X8 - Fantastic
4+4 stage arrangement is annoyingIncredibly annoying in X5. X8 barely had this.
Most stages are pretty damn lame, including the final ones.I don't see how honestly. They all had something neat and likable to them (save Burn Rooster's stage, that stage was a bitch) and felt a lot more immersive than other X series stages. Also, flying through a late X series city in a 3D path was something that needed to be experienced, ad I'm glad they did it. Jacob Elevator stage is one of my series favourites by far for many reasons.
X's new armor(s?) work well but looks incredibly boring.Kinda agree there.
Giving Zero multiple weapons just slows down his play style.I never got that impression. To me it was more fun and interesting, as it added more variety to his attack methods. The glaive is really pro as well.
AxExcept he's no longer a bad character. In X7 he was obnoxious and added barely anything to the game experience due to him just being an underpowered X clone with very minor advantages. In X8 however, he no longer acts like an annoying child and his new voice suits him perfectly, and his gameplay is actually different to what we've seen so far (yes, I'm aware about the Bass Buster. Axl is more different than 7 directions and a double jump) and can be used to the player's advantage for quick strategies.el continues to exist.
x8 is on par with x5-6 but with fancier graphics. It only seems great because x7 was such a steaming pile.I would say it's somewhat on par with X6 but that's only because I really like X7 as I mentioned. I compare X8 to X1-3 in terms of how much effort and polish was, not just fixing up X7's many mistakes.
Uh, you don't need the chips in order to use the armour's functions.Wut? Then I never could figure out how to use Dr. Light's Capsules. When I entered, nothing happened.
Hard? X1-X3 are a lot easier than the classic series' first 3 games.Really? I found X1 to be moderately difficult, X2 was 2EZ, and X3 just mindbendingly hard. Maybe I just suck at X3.
Finding heart tanks is no where near as satisfying as finding HPmemories from Battle Network.NOT really because the gameplay of Rockman EXE is PROGRESSIVE. You start with easy virus and finish with hard virus.
But start with a very few of HP is boringAgreed. X and Zero (and to a lesser extent, Axl) are supposed to be some of, if not, the most powerful characters of their series, and to not be very durable to most of their enemies does break that suspension of disbelief a little.
I've never really played X5, so maybe I'll get around to that in the future. The Alia boxes are going to kill me, but the rest of the game seems to flow alright.I did like the game at first for the most part, but the more I played it, the more I started to not like it. I appreciate the story ambition and the great music as usual, but to me the game has a lot of questionable design choices that really make the game less enjoyable. I do feel really alone on this opinion though, and I actually find X6 to be a much better game.
X2: Want my opinion? The Mavericks sucked in terms of appearance, none of them made their entrance into M.U.G.E.N.Yeah um no.
X2: Want my opinion? The Mavericks sucked in terms of appearance, none of them made their entrance into M.U.G.E.N.Why is appearing in a
Never played any of them (except, somehow because of M.U.G.E.N, Mega Man X1 first stage) so I'll comment on :
- Character design
- Plots
- Japanese opening songs
X1: cliché, both characters and plots are cliché with too much references (such as X origins being SO obvious, Zero's origins being really REALLY cliché, Sigma's symbol referencing Wily, Sigma trying to take over the world...). The Mavericks design was, however, pretty good.
X2: Want my opinion? The Mavericks sucked in terms of appearance, none of them made their entrance into M.U.G.E.N.
X3: Megaman 4 all over again! Except for that Doppler City. Technically, Blizzard Buffalo was the "better looking" Maverick for me. (The opening song was... dull).
X4: Interesting plot and characters (such as Iris, Colonel and General). A great opening song that comes with the Japanese version.
X5: An interesting character (Alia) and many boring ones appeared (Signas, Lifesavers...). The Mavericks weren't as bad looking as X2, they were as good as X1, X3 and X4.
X6: Gate sucked, the Nightmare virus was too similar to the T-Veronica virus from Resident Evil and the plot was... badly thought.
X7: Axl is my favorite Maverick Hunter: I love the idea of the Copy Shot. The Mavericks weren't bad and Sigma looked normal. Also, Code Crush is my favorite video game music with vocals.
X8: The plot of the "replaced villain" has been done before (and after), besides, the Mavericks sucked in terms of design. I also dislike the fact that they put X between 2D and 3D, it makes no sense. The Japanese opening song sucked... a lot.
Someone please inform me (in a non-aggressive way) on why they think X6 had a bad story. I really don't see how it falls short.
It continues with the 'rescue' nonsense (but worse)Sorry...worse? It was an improvement. Those reploids in X5 would reappear needing help again when respawning/revisiting. X6 gave them amusing names and more of a purpose for needing help since they wouldn't reappear. They also tie in with the new and improved parts system which sucked in X5. Yes, if a reploid dies, you can never get any part they had, but in very rare cases will this not be the players's fault.
The sprite animation is generally very poor.I've never noticed any issue here.
they didn't redub the voice actingGOOD.
The level design is often simply pathetic.Still better than that piss-poor level design that X5 had. Believe me when I say that I would take Gate's Fortress over the Virus Stages any day.
Literally the only thing x6 did better than x5 is making Alia ignorableAlia herself got heavily improved. She no longer treats the player/protagonist like a complete dumbfuck, and X/Zero actually responding to her made it feel less like she was senselessly talking at the player/protagonist.
Quote from: "NemZ"It continues with the 'rescue' nonsense (but worse)Sorry...worse? It was an improvement. Those reploids in X5 would reappear needing help again when respawning/revisiting. X6 gave them amusing names and more of a purpose for needing help since they wouldn't reappear. They also tie in with the new and improved parts system which sucked in X5. Yes, if a reploid dies, you can never get any part they had, but in very rare cases will this not be the players's fault.
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.I've played through X6 on Xtreme mode many times and I've never once been anywhere near not being able to complete the game. The Falcon armour was given the airdash it needed in this game; that and the special weapons will allow you to complete the game.
-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.Mostly irrelevant. The most she takes away from you is a couple of seconds of button mashing.
-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.You say those stages feel unfinished, the only one I'd agree with is Grizzly Slash. Squid Adler's level is long and complete, it included a jetbike section like Jet Stingray but unlike Jet Stingray there was an actual level after it, which was much better than just having a jetbike for a stage. Dizzy's level is longer and more fun than the level in X4 similar to it, Cyber Peacock, because the first section isn't just a race and the second has actual thought behind it other than press every button you come across. Skiver's is fine, has a few bits and pieces. 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. Duff's stage, while boring, is very easy. You can destroy the missiles the midboss shoots in its second form, you can avoid the shots in the third easily and it's so easy to destroy the turrets on the first form it's not even funny. Only problem I have is the autoscrolling is slow, I'll admit it's not the best stage.
-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.This doesn't matter at all. I stay at a B/A rank with X and it really doesn't bother me in the slightest. I go up to GA with Zero when I fight Dynamo, still doesn't matter. Nothing about that really matters at all.
-Parts system. Which parts are given is not clear, and most playthroughs will only be able to obtain 5 of the parts.Easy to figure out with how you get parts after completing certain tasks.
-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.Zero usually has less health as he can't access some of the heart tanks. Plus he has to get in close, obviously. When X has his weapons and upgrades, especially some parts like the ultimate buster, he ends up a lot more powerful than Zero is and often more mobile with the Falcon Armour or much much much more able to take hits with any armour. Plus he'll take less hits anyway due to range. Boss levels just determine whether or not you get parts.
-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.Are you actually kidding? Falcon armour X almost makes the game too easy. YOU CAN FLY. YOU CAN FLY THROUGH THINGS. The only thing that can damage you while you're flying is projectiles, and those can be avoided... Since you're flying. You can use it against every boss as the laser is powerful and the flying ability lets you ignore collision damage. PLUS the armour lets you use special weapons unlike the Gaea armour. Oh, the Giga Attack is the best available one in X5 too (not counting Ultimate).
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.I always use Dark Hold on this stage, due to my hate for it. Never use Time Stopper on Quickman's stage. In Quickman's stage, the player has a second to see the screen below them and react to the layout they must overcome. In Virus Stage 1 there is almost no time to react and full use of the dash must be done.
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.