Mighty No. 9 is on the verge of becoming and actual game, and not just an Internet phenomenon. June 21 can’t come quick enough after a year of delays left a sour taste in the mouths of fans and backers.
Director Keiji Inafune, who has been apologetic throughout the entire process, has given one more interview before the game’s release. Speaking to 4Gamer, translated by Siliconera, he expressed regret in the time and says he now remember how hard making a game can be.
- We deeply apologize to the fans and backers for having taken much longer than expected. I learned again how difficult it can be to make a game
- (The reason of delay) was not because we were shorthanded, but due to how we were going to sell it, and then biting more than we can chew after declaring that it will be released for all the hardware. But it was a good [learning] experience.
- What I thought about most while making this game was ‘I want to show the greatness of Japanese games. When listening to fans of Japanese games abroad, you often hear them say ‘Japanese games used to be great. I worked on this game in hopes of getting those people to say ‘this is good’ again.
- One more thing I’d like to say is that Mighty no. 9 is a [set of] ‘contents,’ meaning it’s not just a game. We’re also moving forward in an anime and live action film for it. Development for a sequel is already in our minds, and we all share the feeling of ‘we’ll do it even if it doesn’t sell’.
Mighty No. 9 launches for the PlayStation 3, PlayStation 4, Xbox 360, Xbox One, Wi U, and PC on June 21.
ViaSiliconera