*Review based on Mega Man X6’s release as part of Mega Man X Legacy Collection 2*
Is Mega Man allergic to the number 6? As far as the main series goes, Mega Man 6 has to be the weakest entry, as it represents the series’ most creatively lazy moment. The Mega Man X series also reached a low point with its sixth installment, aptly titled Mega Man X6. While Mega Man 6’s biggest crime was complacency, it was at least still competently fun. X6, on the other hand, is a bad game. Bad enough that series’ producer Keiji Inafune – who wasn’t even much involved with the title – felt that fans were owed an apology for it.
Released a year after X5 was intended to wrap-up the series, Mega Man X6 feels rushed in a way that no other entry in the franchise – even other annual installments – ever did. There is such a lack of polish emanating from Mega Man X6, that you may wonder if anyone involved with its production even tested it before release.
Set a mere three weeks after the events of X5, Mega Man X6 sees the world in disarray. Zero seemingly sacrificed himself saving the Earth from a space colony that was on a collision course with the planet. Though Zero managed to survive the ordeal (much to the dismay of Inafune, who wanted Zero to have a hero’s death), much of Earth’s population – both human and Reploid – have been wiped out (so I guess by Zero “saving the Earth” the game means it in very relative terms). A new ‘Nightmare Virus’ has been created by a maniacal Reploid named Gate, who is using the virus to turn Reploids into Mavericks (so basically it’s identical to the virus from the last game). Zero went into hiding to repair himself, but the Nightmare Virus is said to have been created through Zero…or something. It gets kind of hard to follow, especially with the hilariously bad translation.
Anyway, the structure of the game is the same deal as before: Eight bosses to choose from, beat them to get their powers to use on other bosses, defeat all eight to move onto the final stages in Gate’s secret laboratory. There is at least a little deviation from the formula here in that you don’t actually have to beat all eight main stages to move onto Gate’s laboratory. Once again, optional mid-bosses will find their way into some stages, and if you can defeat two of these mid-bosses – Nightmare Zero and oddly-named High Max – you can go straight to Gate’s lab without finishing the rest of the stages.
Additionally, defeating Nightmare Zero will unlock the ‘real’ Zero as a playable character. Having to unlock a character who was playable from the get-go in the last two games may seem underwhelming, but at least it’s consistent with the story. And on the plus side, Zero actually has some new moves this time around. X, believing Zero to have died, took up his comrade’s old sword (in addition to the X Buster), so Zero has a newer, more versatile sword. Also like X5, the player can select two versions of X from the start (the standard version, and the Falcon Armor from X5), and there are secret armors for X and Zero to be found throughout the stages.
So far, that may not sound too bad, just a bit familiar. But where Mega Man X6 not only becomes a disappointment, but an embarrassment to its series is in its level design. Not all the stages are flat-out terrible, but at their best they’re still forgettable. Those stages that are terrible, however, will leave you scratching your head wondering how Capcom felt such levels were finished.
The eight bosses here are Commander Yammark, Blaze Heatnix, Ground Scaravich, Blizzard Wolfgang, Rainy Turtloid, Shield Sheldon, Infinity Mijinion, and Metal Shark Player. The names alone are cringeworthy, but as bad as lame as these characters are (except maybe Turtloid), their stages can be that much worse. Blaze Heatnix’s stage in particular is notorious for a tedious sub-boss which is recycled four additional times in the same stage. Do you think they were out of ideas?
Since its beginning, the Mega Man series has been known for its difficulty, but X6 seems to be a parody of this aspect of the franchise, with numerous moments that feel outright unfair out of incompetent game design. Some sections feature blind jumps that – should you jump too far – could send you plummeting into the series’ infamous one-hit kill spikes. There are multiple instances of enemies and projectiles bombarding you from all directions, apparently forgetting this is a platformer and not a bullet-hell game. And one particularly arduous moment in Blizzard Wolfgang’s stage sees the player robbed of the series’ wall-jumping ability as you’re trapped in a pit, waiting for ice blocks to fall to create a way out. That may actually be interesting, except that should you get stuck in between two stacks of ice, you have no means of escaping except slowly awaiting death by means of the falling obstacles (on top of the ice blocks, fire balls and robot wolves are also falling on you).
Perhaps none of the stages are as poorly designed as those of Gate’s Laboratory itself. The very first of which features a series of spiked walls that are next to impossible for X to overcome without his secret armor, and should you decide to pick Zero to use his abilities to maneuver through the stage, it ends with a boss who, in turn, is next to impossible to defeat with Zero. There’s a difference between making a game challenging, and simply stacking one insurmountable odd after another on the player and calling it a day. Mega Man X6 apparently didn’t get that memo. I’ve played trolling stages in Super Mario Maker that are less infuriating.
There are, however, two aspects of Mega Man X6 that are enjoyable: The first is that it builds on two aspects of the past two X titles by putting them together. Like X5, you can equip X and zero with different abilities, which are now unlocked by rescuing Reploids scattered throughout the stages. X5 had players simply select abilities after completing a few stages, while X4 and X5 featured savable Reploids who merely granted extra health or lives. By combining the concepts, both features feel more worthwhile, and create a better sense of progression.
There’s even a little twist to the proceedings in that robot ‘Nightmares’ can possess the Reploids before you rescue them. It’s an interesting concept, but one that’s utterly ruined by the fact that once the Reploids are corrupted by Nightmare, you’ve missed out on them for your whole play through. There are no second chances. So if you want every Reploid and item, you’ll often have to reload your previous saves.
The other highlight of Mega Man X6 is its soundtrack. While it may not reach the heights of the scores of X, X2, or even X5 (let alone the main series), the soundtrack of Mega Man X6 still creates a number of catchy tunes that encompass a wide range of styles. Even Metal Shark Player’s stage is livened up with its Terminator 2-esque music.
While the music may be a highlight, the same can’t be said for the visuals. The backgrounds still look as sharp as they did in X5. But many of the character sprites look downright unfinished, with some of the Maverick bosses seemingly lacking animations (I’m looking your way, Infinity Mijinion). Sure, X and Zero look great, but that’s because they’re the same as they were in X5. The Mavericks, on the other hand, often look rushed out the gate.
It’s kind of amazing to think just how far the Mega Man X series fell from grace. The first X breathed new life into Mega Man, the second one matched it in many ways, while the third was a solid follow-up. X4 may have been a bit familiar, but the appeal is still there. Hell, even X5 isn’t a lost cause. But then comes Mega Man X6, the first entry in either of Mega Man’s two primary side-scrolling series that stumbles more than it strides. The character progression and music are still fun, but the level design ranges from mediocre to disastrous, more or less screaming the game’s rushed development through a megaphone. Its lack of polish is embarrassing.