Reviews from

in the past


Not a fan of this, but I can see how it could appeal to certain people. It just didn’t do it for me. Mega Man X is a series known for platforming. If you were going to change the formula then it should have created it’s own sub-genre of games like battle network and legends did, but shoe horning this into the Mega Man X universe just doesn’t feel right. Moreover I just didn’t really like the battle mechanics and story. I wouldn’t recommend it. There are much better things you could be playing

I don't know who the fuck this cock sucking asshole SPIDER is but it surely can't be my boy REDIPS.

One of the most boring JRPG I’ve ever played. Not the worst, but it certainly is boring.

First off, I never really cared about Mega Man story in general, always skipped all of them when I played the classic or X series. I do pay attention to Legends and Battle Network stories, even then I find it not appealing to me.
So it’s not surprising when I find Command Mission’s story to be not interesting. Not to mention some of the villain’s voice acting is so laughable I can’t take them seriously.

But, I usually really like Mega Man’s gameplay. I like every single Mega Man game I’ve played (even the gameboy one). Command Mission is an exception.
It uses the standard turn-based combat with random encounter system, and on paper, the battle mechanic is sound. While every character has the same basic attack and sub weapon (some sub weapons are character exclusive), everyone has a unique special attack and hyper mode. Hyper mode is basically a temporary boost form, hyper mode will just power up the character stats, but some characters have unique effects alongside them such as Axl and Spider giving them immunity to everything, or Marino giving her insane speed boost, or X having a new special attack.
Each special attack is different and they are fun to look at… at first. X can charge to attack every enemy (or one powerful attack on 1 enemy on Hyper mode), Zero will ask you to input combo as fast as possible, Axl will ask you to input certain button to copy previously defeated bosses skill, Spider is poker, Marino is slot machine, Massimo is button mashing, and Cinnamon is AoE healing (with the potential of breaking your right analog stick).

But it’s all undermined by how much of a slog each combat is, every single encounter takes more than a minute because of the slow animation is. Combine that with a high encounter rate, and the game becomes a sleeping aid.

Boss fights are also repetitive, you will mostly do the same thing over and over again until the boss’s HP drops to 0, except for Mad Nautilus which is more annoying because you can only attack when he allows you too, otherwise he will counter with a strong attack.

There are some optional bosses, but I gave up on doing it because I have to grind a lot to have a fighting chance and with the combat being so dull, I don’t have the patience for it.

This is a game I'd been meaning to get to during my Mega Man Mega Marathon a few months back, but got burned out on Mega Man before I could get to it. It also wasn't super duper easy to procure a copy, so that also kept me away. However, as luck would have it, in looking for more games to play for this TR's GameCube theme, I managed to find a copy of the relatively quite rare GameCube version for sale in town for a price I couldn't say no to~. I had heard good things about it from tons of people, and I had those things more or less all around confirmed for me over the course of playing it. It took me around 26 hours to beat the main story of the Japanese version of the game on real hardware, and then I spent around another 3 hours doing the post-game extra content and extra bosses.

Rock Man X: Command Mission may have Zero and X and Axel in it, but it's more like a story inspired by the state of things that Rock Man X7 left things in rather than a direct continuation in any sense. X and Zero work for the military to hunt down Mavericks (or as the Japanese versions call them, "Irregulars"), but other than that, this is a side-story at least and a totally different continuity at most from the rest of the Rock Man X storyline. That said, this game put together by members of the team of Breath of Fire: Dragon Quarter and Rock Man X7 is quite the impressive achievement in bringing a truly unique-feeling Rock Man RPG experience to life.

The whole conceit of the game is that the world of reploids has been revolutionized by the discovery of a powerful new technology: Force Metal. It has properties that give incredible potential for power in reploids and machines that use it, and it becomes the focal point of the world's society very quickly. However, when the prime spot for the mining and processing of Force Metal is suddenly attacked by Irregulars, X and Zero are sent off to solve this crisis presented to the world before Force Metal is monopolized by the wrong hands.

While this is still very much a Rock Man X game in its world and character design, this is easily one of the best written games in the X series (as one would hope of a narrative-driven RPG). For starters, it's one of the sage few games in the series to actually address in any way, shape, or form the fact that X's whole deal as an Irregular Hunter basically makes him a super cop just hunting down government-identified terrorists, and that he's potentially just a tool for wannabee demagogues because his conviction towards hunting Irregulars is so unyielding. Beyond that, you can also definitely see the influence of the Breath of Fire members of the development team with the strong themes about leadership and the importance of a good, self-sacrificing leader.

It's a story that moves very quickly, and speeds through character moments quite fast, but it still manages to do its relatively large cast justice more often than it doesn't. Enemies range from seriously cruel to delightfully wacky in a way that doesn't break the tone, and the good guys are also staffed with a fun range of characters with their own motivations and personalities. It's certainly not the best written RPG of its generation, but it's a surprisingly well done swansong for Capcom's days of making straight turn-based RPGs. My only real complaints are around a twist in the end kinda compromising Zero's story arc, and the fact that it's just so short. Though in a sense, while leaving the player simply wanting more of your story isn't a great place to leave them hanging in, it's certainly a sign of a job well done.

The RPG mechanics of the game don't really play like anything else I can think of, other than a bit like Final Fantasy X in how you can do mid-battle party swapping in your team of 3 (although it seems like that was a very popular mechanic to steal from FFX, so Capcom aren't unique in that regards XD). Each party member goes into battle with their main weapon and sub weapons, with the former being bound to A and the latter being bound to X and Y. You get weapon energy at the start of every turn, and while your turn will end if you fire your main weapon, you can also spend weapon energy on firing your sub-weapons beforehand. In addition, you can also save up your weapon energy to activate a super move whose power is determined by how well you complete a little mini-game before hand, which can range in simplicity from simply holding down A to spinning the C-stick clockwise (something you'll do a LOT because that's the healer's free healing super move XP). You also have a super mode you can activate for a few turns, but it only gets its charges restored when you either level up or do a full heal (or use a special healing item of which there are only a set number in the game).

Even though you don't really have armor to equip, as you only have weapons to equip (though they do affect things like defense and speed as well as attack), the story-important Force Metal also plays a role in what are basically accessories. Each character has a certain number of Force Metal slots they can equip them in and a certain number of points they can allocate to it, and more powerful Force Metals generally take more points to equip. You can mitigate that by dedicating a Force Metal equipping slot to a special Force Metal that just gives you more points to allocate, or you can just equip over your limit and run the risk of negative side effects happening during battle as a result (much like the system Mega Man Battle Network uses).

The game's combat flows really quickly as a result of it being so many quick button presses with quick (sometimes too quick, and impairs readability) animations, which makes the large amount of random encounters not feel so overbearing. The random encounters are actually the main difference between the GameCube and PS2 ports of this game, as while the GC version may run at 60 FPS instead of the PS2's 30 FPS, encounter rate is tied to framerate, so you're going to get double the random encounters. The difficulty curve tends to lean towards the high side, though, so having more monsters to grind XP from isn't the worst thing in the world. Having good Force Metals equipped and a party you're comfortable using as efficiently as possible is key to survival, and while this certainly isn't the hardest RPG of the generation (there are hidden extra hyper forms for Zero and X and stealable super Force Metals that can tilt things in your favor by a LOT, making even the super hard post-game bosses much more manageable), it certainly surprised me with just how tough it often was, even in the first several chapters.

The presentation is really well done. The character designs do often err towards being on the more overdesigned side, but they're still very pretty and memorable. The music is also very good. The environments and dungeons to tend to be very simple and samey, however, with most of them being fairly unimpressive corridors, giving the game a very linear bent. Granted that linearity and uncreative dungeon design is really one of the most critical things I can level at the game from a mechanical or design standpoint, which isn't a bad place to be.

Verdict: Highly Recommended. I thought this game would be just okay, but I ended up really enjoying it. It's for sure an RPG on the GameCube and PS2 worth checking out, especially if you're a Mega Man fan who likes RPGs. It manages to make not just a really fun Mega Man RPG, but a great RPG in its own right, and that's possibly the singular most impressive thing it manages to do.


As Bounceyboy would say; cool as a kid, sucks as an adult.

Thoroughly mediocre. It's a shame because there's some interesting bones there but everything is incredibly slow, normal battles take way too long, and the game is often not afraid to waste your time. The story is about what you'd expect of PS2-era Mega Man writing, which is to say mostly just kind of confused and fumbling around a point without ever making one. One positive point is that the game does let you do some fun things with builds, equipment choices are often actual choices and there's a lot of little secrets to find if you go looking, but the game honestly just needs to be faster.

One of the first JRPG that i had a chance to finish, always being a big fan of Megaman, played this game when i'm still a kid and was amazed by the different approach in the gameplay although it still have some undeniable flaws but it always having a spot in my heart

ia ser maior a nota se o final boss nao fosse a coisa mais decepcionante da historia mas eu super comeria a marino e o spider

This was a fun little game, but at the time I wasn't too into it and I had many other games I wanted to get to, to the point that I didn't want to go into a RPG.

That said, I will return to this later and give it a real try next time as part of me was really quite liking it, however, I was very confused by having no idea what was going on in regards to the lore of what was going on around me which added to my frustration and confusion.

Game + Stream

it feels so weird finally beating this game. it's weirdly one of my most vivid memories with a game, my brother and i for weeks were grinding this game constantly. we were so little we barely understood any of the mechanics and it took days just to beat early game bosses. we never made it past chapter 4! eventually for whatever reason the game stopped working, it wouldn't boot past the title screen so it just kinda sat on my shelf haunting me for 10+ years. i recently decided to take it to a game resurfacer and it actually fixed it! i figured with that miracle it was a sign to finally sit down and beat it.

it was pretty good! nothing mind blowing or anything, really just carried by me being such a huge mega man fan. otherwise it's a pretty average rpg, a genre i don't super love, with a pretty just okay story. there are some things i did genuinely really like, namely the combat system, it was genuinely pretty fun using the different action commands and experimenting with different weapons and sub weapons. how simple the customization was while still having a lot of depth to mess with was very engaging as well, made coming up with strategies for new enemies and bosses pretty satisfying. the biggest sticking point for sure is the random encounters. they're a bit too common and tiresome especially near the end of the game. you can only heal with sub tank energy which is finite or cinnamons action trigger which i ended up doing way too much to the point of getting pretty annoyed LOL. i kept not wanting to skip fights out of fear of being underleveled but i also never wanted to not be max health so i drew them out more than i needed to realistically which didn't help. other than that, the soundtrack is weirdly iconic to me because of how much i played it, and it looks really good as well. i played the gamecube version for clarification it seems like the ps2 version is pretty significantly worse but i've never played or seen it so i can't be super sure.

not anything you need to play, if you're a big mega man head like i am and can deal with a turn based rpg (i'm growing...) then i think it's worth your time! it isn't too long in the grand scheme of the genre and it has a pretty fun and, at least to me, unique combat system that was pretty sick! it feels really weird to have finally beaten this game but i'm glad i did, i feel like i've beaten a lot of those kinds of games this year.

I used to love this game so much. There's a handful of old Gamecube games that I have to get from my mom's house to try replaying. I need to determine if they're truly as great as I remember them, and this is one such example.

ignore the redips bullshit and its peak

Pretty disappointing, so much wasted protentional.

cool ass designs (zero's and x's most BADASS designs are here), ideas, ost and story but unfortunately its a turn based RPG and I SUCK at these games.

nowadays, I suck less. might try again some time.

I think there's a potentially decent game here, but it's buried under a veritable mountain of flaws. This is a JRPG in the most barebones sense. There's a shallow story that backs up 20 hours of running down hallways and repeated floors. All the while you are hit with lengthy random encounters that will remind you why they're a thing of the past.

The combat is the bread and butter of the game since it's what you'll spend 90% of your time doing. I would say it's decent and requires a bit of strategy. Stat buffs and debuffs are really ambiguous and I never fully understood or took advantage of them. Hyper modes are neat but they feel weird to me since they're limited but the game expects you to be using them constantly.

I like the new characters a lot but they're underutilized story-wise. Spider debatably being the only exception. I'd die for Marino.

Mega Man X: Command Mission is a pretty mediocre RPG, the story isn't very interesting (although I appreciate that they finally made an X story that doesn't involve Sigma), the dungeons are frankly a chore to get through and the random encounter rate is mind-numbingly high, so why the above average score?
Simply put, the combat is fun, every character feels vastly different thanks to the action trigger mechanic which has you doing special inputs or little minigames to do a more powerful attack (think special moves in Mario RPG) along with the hyper mode mechanic which makes your character more powerful for a set amount of turns, sure towards the end of the game I just stuck with a team of X, Zero and Cinnamon (especially once I get the secret hyper modes) but it's still fun to experiment with such a large cast of characters.
Also I'm a massive fan of the X series so that helps too.

controversial opinion: i find this game boring to play. while the core rpg mechanics are fun and are paper mario esque, which i personally really like, everything else is not enjoyable. i have no issues with a generic mega man story if the game is short and sweet, but this is an rpg. they made a barely above average megaman story and stretched it for 20 hours. i got to chapter 5 and was dulled out because nothing happened for the 10 hours post the first mission and gave up for my time.

pretty good. Not more than pretty good. Not less. A bit middling.

This game is goated even if it is a little flawed

This review contains spoilers

Eu joguei esse jogo esperando pelo menos um plot legal, e eu ganhei um jogo de 20 horas desinteressante em quase tudo que faz.

O defeito em que tanto falam sobre command mission, é sobre sua taxa de encontros, e sim, é frustrante, mas ela é uma maneira porca de tentar alongar as dungeons curtíssimas dele. Mesmo andando em um lugar pequeno, graças a grande taxa de encontros, dá a sensação de que eles são grandes, porém todas as dungeons desse jogo são curtas. Além disso, possuem um level design repetitivo, com muitas salas parecendo cópias uma das outras, às vezes são puzzles tão chatos que dá vontade de largar o controle e ir fazer outra coisa. A pior parte nesse quesito é a dungeon do capítulo 8, no qual você tem que subir ela inteira, descer para o começo, e subir denovo, parece que estavam sem vontade de fazer uma parte interessante. Outra é no quarto capítulo, no qual tem um corredor que dá softlock e você tem que voltar do último save, porque o corredor de desafios que tem nela, na parte difícil os cara botam inimigos da dungeon final pra você lutar, e não há maneira alguma de você sair de lá, igual a dungeon final, que a partir do momento em que você pisa nela, não tem mais como voltar, pelo menos possui uma loja de equipamentos no começo dela.

Como se não fosse chato entrar em combate a cada 10 segundos, o combate é arrastado pra caramba. Não sei qual foi o motivo de tantas animações de inimigos serem tão demoradas, as vezes eles fazem um movimento e ficam parados por um tempo até a realidade voltar, ou ataques com animações lentas, e olha que os inimigos surge de grupos de 3/5, então imagina ter que enfrentar eles por várias e várias vezes, se quiser se torturar, vá para o deserto e fique perdido. "Ah, mas existe item de diminuir a frequência dos inimigos" eu sei, o problema é que as dungeons são pequenas e se eu ficar evitando batalhas, no final vou levar um pau do chefe do capítulo, porque o XP que as batalhas aleatórias dão são insuficientes. Outra é a mecanica de fugir da batalha, se tu tentar fugir com X, a chance é de 100% sempre, mas repetindo, se eu ficar com pouco xp, vou sofrer mais pra frente. Não tô zoando, eu terminei o jogo com nível 33, NÍVEL 33 EM UM RPG! e mesmo assim, não precisei farmar em nenhum momento, porque outra coisa que esse jogo é, é ser fácil.

O jogo tenta te limitar com o sistema de sub tank, que é a única forma de você se curar no jogo, o que acaba falhando, já que existe uma personagem que cura e um item chamado backup, revivendo o personagem com a vida cheia. O hyper é limitado? Pff, tem como aumentar com unidades que você pega pelo mapa e recuperar eles com os itens. Tudo aqui pode ser facilmente quebravel, principalmente com aqueles hyper mode do axl e do spider, deixando eles invencível, e com um item de isca, torna as lutas de chefes o mais ridículo possível. Seu personagem morreu em uma batalha aleatória? Não se preocupe, após a batalha ele volta com 1 de vida, perdendo todo peso da morte dele. A única parte no qual o jogo consegue ser difícil, é nos chefes secretos, que são mais difíceis que a porra do boss final KKKKKKK. E pra afundar mais ainda o jogo, existe um glitch de turno infinito que torna qualquer chefe uma piada, essa daí nem eu tive coragem de usar, sou um homem de honra. Nem o sistema de fraqueza ajuda muito, já que muitos personagens principais nem ao menos tem armas elementais, deixando essa mecânica mais inútil ainda, e nem adianta equipar um elemental resistente, os chefes na maioria das vezes dão ataques normais, ou possui parceiros para te dar ataques de outro tipo. Buff e debuff é totalmente irrelevante aqui, já que os chefes não são afetados por debuffs, e não existe nenhum equipamento que melhore o personagem, além do de duplicar o ataque. Até existe item que buffa, mas eles são dropados de inimigos e sem eles não muda tanta coisa assim. Também tinha como equipar force metal, que é bastante fácil de se obter um poderoso, e mesmo eu jogando no foda-se, não tive nenhum problema com eles, nunca precisei posicionar eles de forma estratégica, só usava o de cada estática e me dava bem do mesmo jeito. É um combate sem graça e sem uma real estratégia em suas mecânicas, as pessoas gostam de dizer "nossa, é legal os especiais serem minigames", porém o jogo não se resume a uma ideia legal, e o seu resto é bem medíocre.

Outra coisa que odiei, foi as alternativas formas de ganhar uma evolução do hyper Mode, você tem que explorar o mapa? Não, você tem que usar uma mecânica em que em nenhum momento é necessária para o jogo progredir, a de "mandar reploids explorar os mapas", com o intuito de achar chaves para partes inacessíveis, e graças a elas, nem soube que dava pra ficar mais forte, porque a merda da dungeon final não deixa você voltar para a base, te prendendo nela... parabéns jogo.

Não posso negar que os gráficos são bons, obrigação, lógico, depois de megaman x7 eles tinham que se redimir de alguma forma. O que achei feio aqui, foram algumas ocasiões no qual os bonecos não mexiam a boca quando falavam, parece que tavam com preguiça de animar, ou aquele botos, que seu modelo 3d fica sempre com uma boquinha de poggers, isso foi bem vagabundo. A atuação de voz ficou boa, mas ainda tendo momentos em que falta sentimento, nada comparado à megaman x4, porém ainda existe carência.

A trilha sonora apesar de ser elogiada, eu achei ela genérica em todas as dungeons. Nenhuma além do capítulo dois se salva, as únicas músicas que me cativaram foram os temas de batalha e de personagens (que as vezes sem contexto são usadas em batalhas). O real problema delas é tentar ser ambientalistas, megaman zero já mostrou o porquê disso dar errado.

O que tenho pra elogiar é o conteúdo secundário que ele possui, des de colecionáveis de peças, à artes do jogo no desenvolvimento, são conteúdos legais de se coletar, e isso triplica o tempo de jogo pelo tanto de coisa que tem.

Ok, ok, todo mundo sabe que a graça de um RPG é a sua história, e pelo menos isso ele consegue? Não, o jogo acaba dando mais foco para a gameplay do que a história. A história de megaman sempre foi simples, mas mano, quando é um RPG, o mínimo a ser feito é ter uma história épica com personagens que eu consiga me importar. Infelizmente os personagens ficaram largados, parecem que eles só queriam botar um monte de boneco principal pra falar "olha, a gente tem", sendo que os únicos que são desenvolvidos de fato são X, zero, e spider, o resto só brilha no capítulo em que aparece, e o máximo que acontece com eles é falar uma coisinha num diálogo aleatório. Culpa disso foi no desenvolvimento rushado deles, no segundo capítulo aparece um personagem que está lutando a mesma causa que a do X, e ele consegue morrer na mesma cena em que aparece KKKKK. O steel massimo, que tem a parte dele não ser o verdadeiro steel massimo, sofre com a revelação no mesmo capítulo em que ele aparece, perdendo todo o peso da informação! Eles poderiam muito bem esticar isso para nós sentir afeto por ele, mas não, sem tempo pra básico de escrita. A marino, no qual é uma caçadora de tesouros, ela é convencida de que "você tem que esquecer o seu passado", sendo que a desgraçada tava tentando sequestrar a cinnamon a minutos atrás, parece que não tinham uma forma criativa dela entrar na party e só fizeram nas coxas. E o mais idiota é o axl, ele absolutamente existe, ele aparece do nada e é isso, fãs do axl ficam muito agraciados. E depois dos capítulos de introduzir os personagens, nenhum mais tem interações interessantes ou desenvolvimento de suas histórias, são personagens que apenas existem para participar do grupo de X, isso faz eu pouco me importar com eles. Quem gosta dos personagens desse jogo, é pela estética, ou desejos carnais com eles.

Os vilões também não ajudam muito, são mavericks que acreditam em suas causas e estão lá pra morrer. eu sei que megaman X sempre foi assim, mas caramba cara, é um R-P-G, você tem total liberdade para dar complexidade à eles, nem a causa da revolução é estabelecida, eles só falam uma coisinha e esse é o motivo deles, é uma repliforce 2.0 mal feita. A única parte realmente boa, foi a traição que ocorre no final, e a revelação do redips ser o spider esse tempo todo, nos enganando e pegando toda a energia pra ele, é uma ideia legal, mas depois de tantas partes sem graça, isso não vai mudar o jogo. O que mais me irrita mesmo é o final, o mulher burra do caralho- Ferham pega o pedaço de metal poderoso e só joga no espaço para ir "longe o suficente para ninguém alcança-lo"... minha filha, tu sabe jogar essa porra não? E o X fica todo "NOOOOO" sendo que ela era uma inimiga nossa. Eu criei minha própria teoria que ela fez isso de propósito para reencarnar de alguma forma, já que a explosão dele forma 8 pedaços no céu, então se não for isso, a idiota se sacrificou a toa.

Concluindo, existe rpgs melhores para você perder seu tempo, esse não tem nada de especial além de ser do universo de megaman x, não é ruim, mas é um grande desperdício de tempo.

Fun idea and a lot of potential, gets REALLY boring REALLY fast

are you really a true hardcore megaman gamer if you don't have blisters on your palm from spinning the c-stick to cast the one good healing spell

didnt played till the end, but really liked the gameplay and visuals at the time

The scientist robot fight is too hard :(

Mega Man X as an rpg instead of a platformer...it works really well. The combat works really well and the story is pretty good too. The soundtrack is great and the game is not confusing with any of its elements. However it is rather basic with its story telling and combat so nothing too interesting of note to really add. Overall pretty good game if you enjoy Mega Man or rpgs give this a try you might like it.


I really really love this game more than i thought I would, it's very fun and i enjoyed the story and characters
I wish lesbians were real (marino and cinnamon)

One of my favorite games of all time. Play the GameCube version, it runs way more smoothly

FFX but good

(на самом деле боёвке очень не хватает опций вроде тех же скиллов, поэтому игра реально играется как фф10 если бы почти каждый ход прокали лимит брейки)