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We know being able to offer next-gen versions would dramatically increase our funding, but we felt the worst thing we could possibly do was dangle the prospect of next-gen Mighty No.
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Since, like many (most?) developers, we don't have any next-gen titles under our belt yet, we thought it best to stick with what we do know, so we could make promises to our fans with confidence - especially for what we were promising coming out of the gate. 9 are something we've dreamed about ourselves ever since we first began work on the game.įirst, a little history: One of our most important considerations before we launched our Kickstarter, and before we could confirm that our idea here would resonate with the fans, was budgeting and cost: We had to be as certain as we possibly could that we could deliver on -everything- we were promising for the initial and stretch goals we were setting. It's no surprise to us that this is far and away the most popular single type of question we get, as next-gen versions of Mighty No.
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