0 Members and 1 Guest are viewing this topic.
How is this an improvement? Reploids were placed in cheap locations that make some of them near impossible to rescue without taking damage from a nightmare, and the parts than some of them have are REQUIRED to beat the game if you fail to get X's armors or have Zero return. It's a stupid system, it's broken, and it should have never been implemented.
-Alia. She stops the gameplay around 10 times per stage just to say painful and patronizing stuff such as "break down the door in front of you to make progress" and "here is exactly what you need to do, even though you could have subconsciously found out through simply playing just like in every other Megaman game". Some stuff that she says would be helpful if she actually made it more clear as to what she's trying to help with. In the intro stage, most players will lose half their health bar because they are uninformed on their new crouch ability and have a ceiling fall onto them; "make use of the terrain" doesn't help us here. In Axle The Red's stage, she says "you can go proceed but be careful of the hole below you". This part is a blind jump into a pit where you must hold either left or up to avoid death. Bad level design and bad help. Alia also discourages non-linearity by questioning why the hell you want to go to a stage you're not told to go to, which in a Megaman game, is just wrong. Why take away all these things that made the series and its prequel series so great.
-Level desgin. Half the stages (Grizzly, Squid, Dizzy, and Skiver) feel unfinished. They feel as if they end too quickly and they lack enough level content. Duff McWhalen's stage is bullshit. Nearly the whole level is fighting a mini-boss who is not fun to fight, and if you want either of the armours, you have to backtrack most of this awful stage. Virus Stage 1.....that place can go to the deepest part of the Underwhere and rot there for all eternity. This is my least favourite level of any game, and for good reason. Quickman's stage in Megaman 2 was great, but Virus Stage 1 had to go ruin it. The screen moves down with you at all times, giving you almost no time at all you react to where you need to go, and there's a good chance that you will have gone a direction that will end up with you not being able to dodge the laser in the first place. Shadow Devil is mercy compared to this shit stage. Virus Stages 2 and 3 are just really bland and boring and have nothing going for them.
-Hunter Rank system. One of the things that can increase the rank is fast completion time. This discourages the player from wanting to go at their own pace, which is not a good thing. The hunter rank also has a higher chance of increasing if you destroy less enemies, in other words, you are considered a better maverick hunter for not hunting mavericks. What kind of fucked up logic is this?. Yes, I've tried ignoring the rank system. Doesn't work. The game pushes it in my face to much.
-Parts system. Which parts are given is not clear, and most playthroughs will only be able to obtain 5 of the parts.
-Balance. Zero's sabre can rapidly do 5 damage with little effort required, thus removing nearly all the feeling of true accomplishment that a player should get and making the bosses feel like mid-bosses at most. Yes, Zero is an SA rank hunter, but there still needs to be some form of proper balance with these things. Also, what exactly is the point of the boss levels? Them being 15 levels higher barely makes a difference.
-Armours. Falcon armour is the only one of X's armours which I don't like. I can appreciate the falcon inspiration and all, but that's about it. It's supposed to be a ability based armour, but aside from being able to reach bonus areas, it feels less mobile than the fourth armour. It really feels like X's weakest armour in the series. Gaea armour is cool, but in order to get it, you have to use Falcon Armour a lot which, like I mentioned earlier, requires backtracking a terrible stage. I can kinda see why it's gotten so late in the game though, as pretty much every boss is weak to it.
Dark Hold makes Cyber Maze part 1 completely trivial. The quickbeams are no worse than Quickman's actual quickbeams, and in some respects are actually BETTER since they won't activate until after you pass them.
The parts system is not well implemented in either game. x6 is different, but not really better.1>2>4>3>8>5>6>7
megaman x is good and so is megaman x 2(music is somewhat bad). megaman x3 is best on pc perhaps because of its easier difficulty. megaman x4 i havent played much but megaman x5 and x6 is the best. megaman x7 is a bit bad and x8 is too difficult. megaman x command mission is good however.