstarter page saying they hadn’t yet received their codes. Or if they did get them, the code was for the wrong platform or didn’t work.
Keep in mind that not all digital stores release games at midnight on the dot. There is also a June 21 update on the game’s Kickstarter page addressing some, but not all, of these issues. Fixes did appear in the game’s comment section with the mod one super fan trying to help as much as possible:
Not everyone was having problems, it seems.
However, the majority of backers commenting on the Kickstarter page seemed to be having problems getting their codes or just getting them to work, leading to frustration:
At around 2:15am EST (4:15pm AEST), a spokesperson for the game told Kotaku that the team was working on the issue and that it should be fixed shortly. Codes did apparently go out, but some people still go keys for the wrong regions or platforms.
Those who paid extra cash as backers had no clue what was going on with their rewards. Everything seems so disorganized with this rollout.
A messy conclusion to Mighty No.9‘s beleaguered Kickstarter story.
Comments
6 responses to “The Mighty No. 9 Kickstarter Release Got Messy”
Boy am I glad I didn’t feel like backing that one. Spidey senses paid off 😛
Eh, for $22 I’m happy to roll the dice and lose if it means potentially getting ‘Mega Man’ in the hands of someone who’ll use it to make Mega Man games. I threw $1,000 on the Red Ash Kickstarter knowing full well it was a very, very long shot.
If I was going to back it it would have been for one of the higher tiers, ie if they had a physical Nintendo release. Which is what got me over the line on Bloodstained, so it remains to be seen how that turns out.
But in general they seem to have handled things rather shittily, so I wouldn’t have liked to have had a part in supporting that.
I’ve heard things like 30-45 second load times to restart a level when you die and random crashes where you have to reboot the console.
I wonder if that’s a symptom of offering this thing on every single platform imaginable?
It worries me with Youka-Laylee but then I read that they’re developing on WiiU (so literally targeting the lowest specs) and having another company port it to the x86 platforms which is probably a good idea
Say what you like about publishers being assholes about IP rights and creative meddling, at least they know how to sort their shit out so much better when it comes to things like this.
This kind of shit is why I’m glad I don’t kickstart (nearly) anything these days.
(Nearly. Dat Battletech Draconic Combine poster, tho.)