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RED ASH Kickstarter crashes n burns (Comcept/Inafune/Hyde making Mega Man Legends 3)

Sakura

Member
Please stop talking garbage when you have no idea what you're talking about. An episode of anime might cost 300k or less if you're making 12-26 episodes. Working on a series is not the same as working on a single short. Especially when you take into consideration pre-production. For a long form series you can take into account a lot of cost savings like reused footage, a longer contract for the director, etc.

The average cost for a 20-30 minute piece of animation from ground up in Japan if you're going to a decent quality is definitely closer to 400k. The budget provided for the Anime Mirai projects annually is 38 million yen for each short, which is usually about 25 minutes long. This is for what is considered training programs to stimulate the industry. The production cost for a 25 minute commercial OVA is usually even higher.

And all that is just for traditional animation. This Kickstarter is for a CG short. Good CG animation will cost even more.

I'm going off information from stuff like this http://www.crunchyroll.com/anime-news/2011/10/30-1/how-much-does-one-episode-of-anime-cost-to-make
It says in 2010 a 30 minute episode of anime typically cost 11 million yen.
Now I know a 1 shot episode of anime will be more expensive than an episode of anime from a 1 cour series, but even at twice the budget from that site, 22 million yen, is still only 180~200k US today.

I don't think they should've gone with good CG, because I don't think they will be able to meet anything other than 150k goal, and they were surely not expecting to only hit stage 1. I think cheaper, lower budget animation would've made more sense and been more obtainable. I don't think as many people will be willing to back when they see it hit the stage 1 goal and the stage 2 goal is so much farther away.

A lot of TV anime straight up don't have good animation, they tend to be made on the cheap or with little time to spare. As a comparison point, one episode of Futurama could often cost $1 million dollars to make - animation costs are not constant, they are variable. If we are talking about high quality 3D CGI, then I can easily see costs being higher. Please don't pretend you have any idea how much it actually costs to make anime, especially when this is clearly aiming to be above standard TV anime quality.

I'm aware how expensive western animation can be. But Japanese animation is notably done much cheaper.
 
Please stop talking garbage when you have no idea what you're talking about. An episode of anime might cost 300k or less if you're making 12-26 episodes. Working on a series is not the same as working on a single short. Especially when you take into consideration pre-production. For a long form series you can take into account a lot of cost savings like reused footage, a longer contract for the director, etc.

The average cost for a 20-30 minute piece of animation from ground up in Japan if you're going to a decent quality is definitely closer to 400k. The budget provided for the Anime Mirai projects annually is 38 million yen for each short, which is usually about 25 minutes long. This is for what is considered training programs to stimulate the industry. The production cost for a 25 minute commercial OVA is usually even higher.

And all that is just for traditional animation. This Kickstarter is for a CG short. Good CG animation will cost even more.

The question is that why "fans" should finance a 5 minute short for another KS game?
I am sure Inafune will make quite some dosh with the MN9 anime and game itself.
 

thetrin

Hail, peons, for I have come as ambassador from the great and bountiful Blueberry Butt Explosion

Crocodile

Member
I'm going off information from stuff like this http://www.crunchyroll.com/anime-news/2011/10/30-1/how-much-does-one-episode-of-anime-cost-to-make
It says in 2010 a 30 minute episode of anime typically cost 11 million yen.
Now I know a 1 shot episode of anime will be more expensive than an episode of anime from a 1 cour series, but even at twice the budget from that site, 22 million yen, is still only 180~200k US today.

I don't think they should've gone with good CG, because I don't think they will be able to meet anything other than 150k goal, and they were surely not expecting to only hit stage 1. I think cheaper, lower budget animation would've made more sense and been more obtainable. I don't think as many people will be willing to back when they see it hit the stage 1 goal and the stage 2 goal is so much farther away.

I'm aware how expensive western animation can be. But Japanese animation is notably done much cheaper.

My point is that its pointless to cite "average TV anime costs this much" because they aren't making an average TV anime. Ergo, there no issue with how much money they are asking for because A) not all of it goes into animation production and B) they are trying to make something of higher quality and thus more costly than an average TV anime. If you think they should make some lower quality product, that's an entirely different sentiment that "they are asking for too much money for what they are actually trying to do".

The question is that why "fans" should finance a 5 minute short for another KS game?
I am sure Inafune will make quite some dosh with the MN9 anime and game itself.

EDIT: Woops I misread the statement. Anyway, that's not relevant to the discussion at hand though.


Multiple people in this thread, whose statements I'd trust, have said Hyde is a shadow developer and thus aren't allowed to put their name on everything they've produced. Granted that's their problem with regards to garnering backer trust, I don't blame anyone looking at the games they are able to publicly take credit for and say "Nope!". However, its likely they are probably more adept at development than their listed games may suggest.

As I said earlier in the thread: Hyde is one of many JP devs that have worked on a great many AAA titles, but cannot put it on their resume or publicly say they worked on it as per their contract with the publisher. This happens ALL the time.

This is just a sad truth of development in Japan for a great many dev houses.

It happens amongst American companies too. I know some, vicariously, people who work for Direwolf Digital and they straight up can't put their names on a lot of the stuff they ship per contracts.
 

duckroll

Member
I'm going off information from stuff like this http://www.crunchyroll.com/anime-news/2011/10/30-1/how-much-does-one-episode-of-anime-cost-to-make
It says in 2010 a 30 minute episode of anime typically cost 11 million yen.
Now I know a 1 shot episode of anime will be more expensive than an episode of anime from a 1 cour series, but even at twice the budget from that site, 22 million yen, is still only 180~200k US today.

I don't think they should've gone with good CG, because I don't think they will be able to meet anything other than 150k goal, and they were surely not expecting to only hit stage 1. I think cheaper, lower budget animation would've made more sense and been more obtainable. I don't think as many people will be willing to back when they see it hit the stage 1 goal and the stage 2 goal is so much farther away.

And I'm telling you that you have no idea what you are talking about when it comes to animation production. You are just making assumptions based on an article about very general costs which doesn't tell you anything beyond that. Don't look at costs for bulk TV production, look at costs for individual singular productions.

The cost of a single Anime Mirai short of about 25 minutes is 38 million yen. Four shorts are produced annually at four different studios as a joint venture between Japan's Ministry of Culture and the anime industry. This is for the benefit of training young animators and giving creative pitches a chance to get made. Projects such at Little Witch Academia and Death Billiards are part of this initiative.

Now let's look at other anime Kickstarters:

Production IG's Kick-Heart: https://www.kickstarter.com/projects/production-ig/masaaki-yuasas-kick-heart/description

This is a super low budget indie short by Masaaki Yuasa. They asked for $150k for a 10 minute short. Traditional animation, small team.

---

Trigger's Little Witch Academia 2: https://www.kickstarter.com/projects/1311401276/little-witch-academia-2/description

This is a project that was already funded by sponsors for a 20 minute production. They asked for $150k to extend it by 15 minutes.

---

Kinema Citrus' Under the Dog: https://www.kickstarter.com/projects/774031583/under-the-dog/description

This is probably the closest comparison to Red Ash. The pitch here was a full 24 minute OVA, using both traditional animation and CG, and it is supposed to be an action packed project by one of the top action directors in anime. The goal? $580k.

---

So please, take into account the reality of actual production costs and real world examples of anime Kickstarters which have come before and were successful. The budget is not being inflated. It is not unreasonable. It is perfectly in line with actual industry costs. It is not "too high".


The question is that why "fans" should finance a 5 minute short for another KS game?
I am sure Inafune will make quite some dosh with the MN9 anime and game itself.

Studio 4C wants a chance to make this project, so they're launching a Kickstarter to see if there is interest. If there is no interest, it won't be made. No one "has" to finance anything.
 
Please stop talking garbage when you have no idea what you're talking about. An episode of anime might cost 300k or less if you're making 12-26 episodes. Working on a series is not the same as working on a single short. Especially when you take into consideration pre-production. For a long form series you can take into account a lot of cost savings like reused footage, a longer contract for the director, etc.

The average cost for a 20-30 minute piece of animation from ground up in Japan if you're going to a decent quality is definitely closer to 400k. The budget provided for the Anime Mirai projects annually is 38 million yen for each short, which is usually about 25 minutes long. This is for what is considered training programs to stimulate the industry. The production cost for a 25 minute commercial OVA is usually even higher.

And all that is just for traditional animation. This Kickstarter is for a CG short. Good CG animation will cost even more.
400k for a single 25 minute OVA?

How the hell do hentais ever recoup their cost? They can't possibly get it back by sales of the DVD/Bluray only, do they? And it's not like they're as merchandise friendly or as mainstream as regular anime that have tons of potential merchandise power!
 
As I said earlier in the thread: Hyde is one of many JP devs that have worked on a great many AAA titles, but cannot put it on their resume or publicly say they worked on it as per their contract with the publisher. This happens ALL the time.

This is just a sad truth of development in Japan for a great many dev houses.

I just wonder why these contracts are always like that. When we dealth with japanese anime publishers, it was the worst dealing with them. I never quite understood where they came from besides arrogance.
 

duckroll

Member
400k for a single 25 minute OVA?

How the hell do hentais ever recoup their cost? They can't possibly get it back by sales of the DVD/Bluray only, do they? And it's not like they're as merchandise friendly or as mainstream as regular anime that have tons of potential merchandise power!

The production values for hentai tends to be really, really low. It's literally like comparing porn videos to actual short films. Totally different markets.

With regards to actual OVAs, I think the ones which sell well probably cost way more than 400k. The "in" thing to do now is to product higher quality stuff like Gundam Unicorn, Gundam the Origin, Code Geass Akito the Exiled, etc, which are basically hour long short films which debut for limited theatrical runs for 2 weeks or so, before getting a disc release a couple of months later. The discs are sometimes also sold early at the screenings.
 

Sakura

Member
And I'm telling you that you have no idea what you are talking about when it comes to animation production. You are just making assumptions based on an article about very general costs which doesn't tell you anything beyond that. Don't look at costs for bulk TV production, look at costs for individual singular productions.

The cost of a single Anime Mirai short of about 25 minutes is 38 million yen. Four shorts are produced annually at four different studios as a joint venture between Japan's Ministry of Culture and the anime industry. This is for the benefit of training young animators and giving creative pitches a chance to get made. Projects such at Little Witch Academia and Death Billiards are part of this initiative.

Now let's look at other anime Kickstarters:

Production IG's Kick-Heart: https://www.kickstarter.com/projects/production-ig/masaaki-yuasas-kick-heart/description

This is a super low budget indie short by Masaaki Yuasa. They asked for $150k for a 10 minute short. Traditional animation, small team.

---

Trigger's Little Witch Academia 2: https://www.kickstarter.com/projects/1311401276/little-witch-academia-2/description

This is a project that was already funded by sponsors for a 20 minute production. They asked for $150k to extend it by 15 minutes.

---

Kinema Citrus' Under the Dog: https://www.kickstarter.com/projects/774031583/under-the-dog/description

This is probably the closest comparison to Red Ash. The pitch here was a full 24 minute OVA, using both traditional animation and CG, and it is supposed to be an action packed project by one of the top action directors in anime. The goal? $580k.

---

So please, take into account the reality of actual production costs and real world examples of anime Kickstarters which have come before and were successful. The budget is not being inflated. It is not unreasonable. It is perfectly in line with actual industry costs. It is not "too high".

I never said the budget was inflated.
Of course high quality animation is more expensive than the average.
I'm saying it's unreasonable, because they've set lofty goals (what looks like high quality CG animation) that I don't think they can reach. I get the impression from the kickstarter page that they are/were, expecting not to only reach stage 1. If their desire was to have an animation, I think there are cheaper options they could've gone for.
I just don't think this RED ASH animation project makes sense, because it looks like a really hard sell to me, and I don't understand why they didn't think that as well before going ahead with it the way it is (or maybe they did and went for it any way). I mean at least the Under the Dog one had a nice 2 minute trailer (of that 580k, 87k was apparently for funding it?) to try to get people on board. If they only hit 150k I can't imagine they'd make much, if any, profit.
 

duckroll

Member
I never said the budget was inflated.
Of course high quality animation is more expensive than the average.
I'm saying it's unreasonable, because they've set lofty goals (what looks like high quality CG animation) that I don't think they can reach. I get the impression from the kickstarter page that they are/were, expecting not to only reach stage 1. If their desire was to have an animation, I think there are cheaper options they could've gone for.
I just don't think this RED ASH animation project makes sense, because it looks like a really hard sell to me, and I don't understand why they didn't think that as well before going ahead with it the way it is (or maybe they did and went for it any way). I mean at least the Under the Dog one had a nice 2 minute trailer (of that 580k, 87k was apparently for funding it?) to try to get people on board. If they only hit 150k I can't imagine they'd make much, if any, profit.

I don't think it is "unreasonable". There's nothing unreasonable about putting out a pitch of what you want to make, and seeing if anyone is interested in it. A project doesn't have to succeed. It can fail if there isn't enough interest, and then the people proposing it will know there's no interest and either rework the concept or just make something else. That's how crowdfunding works.

I do think it is a bad pitch, but not because of the cost. Previous Kickstarters have shown that there is a demand for anime projects if they're done right, even if the goals are high. The pitch here is poor because there isn't much shown. It's also a transmedia project where the IP is a huge unknown with no value behind it right now. There are lots of factors which will hurt this, but it's not because of the cost. In fact, if the pitch was $150k for a 20 minute episode with really cheap animation, that would be even worse. Who would want to go out of their way to fund bad animation? That would be a disaster of a pitch.

Personally I think that the Red Ash anime Kickstarter should not have launched at the same time. It should probably have launched after the game Kickstarter got funded, as an extension of the scope, so if fans who backed the game also want more to go with it, they can help fund that too. At least if the game is already funded, there will already be fans. I also think that they really needed to invest some money into doing a concept trailer or teaser of some sort. 30 seconds to a minute at least to explain the characters and setting. Those are the key missteps. Not the funding goal. :p
 
The pitch here is poor because there isn't much shown. It's also a transmedia project where the IP is a huge unknown with no value behind it right now. There are lots of factors which will hurt this, but it's not because of the cost. In fact, if the pitch was $150k for a 20 minute episode with really cheap animation, that would be even worse. Who would want to go out of their way to fund bad animation? That would be a disaster of a pitch.

Personally I think that the Red Ash anime Kickstarter should not have launched at the same time. It should probably have launched after the game Kickstarter got funded, as an extension of the scope, so if fans who backed the game also want more to go with it, they can help fund that too. At least if the game is already funded, there will already be fans. I also think that they really needed to invest some money into doing a concept trailer or teaser of some sort. 30 seconds to a minute at least to explain the characters and setting. Those are the key missteps. Not the funding goal. :p

Agreed with everything ducky says here.
 

Sakura

Member
This is 3D CG right? I just feel like, going through the trouble of creating character models and assets, if it ends up being used for just a 5 minute short, isn't what they were intending. I'm not disputing that what they specifically are going for won't cost 650k for a 20 minute episode, but 650k just seems like a hard pill to swallow for an animation of a game that itself hasn't even been funded yet.

I think as you say they should've waited until at least the game was funded. Maybe a few months after, and there is some energy built up around the game, it would be more successful. Or maybe MN9 will be poorly received and doing a kickstarter after that would be a bad idea?

What if the anime reached its funding goal but not the game >.>
 
Regardless of how people feel about this, the Sweet Fuse bashing is unnecessary, it's a great game. (And the Keiji character is in it for literally less than 5 minutes.)

Y'all should open your heart to the hunks.
 

Busaiku

Member
Got the first update.
The KalKanon Incident game scale
Our ideal vision for this project is a game that offers 8 hours of playtime for players going straight from the opening scene to the ending credits. However, we are looking to add more depth and events to the planned areas to allow players to spend more time exploring and uncovering the hidden secrets of KalKanon. This vision is currently spread across the stretch goals we have announced in the form of Episodes. If we are only able to reach the initial goal of $800,000, then this content will need to be cut down on as we will not be able to include the content that is planned for those Episodes. Of course, a lot of potential backers are going to want to know more details regarding these Episodes, and we will be sharing more info in the near future!
In any case, we are not going to create an incomplete game that will disappoint backers and we have planned for a scenario where we only reach our initial goal, even if it is not the one that the team desires. In that case players may not be able to discover the deeper secrets hidden in the belly of KalKanon, but there will still be a clear ending revolving around how they are able to stop the Mobile Citadel KalKanon.
However, we are going to do everything we can to make sure that our fans are able to explore all of the planned areas and interact with all of the characters who are important to the world of RED ASH. Our ideal vision is for players to have the freedom to challenge The KalKanon Incident in a variety of ways, and each area that we open up through stretch goals will add more options to the overall campaign and answer more of the various mysteries hidden inside KalKanon.
Edit - I interpreted this incorrectly, the initial goal is a 6 - 8 hour campaign, though not much else.
 

RK128

Member
Got the first update.

So in all likelihood, we're probably looking at a 2 hourish (or less) game only on PC.
Yeah, probably gonna back out.

That isn't good :l. I guess they really have to hammer home that this will be a great game so that way we can get the 'full' version instead of the small-scale demo that the inital goal covers.

It is a shame that people are funding right now a very short game, but I guess with more time across the month, people will fully fund this alongside making it reach at least past two stretch goals (800,000 and 1,200,000).

Announcing console versions will go a very long way in increasing funding, so get on that Inafune :l.
 

Kouriozan

Member
Got the first update.

So in all likelihood, we're probably looking at a 2 hourish (or less) game only on PC.
Yeah, probably gonna back out.
The initial goal was always too low for a game like this.
They really need to do something for the kickstarter to get some momentum.
 

Jigorath

Banned
Huh, this is going kind of slowly. Mighty No.9 hit a million in like a day and a half. I don't see it going too far past 800k, maybe it'll hit like one stretch goal.
 
Making a 2-3 hour long game like MML just doesn't really work. That's barely enough time to get to know to the characters, world and gameplay systems and then it's over. That's okay for an arcadey game like MM/MN9, but not here.

The campaign should have included the "full game" for PC and console and just set the goal to an amount that would make it possible (maybe with other funding sources).
 

Floex

Member
I just cannot support Inafune with how MN9 is looking to turn out. Not to say it's going to be a bad game, just wasn't what I signed up for.
 
Honestly, I think their best bet would have been to work with Capcom on Kickstarting Mega Man Legends 3.
Although I would also like MML3 I prefer Red Ash since at least the main character has a cool relation with Tyger. I honestly can't say much about Megaman in Legends aside from him being a good guy, but I remember the Bonne family and the places visited on the game. I'm still sad that this wasn't the first kickstarter he did, there are a lot of Megaman and Megaman X games but only 2 Megaman Legend games so to me this game is more important than Mighty No. 9.
 
Got the first update.

So in all likelihood, we're probably looking at a 2 hourish (or less) game only on PC.
Yeah, probably gonna back out.

That's not really what it says. If we hit our planned stretch goals, then it will be at a bare minimum 8 hours and more if you explore and search out all of the secrets and sub-events.

If we don't hit all of the stretch goals we are hoping for the main game, then we are probably still looking at 6-8 hours but that will be the MAX, because it will be lacking a lot of the sub-events and characters we want to include.
 
That's not really what it says. If we hit our planned stretch goals, then it will be at a bare minimum 8 hours and more if you explore and search out all of the secrets and sub-events.

If we don't hit all of the stretch goals we are hoping for the main game, then we are probably still looking at 6-8 hours but that will be the MAX, because it will be lacking a lot of the sub-events and characters we want to include.

Yeah it's amazing how people misinterpret and then think the world is ending. If you read more than one sentence, it says that if stretch goals aren't all met, they'll have to leave out the true ending and side stuff. But base game is about 6-8 hours like Budokai said. That's not terrible. MML games were never that long anyways if you just did main story stuff. It was always quality over quantity.

And I know it's not much, but they showed a gameplay sketch. That was exactly what I wanted to see. It's just a sketch, but damn it gave me the Legends feels. Upped my pledge to $79. I believe.

Mighty No 9 is exactly what they promised. A side scrolling Megaman type game with bosses and power ups. It was always supposed to have a cell shaded look and I think that's what bothers people the most. The gameplay is def there. It's just not as shiny as people wanted. There may have been a delay, but that's normal. The game is real and Inafune didn't extort money from backers nobody forced anyone to pledge. And as others have said, MN9 didn't have console versions at first. Just give it time and they'll add the stretch goals. Maybe in between A and B to give it a shot in the arm.

But fans of Megaman Legends should be ecstatic. No it's not MML3, but at this point, a spiritual successor is ok. As long as that familiar feeling is there when I pick up the controller, I'll be happy. The original two will always have a place in my heart. They had amazing art and music and are truthfully the only Megaman games I actually love. They were just ahead of their time. And you never know, if this works, Capcom might revisit MML3.
 

RK128

Member
That's not really what it says. If we hit our planned stretch goals, then it will be at a bare minimum 8 hours and more if you explore and search out all of the secrets and sub-events.

If we don't hit all of the stretch goals we are hoping for the main game, then we are probably still looking at 6-8 hours but that will be the MAX, because it will be lacking a lot of the sub-events and characters we want to include.

Your one of the people working on the game? Cool :D, wish you and your team the best of luck retching funding and turning this into a great successor to the Legends series.

The reason many of us are a bit down on the project isn't due to the game looking lacking or anything (the pitch video clearly shows the Legends 'charm' is still intact) but due to not having enough information on a few things:
-Future Console versions: It is clearly stated in the Q&A section of the Kickstarter that the game will land on PC first for the most polish then consoles latter but you will have a strong shot at more funding if consoles were added to the base goal (or at least a stretch goal)
-Gameplay Demo: The update from today is what I am talking about; showing us what the game is going to look like in the long run and sharing with us elements of its gameplay. I fully understand that this is a very early pitch, but keep things up like the updates; it makes everyone interested in the game all the more interested.
-Live-Streams and Other Q&A: Mighty No. 9 and Shenmue 3 are a good example here; having a live stream or having you guys answering some of our questions helps us understand what is going on with the game, leading more confidence in the project
-Developmental Background: The team sharing what they worked on in the past would be great, as we can see which elements of the game we can look forward to the most (if a skilled combat developer is on board for example, we can be excited about Red Ash's combat system :D).

I don't mean to sound mean or anything with my response, but I want this to be a huge success, so good luck with everything :).
 
I was prepared to buy a 3DS just to play Mega Man Legends 3. The disappointment was real when it got canned. I'm hoping this happens... But I'm on a very skeptical wait-and-see approach.
 
Porting to those consoles has always been a part of the original vision for the game, but at the moment we do not have the resources or support to make it happen on our own.

Then why don't you add an stretch goal to get the money to port the game?, that was never a problem with Might no 9, the scale of this game may be bigger but is not like you are making the next GTA, is just a prologue.
 

cyborg009

Banned
Was this image already posted?
MJn3Bcj.png
 

UnknownJones

Neo Member
I'm so excited for this, and the KalKannon setting is such a great concept. Backed. (Becked!)

The trickle of funding is breaking my heart all over again, though. No succor for a weary MML fan, I guess.
 
I'm fine with an 8 hour game, hopefully we somehow end up getting the 4 zones.

I assume we'll at least reach 2 million but the kickstarter really need more info, seconds of gameplay like Mighty No.9 got, and fuck the anime KS close that shit lol.
 

Raitaro

Member
I'm certainly happy Legends 3 might live on in a way, especially for the older fans of that series, but I have to admit that I'd rather see how Mighty No. 9 turns out before I give Inafune and Comcept more of my money.

Call me skeptical or even cynical but the road from the Mighty No. 9 Kickstarter to its pending release so far has been bumpy and unpredictable for me in terms of my enthusiasm and appreciation. That game might still turn out fine in the end, but at this point I can't help but feel that they're doing this second Kickstarter now to avoid a possible backlash when Mighty No. 9 comes out and it actually is panned in reviews.

Apart from Mighty No. 9, how happy are people generally with Comcept's output so far, or Inafune's directorial work post Capcom? I've not played Ninja Gaiden Z, Mighty Gunvolt, etc. myself, but some of those games have not exactly been showered with praise I believe, right?
 
I'm fine with an 8 hour game, hopefully we somehow end up getting the 4 zones.

I assume we'll at least reach 2 million but the kickstarter really need more info, seconds of gameplay like Mighty No.9 got, and fuck the anime KS close that shit lol.
I second that the anime Kickstater should close. It's not even considered to be the same world as the Red Ash game so why does it even exist? It only takes away funds that could be put on the game >_<!
 
As I said earlier in the thread: Hyde is one of many JP devs that have worked on a great many AAA titles, but cannot put it on their resume or publicly say they worked on it as per their contract with the publisher. This happens ALL the time.

This is just a sad truth of development in Japan for a great many dev houses.

by AAA titles you mean they also worked for Western publishers? I don't think we see much Japanese AAA releases in similar genre (shooter or open world)
 
Apart from Mighty No. 9, how happy are people generally with Comcept's output so far, or Inafune's directorial work post Capcom? I've not played Ninja Gaiden Z, Mighty Gunvolt, etc. myself, but some of those games have not exactly been showered with praise I believe, right?
I only have Soul Sacrifice and I really liked it, the best story from a "hunting" game I have played. The only reason I don't have Soul Sacrifice Delta is because none of my friends play it and big part of the fun to me is playing with friends.
 

sjay1994

Member
Huh, this is going kind of slowly. Mighty No.9 hit a million in like a day and a half. I don't see it going too far past 800k, maybe it'll hit like one stretch goal.

People are probably exhausted because we just had the Bloodstained kickstarter and Shenmue 3 in such a short period.
 

BadWolf

Member
by AAA titles you mean they also worked for Western publishers? I don't think we see much Japanese AAA releases in similar genre (shooter or open world)

Vanquish, Resident Evil, Binary Domain, Yakuza, Dragon's Dogma...

Eitherway it's not like it would be an especially grand open world game at 8 hours or whatever.

I only have Soul Sacrifice and I really liked it, the best story from a "hunting" game I have played. The only reason I don't have Soul Sacrifice Delta is because none of my friends play it and big part of the fun to me is playing with friends.

They should really start making those for PS3/PS4.
 

Instro

Member
Got the first update.

So in all likelihood, we're probably looking at a 2 hourish (or less) game only on PC.
Yeah, probably gonna back out.

Well the smart thing for them would be to then get that initial 2 hour game out, make it good and offer it at a cheap price, so that they can add on new episodes as dlc later. At least the groundwork is there. I think that would be a fine model if the kickstarter doesn't take off.
 

BlueWord

Member
I don't understand the negativity surrounding MN9. The project turned out almost exactly as it was projected to: those concept screenshots people like to throw around were very clearly marked in the initial pitch as concepts, and that the graphics themselves would be rendered in 3D. From everything I've seen, it seems like a perfectly serviceable Megaman homage with a nice soundtrack.

On the subject of Red Ash, it looks really nice, but the way this Kickstarter was launched is ultimately going to hurt it. It would have made a lot more sense to wait for people to recover from Shenmue 3 and Bloodstained, and not to run this Studio 4C anime campaign concurrently.
 
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