Ever one for pushing boundaries of what can be done with
their games, Capcom jumped right on the high memory capacity the CD drive of
the Playstation was capable of. They
didn’t exactly leave Nintendo in the dust for the Nintendo 64 era though. They did release Mega Man & Bass Megaman
64 and the Xtreme games, but it’s clear the PS1 was where their priorities
lie. Thus we got a trilogy of Mega Man X
games for the system and in the classic series we got Mega Man 8. I’ll be the judge of how much improved with
the new system’s horsepower.
Mega Man X4
Mega Man X4 introduces Repliforce. At some point (I’m not sure exactly when),
Repliforce was formed as an army to handle larger scale conflicts that the
Maverick Hunters couldn’t. It’s kind of
like the Maverick Hunters are the police and Repliforce is the National
Guard. Even before things really go to
shit in the actual game, Repliforce fostered a bad reputation, being known for
ineffectiveness and causing more damage in their operations than they prevent.
At the start of the game, the Maverick Hunters and
Repliforce both arrive at the floating city of Sky Lagoon to deal with a maverick attack,
but thanks to a sabotaging effort from one of the members of Repliforce
secretly working for Sigma, Sky Lagoon comes crashing down, causing a massive
disaster and tons of casualties.
Something I’ve been told that makes some more sense of the
premise is that Colonel is literally hard-wired to never surrender as a
soldier, which is why he won’t drop his weapons and allow an investigation. Other members of Repliforce include two
plants working for Sigma and two borderline mavericks who are only in it for
the carnage. Repliforce has a really
shit vetting process and I can’t help but think that’s the point.
It's also likely that General, the leader of
Repliforce, doesn’t trust that things will work out if they allow for an
investigation. As Sigma says to him in
one of the cutscenes, the Maverick Hunters act execute anyone branded a
maverick at the behest of humans without question.
He has a point at face value, if nothing else. Being labeled a maverick has to do with having a problem with humans and exercising the free will reploids have to disobey them. Humans are the ones that determine whether or not a reploid is a maverick. Even if Repliforce did turn themselves in for judgement, there’s no guarantee they won’t just get labeled as mavericks anyway, especially when they already have a bad reputation. The idea of making a nation of reploids removes the maverick label altogether by taking out the humans that make a reploid considered a maverick. The destruction and violence Repliforce uses, in their eyes at least, is to defend themselves from the inevitable retaliation of their goal for independence. Freedom isn’t free. Methinks the game should’ve made this more clear.
He has a point at face value, if nothing else. Being labeled a maverick has to do with having a problem with humans and exercising the free will reploids have to disobey them. Humans are the ones that determine whether or not a reploid is a maverick. Even if Repliforce did turn themselves in for judgement, there’s no guarantee they won’t just get labeled as mavericks anyway, especially when they already have a bad reputation. The idea of making a nation of reploids removes the maverick label altogether by taking out the humans that make a reploid considered a maverick. The destruction and violence Repliforce uses, in their eyes at least, is to defend themselves from the inevitable retaliation of their goal for independence. Freedom isn’t free. Methinks the game should’ve made this more clear.
Sigma is once again a corrupting force, but Doppler’s
antivirus must’ve worked (for now) because he never uses the Sigma virus to
mind control anyone (Cyber Peacock was “reprogrammed”, but I think that’s
different). If he could, General wouldn’t
be able to tell him off. Instead Sigma
uses the mavericks loyal to him working within Repliforce to cause the Sky
Lagoon incident, banking on Repliforce turning against their human masters. In a nice narrative touch, the health bars of
Sigma’s agents have his logo under their health bars instead of the Repliforce
logo like the others.
I sense a running theme with this plot. Repliforce has people in their ranks that
betray them and cause this mess (and work for the guy who betrayed the Maverick
Hunters), they think humans might betray them, the assistant reploid X is
assigned betrays him in X’s story and Iris betrays Zero after Zero betrays her
trust by killing Colonel in Zero’s story.
I like the story. I
like Sigma acting as a manipulator without the need of powers until the very
end when it all comes together and I like that we learn a little more about why
he turned evil and why Zero, a creation of Wily, became friends with X. We even get 2 stories for the price of one,
with X and Zero’s having their own story events.
Then the characters start talking and I die a little inside.
There’s nothing more that needs to be said about how shit
the English dub of Mega Man X4 is so I won’t harp on that. What I will harp on is the people who try to
justify this garbage by saying it was the standard at the time! That is bullshit! Mega Man X4 came out in 1997! The following are games with voice acting
that came out before or around 1997.
King’s Quest 6 came out in 1992.
Star Wars: Dark Forces, 1995.
Toonstruck, 1996.
Mega Man Legends, 1997!
Another Mega Man game in the same year!
And then just a year later we got Metal Gear Solid.
I've watched a few episodes of Astro Boy on Tubi and even though it was dubbed in the 80s, where this "Japanamation" thing wasn't given high priority, it still had better voice acting than Mega Man X4! Even if we were to ignore any standards of voice acting,
it’s common sense! What lunatic listened
to this acting and thought it was ok to release?! Did they really think this wouldn’t get
lambasted?!
When the creator doesn’t care, it’s joyless and
pathetic. That’s why it’s so agonizing
to watch those videos from Dingo Pictures.
Mega Man 8 was just as bad, but at least with that game
there wasn’t quite as much spoken dialogue and the classic series is lighter in
tone so characters sounding silly doesn’t sting quite as badly. Duo’s voice also wasn’t terrible so it at
least did the ending somewhat right.
| There should be a comma after "you". |
At least the gameplay is on point. X4’s stages are great. They not only look gorgeous with the added
power of the PS1, but they almost all allow for speedy progression if the
player so chooses and there’s not a lot of cryptic bullshit the player couldn’t
possibly know about this time. Things
that are hidden have generally visual cues to guide an eagle-eyed player to
them.
No more railroading either. It’s probably a good idea to get the leg parts easily found in Web Spider’s stage first, but they don’t feel strictly necessary this time. I got through 3 stages and still got some collectibles without needing the air dash.
No more railroading either. It’s probably a good idea to get the leg parts easily found in Web Spider’s stage first, but they don’t feel strictly necessary this time. I got through 3 stages and still got some collectibles without needing the air dash.
Zero doesn’t even have to deal with the armor parts. He’s much more straightforward and his hack
and slash gameplay style is a blast to play with, doing huge damage with
up-close and personal sword swings at the risk of taking higher damage. X already has a good sense of speed, but Zero
can kill enemies so quickly that he can blow through stages in record time if
the player using him is good enough.
It’s by far the biggest and best contribution X4 adds to the gameplay.
Where X4’s gameplay drops the ball for me is most of the
bosses. Web Spider, Storm Owl and Cyber
Peacock are the “wait your turn” kinds of bosses that I gave X2 shit for, Frost
Walrus has fewer moves than Chill Penguin and Jet Stingray is a repetitive slog
that’s hard to hit with most of X’s weapons.
Slash Beast and Colonel are fun fights, but both of them use attacks
that you once again have to dash under when it would’ve been much more
convenient and practical to just duck.
Let me duck!
Mercifully the game saves after each stage of the endgame for once so you don’t have to do all that in one go, but you still have to go through the final boss that way and this time Sigma is rocking 3 phases, meaning if you die at the final phase, you have to do 2 phases over again. Yes, the first phase is a joke and easy to beat without taking damage, but it’s still time consuming and yet another boss that makes you wait your turn to hit him. Sigma’s final form isn’t too hard once you get the method to deal with his attacks down, but that still requires dying as part of the learning process, which kicks you right back to dealing with the first 2 forms again, wasting your time and not giving back your sub-tanks! This game needs save states! The endgame frustration isn’t nearly as bad as it was in the SNES games, but it’s still there.
Mega Man X5
X5 escalates the story from the usual fight against an antagonistic force to a fight to save the world from a world-ending cataclysm. X4 established that space colonies are a thing and X5 both rolls with that and brings back the Sigma Virus as a plot element.Things go from bad to worse when someone or something (not
sure if it’s the virus or sabotage from Dynamo) causes Eurasia
to go off its orbit and begin falling toward earth. With the planet in a total panic and much of
the rest of the Maverick Hunters infected, the ones left put their hopes in an
old, unused weapon called the Enigma Cannon, which is supposed to have such
power that it might be able to destroy Eurasia
and either destroy it or blast it apart into much less destructive pieces. In order to use it at full capacity, X and
Zero are tasked with gathering parts for the Enigma cannon by getting them from
various reploids that won’t give them up without a fight, usually thanks to the
Sigma virus getting to them.
While this is happening, Sigma gets a new body by teaming up
with some kind of AI recreation of Dr. Wily, like an evil counterpart to AI Dr.
Light and his armor capsules. Their
ultimate plan calls back to X2, where Sigma and Wily have the common goal of
trying to make Zero into the evil robot he was made to be.
Maverick Hunter X helped with this a little by including a
few background Maverick Hunters, but they were only there as set dressing. With X5 we finally get to see more of the
hunters acting as a team. We have
mission control girl, tech guy, leader guy and medic guy, all of whom have
something to contribute.
This is all done with a translation that’s actually ok this
time, but just ok. I think this was a time when a lot of localizers
didn’t quite know how to translate Japanese dialogue in a manner that sounded
natural. There are lines peppered
throughout the game that seem off, like it was a literal translation that
didn’t consider how some Japanese words can be translated in different ways or
how sentences can be rephrased in ways that more naturally fit. Still, it’s coherent, some of the emotionally
charged moments still land and there are almost no spelling or grammatical
mistakes so it’s a hell of a lot better than that shameful clown show that was
X4’s translation. Now it’s a good clown
show with a big comfy couch.
The downside to this is the game implicitly encourages sticking with one character because the heart tanks and sub-tanks only apply to one of them and they’re finite, but using both characters in tandem is still a doable tactic if you know the game and use the parts. If nothing else rookie hunter mode and/or the final armors in the endgame can be a safety net if one character got neglected.
In the level design department, X5 has some of my favorite,
most gimmick-filled stages yet. All the
things you do like disarming bombs, fighting a fully armed submarine, hiding
from a sea of flames and jumping from train to train make each stage unique
from each other moreso than any other X game before it, all still retaining
that sense of speed and action. There’s
only one genuinely bad stage.
The bosses that come with them are the best selection in the
franchise yet. They not only have great
names that add to the Mega Man musical naming conventions (fuck you Legacy
Collection 2), but they also strike the perfect balance of having attacks that
are slow enough to be reasonably dodged while still requiring the player to
make single-second decisions at a moment’s notice. Bosses like Squid Adler and Duff
McWhalen are a lot of fun because they have platforming challenges in their
fight, with Adler electrifying the floor and McWhalen spawning ice blocks,
though the insta-kill spikes in his second phase are a bit much.
The Skyver brings
back Storm Eagle’s challenge with having to stay on the stage while dodging the
different ways he charges at you and Izzy
Glow has you jumping all over the place at an increasing pace to dodge his
firefly shots, his teleportation movement and his full sweeping lazer attack
that has you hugging the wall and ducking.
1. It’s a throwback to the classic series and throwbacks are what X5’s endgame is all about.
2. It isn’t hard to dodge its segmented movement, certainly not as hard as the Yellow Devil’s. You only really need to duck and watch when to jump over the bottom cube.
3. As long as you hit it with his weakness, the one or two hits you get on it at a time do a ton of damage so the fight doesn’t drag on too long.
4. You can bypass the dodging by constantly wall jumping in the corner for safety.
The initial 8 bosses can also be manipulated to be made
harder and you can reap greater rewards in the process, which just further adds
to both replay value and customization in the way you can play the game.
The meanest thing I can say about X5 is that Squid Adler’s
stage sucks. The bike section sucks and
the tedious plug connecting sucks, but even then X5 allows stages to be skipped
at the cost of parts and upgrades in them.
Hell, you can skip right to the endgame if you’re a hardcore challenge
gamer.
The only other negative I can think of is that the Gaia Armor sucks too, but that’s not much of a complaint when it’s just another option given for the player to take or leave and the Falcon Armor is so fun that it makes up for the Gaia Armor’s shortcomings.
It says something when my only two problems with X5 are both minor and skippable.
The only other negative I can think of is that the Gaia Armor sucks too, but that’s not much of a complaint when it’s just another option given for the player to take or leave and the Falcon Armor is so fun that it makes up for the Gaia Armor’s shortcomings.
It says something when my only two problems with X5 are both minor and skippable.
Mega Man X6
Right off the bat Mega Man X6’s story starts off on the wrong foot with me. It follows the good ending of X5, where the day is saved, but puts a damper on the victory by explaining that the day, for the most part, was not saved after all. While Sigma was defeated and Eurasia was destroyed enough for the earth not to get obliterated, the pieces of it that were blown apart still dispersed over the earth and since Eurasia turned into a giant nesting ground for the Sigma virus, that means it was spread all over the earth along with it, leaving the planet devastated and forcing what remained of the human race to retreat underground to escape the ecological effects. Reploids were forced underground too, but were able to return to the surface much sooner, since they can survive the harsh atmosphere.While I’m not thrilled at the thought that my triumphant
victory in X5 wasn’t really much of a victory at all, the major change to the
setting does demonstrate how the X series is willing to shake things up. It’s not just mean ol’ Dr. Wily constantly
coming back to cause trouble before everything goes back to normal. The Mega Man X games’ plots have real
consequences.
Even though Sigma himself is not around to mind control him,
the Sigma virus still causes Gate to become manic and he creates something
called the Nightmare, which may or may not be another mind virus.
The Nightmare seems to be something of an equivalent to Scarecrow fear gas for Reploids, causing hallucinations, but since it only seems to occur in specific areas, it appears to not linger in a Reploid’s system. This is evidenced by conversations with Alia, where she doesn’t detect the nightmare effects from a long distance.
The Nightmare seems to be something of an equivalent to Scarecrow fear gas for Reploids, causing hallucinations, but since it only seems to occur in specific areas, it appears to not linger in a Reploid’s system. This is evidenced by conversations with Alia, where she doesn’t detect the nightmare effects from a long distance.
With the Nightmare wreaking havoc on the planet, Gate plays
a game of deception to keep suspicion off of him. He uses the Nightmare to create a phantom
version of Zero to make it look like Zero is in some way behind the Nightmare
phenomenon because since he’s missing and possibly dead, he can’t defend
himself. To further boost Gate’s image,
his assistant Isoc declares they have gotten 8 investigators to look into the
Nightmare at various points of high activity when in reality the investigators
are there to make sure the Nightmare plan is running smoothly. The Maverick Hunters don’t trust these
investigators and thus go to investigate them, which for some reason or another
leads to the investigators picking a fight.
Just like in X5, each boss has pre-fight dialogue depending on which character is used so there’s a good establishment of emotional stakes. Some of them have a past with the Maverick Hunters, Shield Sheldon seems to know X from the incident that led to his suicide and Alia remembers contributing to Blizzard Wolfang’s death. They’re villains that hit closer to home than the guys in X5, where the X Hunters only knew OF them at most.
It’s just that it fumbles how he comes back after defeating
the phantom Zero. Instead of being a
tearful reunion where X is awestruck that his friend is back when they couldn’t
find a single one of his parts, it’s kind of brushed off. The explanation as to how he came back
could’ve used some more elaboration too.
The implication is that the AI Dr. Light was able to help him recover somehow,
but the game never elaborates. I don’t
need another game dedicated to bringing Zero back, but I would’ve liked more
than a badly translated meme line.
That aside, when taking all the plot elements into
consideration, I like what X6 does for a story.
Sigma is not the villain this time.
Sure, Gate brings him back at the very end, but he has no agency to the
plot and is little more than an attack dog that Gate brought back as a robot
zombie with some screws loose. Unlike
Sigma, Gate doesn’t seem the type to throw away pawns when he’s done with them
because, after all, they are the powerful reploids he wants to inherit the
earth.
The opposing faction of Mega Man X6 is a refreshing change
of pace for a Mega Man X plot, but my biggest gripe has to do with something I
typed earlier: “when taking all the plot elements into consideration”. Much of the initial premise that kicks off
the plot is withheld from the player until the very end. It doesn’t say that what Gate picks up is a
piece of Zero, doesn’t say that he was infected with the maverick virus because
of it and doesn’t say that Gate created the Nightmare in the first place. It’s not an intriguing mystery. There’s no twist that happens when they
reveal it. All it does is make the plot hard
to follow. It’s vagueness for the sake
of being vague and when these things are explained all I feel is that I wish I
had known sooner.
I don’t get why Capcom didn’t just dub the game. They could’ve made up for X4 and made a good English dub for once, but I guess I shouldn’t bet on that when the translation alone is already dire. It’s full of mistranslations, typos and weird phrasings. What happened here? X5’s was generally pretty ok. At least it was proofread.
The translation is just the beginning of X6’s problems. I’m aware of this game’s infamous reputation,
but I want to be clear that no matter how much bad I have to say about it,
there are genuinely good things in it that make it worth a try and I have to
give credit where it’s due.
That’s enough positives.
This is possibly the worst action platformer I’ve ever played in my
life.
- The soundtrack is pretty great. I think even this game’s haters can agree with that.
- I like a lot of the game’s boss ideas. Things like a turtle with a shell you have to hit the weak points on, a shark that summons scrap simulacrum of previous bosses in the franchise, a water flea(?) that constantly multiplies to overwhelm you. Those are really cool concepts. I also like the good old “villain using a hero’s powers” with Gate donning a golden armor upgrade like the one in X3.
- Sometimes the boss ideas pan out and are really fun. It was fun cutting through Infinity Mijinion’s clones with Zero, jumping over Ground Scaravich’s ball of increasing size, ducking and jumping over Commander Yammark’s advancing option fire and I sure felt like a smarty smart when I realized that I could use Shield Sheldon’s weapon to block all of Blizzard Wolfang’s overhead projectiles.
- One of the problems with X5 was that there was a finite number of Heart Tanks and upgrades that could be given to each character, incentivising sticking to one of them. This is alleviated a little bit in X6. Health upgrades from rescued reploids are shared and not only is the nightmare energy in abundance to begin with, the returning Dynamo can be fought an infinite number of times to get nightmare souls, meaning the upgrade resource is no longer finite and using both characters is more viable.
- Both characters now have a long and short ranged option for some versatility, but without taking away what makes their play style unique. Zero has a much better Z-buster than the one in X5, but can’t rapid fire it the same way X’s can and X has the Z-saber, but can’t do blade combos.
That’s not even the worst use of those insta-kill spikes
that X6 seems to love. The worst comes
in the final part of Rainy Turtloid’s stage, where there are several hallways
of spikes on the ceilings and floors off to the side. Any normal player would safely assume that
you’re supposed to use the shadow armor’s spike protection to walk
through. There’s just one problem: one of the pieces of that armor is through
those spikes! What the game wants
you to do is a ridiculously precise, pixel-perfect air dash at a ground level,
even though the camera does not show that there’s any safe area past it to dash
to, and it wants you to do it twice in a
row!
The enemies themselves don’t actually do that much damage, especially
not to armored X. The problem is you’re
constantly getting hit by them! Playing
this game is like doing an obstacle course while getting attacked by a swarm of
bees!
![]() |
| You have to hit their tiny heads to kill them and they can potentially respawn. |
This is all without bringing up all the fucking nightmare
effects that turn levels into a living hell, making is so you can’t see, can’t
attack right or can’t avoid taking damage!
They make what’s already a relentlessly difficult game even harder!
Rookie Hunter mode noticeably changes more about Mega Man X6 than it does any other game in the Legacy Collections, like they knew they had to go the extra mile for how unfair it is. For X6, it doesn’t just give the usual attack and defense boost. It also adds things to certain areas as a band-aid for the shitty platforming. The most standout thing it adds is a floor to the stretch of wall jumping in Rainy Turtloid’s stage so you can completely bypass it and another floor to the fight with Gate. This is the only game in the collections where you use Rookie Hunter mode to get an achievement, as if to point out that it’s needed.
This is a funny game and I do mean “ha ha” funny. Easy mode tones it down, but the default
difficulty is so bullshit that it creeps into the territory of I Wanna Be The
Guy and Kaizo Mario. It was such suffering playing it, but when I
took a step back I laughed at my own gamer rage.
That combined with the shoddy translation makes Mega Man X6 rife with ironic “so bad it’s good” enjoyment and is perfect for shitposting
internet memelords. It was practically
made for drunk streams. I’ve seen more
memes about X6 than any other Mega Man X game because there is so much to make
fun of. Every discussion about this game
I’ve ever heard has everyone laughing at some point and I can’t bring myself to
hate a game that has led to such joy, even if that joy comes from bashing it.
Mega Man X6 is a game where the goods things about it can be
enjoyed unironically and the bad things about it can be enjoyed ironically,
making for a weird mix where good is good and bad is also good. It’s not a good game on the whole, but it
sure is an entertaining one.
Next time I’ll be concluding my touristy look at the Mega Man X games with the PS2 duology.



















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