Mighty No. 9’s creator, Keiji Inafune, explains that his statements were misinterpreted yesterday and that he owns up to anything that is wrong with the game.

Despite a successful Kickstarter campaign, Mighty No. 9 can’t seem to catch a break. After a long series of delays, the 2D platformer has launched on most of the promise platforms, though not all, and is being received by some pretty harsh reviews. And that’s just the start of the Mighty No. 9 drama.

During a livestream event yesterday, the game’s creator Keiji Inafune took some time to talk about the game and the early criticisms. One of the more controversial remarks to come out of the stream was Inafune claiming that the current version of the game was better than nothing. This didn’t sit well with fans, but today Inafune is back and explaining that there was some bad interpretation on the part of his translator and that his real message was lost in translation.

What Inafune was actually trying to say is much more understandable and, although it’s not positive, it will likely make fans feel a bit better. Here’s his updated statement with the new translation…

“You know, I want to word this in a way to explain some of the issues that come with trying to make a game of this size on multiple platforms… I’m kind of loath to say this because it’s going to sound like an excuse and I don’t want to make any excuses. I own all the problems that came with this game and if you want to hurl insults at me, it’s totally my fault. I’m the key creator. I will own that responsibility.”

mighty no 9 gameplay screenshot

Claiming responsibility for any of the game’s mistakes is definitely a better stance from a PR perspective than ‘it’s better than nothing.’ These kind of interview mistakes happen from time to time when translators are involved in live, fast-paced streams; so the mistake is definitely forgivable. The mistakes in the game might be another question though…

It makes perfect sense that developing a game on so many platforms ended up cause more problems than it was worth. If Mighty No. 9 stuck to one or two platforms for launch (maybe Stream and Xbox One or PS4), then it could have expanded after the demand was justified. Instead, it seems like a subpar product was delivered late on multiple platforms instead of a stable game on one system. Crowdfunded games are still experiencing growing pains and learning how much each project can safely promise, so hopefully other campaigns can learn from Mighty No. 9’s mistakes.

What do you think of Inafune’s explanation for the problems? Will you still give the game a try? Let us know in the comments.

Mighty No. 9 is now available for PS4, PS3, Xbox One, Xbox 360 (delayed), Wii U, and PC, with plans for the game to also be ported to Nintendo 3DS and PS Vita.