Mega Man X7 Review

*Review based on Mega Man X7’s release as part of Mega Man X Legacy Collection 2*

You have to give credit where it’s due, Mega Man X7 tried to change up the Mega Man X franchise. The 2003 PS2 title turned the series into a 3D third-person shooter, only on occasion going back to the side-scrolling roots of its six predecessors. But the good intentions of breaking convention amount to very little with how poor Mega Man X7’s execution is.

While Mega Man X7 does try changing the gameplay, the structure of the series remains the same: after the opening stage, beat the eight main stages in whatever order the player sees fit, beat the bosses and get their powers, then move onto the final few stages. As stated, the gameplay has switched gears to a 3D perspective for the most part, but there are other additions and changes as well, perhaps the most baffling of which being that you have to unlock Mega Man X!

That’s right, you can’t play Mega Man X7 as Mega Man X until you’ve rescued 64 Reploids (out of 128) from the eight main stages. Instead, you start the game with two characters: the returning Zero, and newcomer Axl. Zero once again uses a close-ranged laser sword and can perform a double jump, while Axl uses an arm canon like X’s and can glide for a short time.

Problems arise almost immediately. You start the opening stage as Axl, and quickly find out that he (along with X when you unlock him) automatically targets enemies. So you basically just have to spam the fire button to get past anything. A simple ‘lock-on’ button would have gone a long way in making Axl and X’s gameplay feel less mindless. Zero, meanwhile, has to be so close to enemies in order to hit them that he’ll almost always get hit himself in the process.

X7 does try its hand at doing something else original in that you can select two characters at a time, who can be switched at the press of a button. But even this is poorly executed. For starters, both characters you choose have their own health bar, but if only one of them dies, you lose a life. Then there’s the fact that there are only three characters – one of which having to be unlocked – meaning that you’ll just have the party of Zero and Axl for much of the game, and will probably just swap one of them for X once you gain access to him. And since you once again build up the characters with items gained from rescued Reploids, you’re best off just building up one of the starting characters and holding off on the other in favor of X, or just building up the two starters and ignoring X. Wouldn’t this system have been better if all three characters were there from the start? Or at the least if there were additional unlockable characters who you recruited sooner?

“I don’t want my name associated with this!”

Speaking of rescuing Reploids, Mega Man X7 somehow didn’t learn from the mistakes of X6. Like its predecessor, it’s possible to miss your opportunity at rescuing a Reploid, which would be forgivable if not for the fact that if you miss a Reploid you don’t get another chance to rescue them in the same playthrough of the entire game! This is somehow made even worse than it was in X6. At least the last time around, you had a few seconds to act before a ‘Nightmare Virus’ took hold of a Reploid, but here, they get killed by the smallest of touches by an enemy. I am sadly not exaggerating when I say there were multiple instances in the 2D segments where a Reploid was already dying as I made it to their screen. So once again you can easily miss out on getting every item and collectible in the game, unless you feel like reloading your last save over and over again until you have every fragment of a stage memorized.

“If you stand right at this spot, these enemies can’t hit you. But you can hit them. Without aiming.”

The game simply isn’t fun to play. On top of the aforementioned ability of the gun characters basically just walking through a stage and blindly shooting, and Zero’s inability to hit anything without getting hurt himself, the characters all just move way too slow. It’s a bit of irony how Mega Man X began as the more fast-paced, action-packed iteration of the Blue Bomber, but by X7, he’s reduced to moving at a snail’s pace.

“The Mavericks are the most forgettable yet. But at least they have an anteater, which is one of my favorite animals. So I guess that’s a bonus.”

Even the level design is sloppy, though I suppose in fairness, X7 at least has the excuse of the developers entering new territory and fumbling. I guess that’s more forgivable than X6 being a failure at things the developers had achieved successfully time and time again. But that still doesn’t mean the stages are any good. On the plus side, some of them are at least built around a single motif (the Ride Armor level, the motorcycle level, etc.),which helps them stand out, but once again X7’s good intentions are sullied in the ‘finished’ product. The platforming stages are unmemorable, the motorcycle level is insanely slow (?!), and the Ride Armor Stage just falls flat. There’s also a stage in which players ascend a spiraling tower, which is an interesting change of pace, but of course it has to be ruined by constantly falling buzzsaws that you can seldom avoid, and flying enemies that are just above what’s visible on screen that hit you mid-jump and send you back to a previous point of the stage. It’s a mess.

While most Mega Man games are difficult, the only challenges you’ll find out of Mega Man X7 come from the clunky controls combined with the sloppy level design and horrendous camera. I’d be more in favor of a polished game that’s a cakewalk to a game that’s tough solely out of incompetence.

“Read this dialogue in Cookie Monster’s voice, and you get the idea.”

Even the story aspects fall short of the already diminishing narratives of the series. The story is that X has retired from combat, as he’s “tired of fighting” (which seems contradictory to a character who was determined to protect humans from evil robots. But whatever, I guess the game needed some reason why you need to unlock the main character). With X retired, a new force rises to help the Maverick Hunters defeat evil, Red Alert. But a mysterious evil – who may or may not be Sigma (not-so-spoiler alert: it is) – has slowly corrupted eight members of Red Alert, who have become violent as a consequence. Because of their new behavior, Axl leaves Red Alert and eventually joins Zero, while the “mysterious evil” blackmails Red Alert’s leader – aptly named Red – into doing his bidding or he’ll destroy the eight members who are under his control. It’s…not very good. And it’s made all the worse by some truly awful voice acting (Axl is particularly insufferable).

The fact that Mega Man X7 is a Mega Man title with terrible soundwork might be its biggest crime. The music isn’t exactly horrible, but it’s bland and forgettable in every regard. But the sound effects… The sound effects are either non-existent (such as when collecting items, which are completely silent), or annoying soundbites that are repeated ad nauseam. The aforementioned voice acting is terrible in cinematics, but it reaches new lows during boss fights, in which your foe screams the same one or two sound clips every time they do, well, anything.

“BURN! BURN! BURN TO THE GROUND! BURN! BURN TO THE GROUND! BURN TO THE GROUND! BURN! BURN! BURN! BURN TO THE GROUND!”

Anyone who has played Mega Man X7 knows the audial hell that is the boss fight against Flame Hyenard. This Maverick shrieks two lines: “Burn!” and “Burn to the ground!” every time he performs an action. And he makes two copies of himself which do the same. Suffice to say it’s an utter bombardment on the ears, with soundbites frequently overlapping each other. It’s so stressful that it may make Mega Man X7 the worst sounding game I’ve played since Dark Castle on the Sega Genesis.

Visually, the game of course looks dated, but considering X7 was released in the same year as such visually stunning games as The Wind Waker and Viewtiful Joe, it looked outdated even for its time. At the very least, the game boasts enough variety in colors that you can at least tell what everything is. I can’t imagine how the game would be playable if things blurred together on top of all its other issues.

Mega Man X7 is simply an appalling embarrassment on one of gaming’s most iconic franchises. Perhaps in its conception, its heart was in the right place, as it attempted to do something different for the series by doing something different. But it must have quickly fallen apart at the seams for it to end up this bad. Just about anything good you could say about it only applies in concept. Yes, Mega Man X7 tried something new, and that’s admirable. But it’s next to impossible to appreciate when the finished product feels, well, unfinished.

Or to put it another way…

BURN! BURN TO THE GROUND! BURN! BURN! BURN TO THE GROUND! BURN! BURN TO THE GROUND! BURN TO THE GROUND! BURN! BURN! BURN! BURN! “BURN TO THE GROUND!

 

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Mega Man X3 Review

*Review based on Mega Man X3’s release as part of Mega Man X Legacy Collection*

There is more than a little bit of irony in Mega Man X3’s very existence. Six Mega Man games were released on the NES, with only small windows of time between releases. Mega Mans 2 and 3 were stellar sequels that easily surpassed the original, but 4 through 6 – while undeniably fun games – presented very little in the realms of newness, leaving the series feeling wrung dry by the time the SNES rolled around. Enter Mega Man X.

The Blue Bomber’s 1994 foray into the 16-bit age was created to be a breath of fresh air for the franchise, with a new Mega Man, a new setting, and just enough new elements to make the series’ gameplay feel fresh again. The very next year saw the release of Mega Man X2, which was a worthy successor, if a bit familiar. Then we had Mega Man X3, the third entry in the sub-series in as many years. While X2 had the benefit of being merely second in line – thus making its familiarity easier to forgive – and added its own twist in the forms of three optional side-bosses who altered the story, Mega Man X3 is where things might start to feel like they’re entering ‘conveyor belt’ territory.

The original Mega Man series found new heights with its second and third entries, only becoming formulaic with its second trilogy’s worth of installments. But Mega Man X – the series created for the purpose of revitalizing Mega Man – started to cool off a lot faster. That’s not to say that Mega Man X3 is a bad game by any stretch of the imagination (Mega Man’s gameplay was always more refined than any platformer of its day not directly created by Nintendo), but it does feel like a copy-and-paste sequel of Mega Man X2.

Strangely enough for a platformer, it’s the story of Mega Man X3 that seems to differentiate itself most from its predecessors. After the events of X2, the Reploids – humanoid robots capable of thought and emotion – live in peace with humans, as the Reploid scientist Dr. Doppler has begun reprogramming Mavericks (Reploids who seek war with humanity). It turns out to be a rouse, however, as soon enough Dr. Doppler himself goes rogue, and all the Mavericks he reprogrammed now obey his every command. Of course, it’s up to Mega Man X – as well as Zero – to put an end to Dr. Doppler’s plot.

“Even the Mavericks feel like a step down from the past two lineups. Except my man Volt Catfish here, but even he’s no Overdrive Ostrich.”

The game follows the usual setup: There’s an introductory stage, followed by the eight selectable main stages that end with a boss fight against a Maverick, Mega Man gets a power from every defeated boss to use against other Mavericks, and a final series of stages are unlocked after the eight bosses are felled.

On the plus side, the level design remains challenging and fun. X’s wall-jumping abilities really get put to the test, with platforming challenges that really work in favor of the mechanic. Perhaps the biggest introduction to the gameplay is the ability to actually play as Zero, who comes equipped with a laser sword! Though as enticing as that sounds, it ultimately comes across as a tease, as Zero’s playable role is pretty limited. You can switch to him in the pause menu, but if you switch back to X or die while playing as Zero, you can’t select him again until you get a game over or move on to the next stage. That would already be pretty limited, but the game will find seemingly every opportunity to force the player to switch back to X. Don’t expect to face off against any sub-bosses as Zero, as X will automatically come back into the picture, which once again prevents you from re-selecting Zero.

X3 may have the biggest emphasis on secret collectibles in the series up to this point. The usual Mega Man X secrets return: Heart Tanks increase X’s maximum health, while sub-tanks store health items for later use, and X can find hidden upgrades for his arm canon, armor, helmet and legs. There are two new secret collectibles added to the mix in X3, though one is definitely better utilized than the other.

“Using Ride Armors in previously completed stages can often lead to hidden goodies.”

The first new item are the “Ride Armors,” the same mecha suits found in the previous games, but with a new twist. After finding one of the four Ride Armors, they can be summoned in certain sections of every stage once you find a special platform. Each of the Ride Armors has their own strengths and weaknesses, and being able to find their uses on different stages does add a little something different to the proceedings.

The other secret item introduced in X3 are four special chips which, like the upgrades, grant X new abilities and passive bonuses. The caveat with these chips is that you can only get 1 in any given playthrough. That would be a unique twist if you had the option to replace the one you chose, but when they say you can only have one chip they really mean it. So you pretty much have to look up a guide ahead of time to know which one you want. There is an even bigger issue with the chips, however, in that there is an additional fifth chip in one of the Dr. Doppler stages that grants all of the abilities of the four other chips. Like the other four, the fifth chip cannot be obtained if you’ve claimed another one. But this just leaves the other four feeling completely pointless. Just go for the fifth one. Why even have the others in the game?

“Okay, I also like Gravity Beetle. Gravity is cool, and beetles are cool.”

X3 brings back the concept of mid-bosses entering the levels after two Mavericks have been defeated, but somehow misses what made the concept unique in X2. Two bosses – Bit and Byte – are located in mandatory mid-boss rooms, while a third boss – Vile, the suspiciously Boba Fett-esque secondary villain from the first X – is hidden in certain levels, but can only be fought before you fight Bit and Byte. While X2 had players uncover hidden bosses to alter the story, the only real point of fighting Bit, Byte and Vile is determining whether or not you fight them again in Doppler’s fortress (defeating them with particular Maverick weapons wipes these bosses out for good the first time around). And by making two of these bosses mandatory, it kind of takes away from the whole concept that X2 introduced.

Though Mega Man X3 retains the high quality visuals and audio of its predecessors, the graphics are more or less the same as those of X2, while the music is a relative step down in quality (relative in that even a step down for Mega Man music is still pretty darn good). Thankfully, the aesthetics have aged well, but that’s because it replicates two games that already achieved that timeless aspect. X3 doesn’t seem to try to surpass the visuals or sound of its two predecessors, instead simply making due.

Mega Man X3 is all too familiar of a sequel for it to match the greatness of either Mega Man X or X2, but it’s still replicating two exceptional games, and on its own merits has held up pretty well over the years. The Mega Man formula is timeless, so even a lesser entry that follows the series rulebook will still probably end up better than many of their contemporaries. Mega Man X3 may be the point where the series started to feel less special, but I’d be lying if I said it wasn’t a whole lot of fun, even by today’s standards.

 

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Mega Man X2 Review

*Review based on Mega Man X2’s release as part of Mega Man X Legacy Collection*

When Mega Man X was released in 1994, it served as a unique take on the Mega Man series. It starred a newer, edgier Mega Man that fought evil robots called ‘Mavericks’ over a hundred years after Dr. Light and Dr. Wily of the original series had passed on. The more mature take on Mega Man proved to be a roaring success, so much so that it ended up launching its own sub-series. Mega Man X2 followed suit with its predecessor a mere year later, and while X2 may not add too much newness to the formula, it still provides a stellar sequel.

Set six months after the defeat of the evil Sigma, Mega Man X2 sees the titular Mega Man X (or simply ‘X‘) as the new leader of the Maverick Hunters, following the death of Zero in the first game. Three of Sigma’s most loyal followers – the oddly named trio of Serges, Agile and Violin – have rallied Sigma’s remaining forces in an attempt to destroy X and the Maverick Hunters and rebuild their empire. The evil trio – collectively known as the “X Hunters” – also hold Zero’s body part, which X seeks to retrieve in hopes of rebuilding the fallen hero to repay his sacrifice. The relatively personal plot (bad guys with a vendetta, Mega Man trying to save Zero) helps X2 not only stand out from its predecessor, but the franchise as a whole.

As you may expect, X2 follows the series’ trademark setup: an introductory stages teaches the basics, choose from eight different main stages and defeat the Maverick boss fight at the end of each one, get said Maverick’s power, use that power on a later boss who is weak against it. After all eight stages are completed, the final few levels can then be played in sequential order.

In that sense, Mega Man X2 is a very tried-and-true sequel, but one of the benefits of the platforming genre is that even with similar core gameplay, the level design can make for a very different experience. And in that sense, X2 does a great job in standing out from its predecessor, with new ideas and level gimmicks that keep things fresh and exciting. One stage has X riding on a motorcycle  in the desert, and another sees him avoiding searchlights to prevent traps from activating, Metal Gear style.

“Life goals.”

The eight Mavericks here are Bubble Crab, Morph Moth, Magna Centipede, Wire Sponge, Flame Stag, Wheel Gator, Crystal Snail and Overdrive Ostrich (which is possibly the best character name in video game history). Admittedly, they aren’t as memorable as the Mavericks from the first game on the whole (we’re only into the second entry and they’ve already resorted to a sea sponge?), but the stag, ostrich, snail and gator are pretty darn cool.

Each of these eight levels feel unique from one another. And like the first game, they hide a host of secrets. Each stage features a hidden Heart Tank to increase X’s maximum health, while four stages hide Sub-Tanks (collectibles which store health to be used at a later time), and four contain hidden upgrades for X’s helmet, armor, legs and blaster. While the blaster upgrade is more or less identical to that of the first game, the other upgrades provide different bonuses than they did the first time around.

X2 adds a nice twist to the formula, one that contributes to the game’s aforementioned story. After two Mavericks are defeated, Serges, Agile and Violin will then hide out within the six remaining levels, and can be fought if Mega Man X can find the optional boss room within the stage’s they’re currently hiding. If X defeats one of the X Hunters, he is rewarded with one of Zero’s pieces, and the game’s story is altered if X collects all three. But the X Hunters jump to different stages every time the player completes a level or gets a game over, and they don’t visit completed stages, which will further influence which order the player chooses to complete the levels.

Another area in which Mega Man X2 shines are the visuals. The original Mega Man X was already a visually timeless title that has held up beautifully, and X2 adds to the aesthetic appeal with more detailed environments and character animations (Overdrive Ostrich being a tiny silhouette in the distance before jumping to the foreground to confront Mega Man is a particular highlight). X2 even went the extra mile and added new visual effects into the mix, including some 3D boss enemies.

While Mega Man X2 equals its predecessor in most respects, there are a few areas which prevent this sequel from being an all-out improvement. The concept of levels being altered depending on which order yo play them in – which helped set the first Mega Man X apart from the original series – seems completely forgotten with this second go around. One could argue that the X Hunters traveling between stages is X2’s equivalent of the first game’s altering of levels, but simply replacing one element with another, when so much of the game is decently similar, may not seem like a fair trade-off to some players. Additionally, the music – while still great in its own right (this is Mega Man, after all) – doesn’t quite reach the same heights of its predecessor.

Mega Man X2 continues what its predecessor started, even if it doesn’t surpass it. While that obviously raised some eyebrows given the reason that Mega Man X existed in the first place was because the Mega Man franchise had grown a bit stagnant, X2 is still an exceptionally fun action-platformed even today. Mega Man X2 may feel like a tried-and-true sequel, as opposed to a series-redefining second installment like Mega Man 2 was for the original series, but if this is a case of ‘more of the same,’ then it’s more of the same of a very excellent experience. And that’s not so bad, right?

 

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Mega Man X Review

*Review based on Mega Man X’s release as part of Mega Man X Legacy Collection*

Perhaps it’s because video games were in their impressionable infancy during the time when movies began their franchise boom in the 1980s, but franchises have been vital to the development of the video games. Gaming has a better track record with sequel-heavy franchises than the world of cinema, largely due to gaming’s tendency to emphasize ideas over a direct plot.

A key difference between a good video game franchise and a great one is their ability to change and adapt. After Mega Man had grown a little weary from a series of similar sequels on the NES, it was in need of some change if it was to remain one of gaming’s greats. Mega Man X sought to breath new life into the Mega Man series and bring it up-to-date for the 16-bit era. If Mega Man’s status as a great video game franchise was ever in doubt, then Mega Man X silenced the skeptics and ensured Mega Man’s place among the timeless greats.

Mega Man X takes on a relatively more mature tone than the NES entries. Set a century after the original Mega Man series, follows the exploits of Dr. Light’s last creation, Mega Man X. This new model of Mega Man could reason, think and feel as a living individual. Realizing the potential danger of his creation, Dr. Light sealed X away in a diagnostic capsule for further research. But Dr. Light passed away before his work could be finished. 100 years later, was uncovered by Dr. Cain, whose fascination with X’s free will prompted him to create a series of robots of his own to follow in X’s design (dubbed “Reploids”), ignoring the warnings of Dr. Light’s research.

Dr. Light’s fears come to fruition, as many Reploids turned against humans. These renegade Reploids became known as Mavericks, who eventually came to be ruled by the evil Sigma, who plans all-out war on humanity. X takes it upon himself to stop the Mavericks, and joins the mysterious and powerful Zero in order to bring an end to Sigma’s reign.

It’s still a simple “save the world” plot, but it’s certainly more elaborate than what the original series provided story-wise.

You could say that ‘more elaborate’ nature finds its way into the gameplay. At first glance, Mega Man X looks a lot like its NES predecessors: You have eight stages to choose from, each of which ends with a boss fight against a Maverick.

“What exactly is a Kuwanger and how does it Boomer?”

The Mavericks are Chill Penguin, Spark Mandrill, Sting Chameleon, Storm Eagle, Flame Mammoth, Launch Octopus, Armored Armadillo and Boomer Kuwanger. Each Maverick grants Mega Man X their special power when defeated, and just like the Robot Masters of the original series, each Maverick’s power is particularly effective against another one in a complex game of rock-paper-scissors.

Things are taken to a whole new level in this department, however, as now certain levels will be altered if a specific Maverick is defeated before tackling it. Defeat Launch Octopus before Sting Chameleon, and the latter’s stage will be flooded in some areas. Take down Chill Penguin, and the lava of Flame Mammoth’s stage will be frozen solid, making for a much easier trek.

There are several other changes made to the classic formula that give Mega Man X an identity all its own. An introductory stage takes place before the eight proper levels that sets up the story (a feature that would be carried over to the original series in Mega Mans 7 and 8). Mega Man now possesses a wall jump to scale vertical surfaces, and then there are brilliant little touches that take place in individual stages, like piloting heavy mech suits and (true to SNES fashion) riding a cart in the mining level.

Even more notably, there’s a light sense of RPG added into the mix. Each Maverick stage contains a hidden Heart Tank, which will increase X’s maximum health once obtained. Four of the stages also hide “Sub-Tanks,” which add a great twist to the original series’ E Tanks. Whereas the E Tanks were single use items that fully healed Mega Man when used, if X is at full health, any health recovering items will be stored into X’s available Sub-Tanks to be used later, and can be refilled after each use. Finally, there are four capsules throughout the game, which contain holograms of Dr. Light, who upgrades X’s abilities when found. A mandatory capsule grants X with a speedy dash, while the other three are hidden, and upgrade X’s armor, helmet and arm canon.

“The more upgrades X receives, the more he begins to look like a separate character from the original Mega Man.”

Hunting down these items adds a stronger depth to the stages than what was found in the original series. You often have to replay certain levels after having obtained a particular Maverick power or upgrade in order to uncover them. Most of these items aren’t necessary to defeat Sigma and beat the game, but they definitely add to the experience. Uncovering secrets to improve X’s health and abilities can make Mega Man X feel like Capcom’s answer to The Legend of Zelda.

Mega Man X builds on the structure and level design of the NES Mega Man titles, with each stage introducing their own variety of gameplay twists, many of which rival Mega Mans 2 and 3 as the best in the series. Perhaps the only disappointment is Launch Octopus’s stage, which features more than one segment that teeters on tedious. But one out of eight is easy to forgive, especially considering how excellent the gameplay and level design are on the whole.

Complimenting this gameplay excellence are absolutely stunning aesthetics. Twenty-four years later, and Mega Man X’s visuals have not aged a day. The character sprites are colorful, their movements are fluid, and the background environments are intricately detailed. The Legacy Collection includes an HD filter, which makes things look smoother than ever, but you honestly don’t need it turned on for Mega Man X to look great. It’s timeless.

Since day one, the Mega Man series had always been highly regarded for its music, and Mega Man X is certainly no exception. The more mature tone is  complimented with an edgier take on the Mega Man-style score, making for one unforgettable track after another. The SNES is still acclaimed for its many great soundtracks, and Mega Man X should stand among the best of them.

Mega Man X remains a textbook example of how to revitalize a gaming franchise. It may not completely reinvent the wheel, but it adds a lot more depth to the tried-and-true formula, while also adding its own bag of tricks to the proceedings. If Mega Man was starting to get on a bit by 1994, Mega Man X showed that there was more than enough life left for the Blue Bomber. It’s one of the best games to ever grace the SNES, and one of Mega Man’s finest hours.

 

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