Time waits for no one, Mighties,

Can you believe one month of 2015 is already over!? That means one month closer to Mighty No. 9’s release, of course! We’re all plugging away at last-stage polishing touches like lighting adjustments, difficulty evaluation and music checks!

For the last January update we show what it’s like for Matsumae-san to check Mighty No. 9’s music, and a little taste of a new stage to go along with it!







CHANCHAKORIN’S BGM CHECK!

KIMOKIMO: Hi everyone, it’s KIMOKIMO! Just the other day, Mighty No. 9 BGM composer Manami Matsumae came to comcept’s Osaka office to check out the latest ROM.

Every other time she’d come to the office it was to check out the the overall feel and tempo of each stage, so on the whole they’d be a pretty laid-back, joke-filled sessions.

This time, however, Matsumae-san was all business! She came to check on aspects of the build that have a huge impact on the game quality, like whether or not the BGM is looping properly.

With her personal set of headphones in hand, Matsumae-san went to work! Everyone in the office did their best to keep quiet and let her work her magic.

Matsumae-san tackled the task in earnest, fully aware of how bad a mistake in the BGM loops could be. She wouldn’t let even the smallest odd noise slip past her.

Matsumae: Isn’t there a bit of noise in the BGM here?

Ono: Huh… right then, let’s take a look.

Matsumae-san jotted down all kinds of notes, her sharp ears picking up all kinds of things the rest of us hadn’t been able to hear.

What do you think of Matsumae-san’s game face? Ironically, her headphones make her look like one of the Mighty Numbers. I wouldn’t mind a pair of CHANCHAKORIN-model Mighty No. 9 headphones myself!

Slowly but surely the BGM check soldiered on, until finally we’d gotten through every single piece of music. Every single track is a winner, I can’t wait for all of you to hear every single one!

Next, let’s take a look at No. 8’s stage!







CRASH THE CAPITOL BUILDING!

This time around we’re showing off the Capitol Building! This stage certainly stands out for its unique ambience compared to the other stages we’ve shown so far. More than a few of you said as much after seeing a snippet of gameplay in Keiji Inafune’s New Year’s message.

This immaculate estate is dotted with luxurious adornments, such as the fountain you see here. Here Beck forgets his grueling battle for a moment and runs through the halls, taking in all the sights. If he’s not careful, security’s gonna tell him off for sure...

No. 8 “Get lost, punk.”

See, what’d I tell you, Beck!? Uh, but isn’t that a little overkill…?

Alright, all jokes aside take an inside look at the stage of Mighty No. 8.

The Mighty Number with modern tech second only to Beck’s, No. 8. Rumor has it he’s the strongest member of the Mighty Numbers!

Some of you might have figured this out already, but each of the Mighty Numbers is endowed with two main abilities. Not just “fire”, but “explosions”; not just “water”, but “ice”. You may think of his sniping prowess as one of No. 8’s abilities, but the truth is a little different. The two abilities given to No. 8 were actually “optical camouflage” and “radar detection”.

The sniping ability everyone knows him for is actually a third ability, born from pushing his inborn abilities to their limits! He’s a big help to have on your side, but heaven help you if you end up on the other side of that barrel.

He specializes in fighting the enemy from a distance. From the outset, he’ll be aiming for you wherever you go! He’s hiding somewhere, though, so first thing you’ve gotta do is turn the tables on him and hunt down the hunter.

On the other hand, Beck has absolutely nowhere to hide. The stage is peppered with search cameras that act as No. 8’s third eye, letting him know Beck’s whereabouts at all times and unleash volleys at our hero.. in other words, this whole STAGE is like one big boss room!

Dodge No. 8’s attacks, make your way past the malfunctioning security system, and finally get some face time with the stoic gunman himself!

How will No. 8 handle close-quarters combat? And--wait, is that a FOURTH ability up his sleeve!?

We want you to try out the rest for yourselves, so we’ll leave it at that.

To finish things off, we have a few images of No. 8 trying his best to hide from Beck. But that radar hat of his sticks out like a sore thumb, making it almost impossible… you kind of feel bad for the guy. These aren’t the only places you’ll find him, either. Look forward to, well, looking for him!

We may be closer than ever to the end of development, but there’s still plenty of more to see! Let us know your thoughts on this update and the new stage in the comments, on the Mighty forums, and on our official Facebook and twitter!

Until next time!(｀_´)ゞ

-Dina (Mighty No. 1046), KIMOKIMO (Mighty No. 299), and the Mighty No. 9 Team

P.S. Don’t forget about our community event Mighty Valentine going on in the forums! Only two weeks left to go!

COMMUNITY SPOTLIGHT: NIGHTCRY



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The first Community Spotlight of 2015 dials the clock back with classic horror from the creator of Clock Tower!

Originally called Project Scissors, NightCry is a point-and-click horror adventure game directed by Hifumi Kono and his team Nude Maker, the developers behind Steel Battalion and Infinite Space. Joining Kono in his return to form are horror movie veteran Takashi Shimizu (the Grudge), Silent Hill creature designer Masahiro Ito, and more!

NightCry takes place on a marooned cruise ship, where players must investigate their surroundings and find a way to escape. It isn’t that simple, though: a horrible evil has already begun massacring crew and passengers alike, and has its sights set on you!

Stalked at every turn, and with no weapons at your disposal, your only hope to survive this nightmare are the limited tools at your disposal, or to simply run and hide.

NightCry is currently on Kickstarter to bring the game to Windows PC, and to expand the game via stretch goals. Horror game buffs shouldn’t pass this one up!