(Played on PC via the X Legacy Collection)

X2
X3
X4
X5
X6
X7
X8
Xtreme
Xtreme 2

After only reviewing the general X Legacy Collection and the Xtreme duology on here previously, I'm finally getting into the nitty gritty of the X series: the actual 8 main console platformers starting with X1, a game which was originally supposed to just be next-gen Mega Man at the time but it ended up starting the more serious and edgy sequel to classic Mega Man. None of the robots from the classic series are around anymore, and Dr Light is now only around in the form of special capsules I'l discuss later. Now I'm not here to discuss the circumstances surrounding this game, I'm here to discuss the game itself, which is revered as not just one of the best Mega Man games, but one of the greatest sidescrollers period.

First thing to consider when discussing Mega Man X is the gameplay. Now even from my very limited experience with the classic series (I've tried to get into it many times over the years but I got walled by some thing or the other each time, but now that I've gotten through all 10 of the main MMX platformers I think I'm ready to give it another shot) I can still see just how much X expands upon it gameplay wise. In the classic series you could only really walk, jump, slide & shoot, whereas the X series introduces some revolutionary new features (at the time), those being the ability to dash and wall jump. This not only substantially improves your movement, but also gives you some very helpful new tools in approaching platforming and dodging boss attacks, and believe me, the level design absolutely takes advantage of Xs new movement options, more on that in a bit. X himself functions similarly to Mega Man at his core, as he has his standard Buster complete with the charge attack that the old Mega Man started to use from Mega Man 4, and with Xs Variable Weapon System, he can still get new weapons based on the foes he defeats throughout the game.

Anyway, with expanded gameplay and movement options naturally comes changes to the level design, and MAN does this game have some killer level design, doing a phenomenal job at both easing you into the games mechanics and making full use of the mechanics. The intro stage (a feature that first appeared in this game) starts off slow, with some smaller platforming sections and slow enemies to ease you in, as at this point you can't dash yet. Then that goes on to Chill Penguins stage, which also starts off slow, but then you come across a special capsule in the middle of your path with a hologram of Xs creator Dr Light in it. You step in it and BOOM, you now get the ability to dash, and the level design for the rest of the stage takes advantage of this to good effect, throwing at you some tighter sections of platforming and groups of enemies that you can either choose to engage or just ignore with your newfound dash. Easily some of the best level design in any game I've played when it comes to teaching you the games mechanics.

Although this new level design leads into something that this series puts more of an emphasis on than in the classic series: items. Mega Man X by default starts with significantly less health than the original Mega Man did, but X can increase his maximum health by collecting special heart-shaped items called Life Ups that are scattered in each of the 8 regular stages. E-Tanks have also been re-worked into items that you keep permanently after getting them, but to actually use them you must first fill them up by getting health regens while X is at full HP. Not exactly a fan of this as if you fuck up a boss fight you've been saving your E-Tanks for then you have to go and spend time filling them up again, but it still works regardless, especially with a change that Mega Man X4 introduces that I'll discuss when I review that game. As I mentioned in my paragraph about the level design, there are also special capsules created by Dr Light designed to improve a specific ability of X upon enter them, culminating in a badass set of armor that makes X look as if he means fucking business. There's 4 in total, with the Head upgrade giving Mega Man X the ability to break blocks above him, the Chest upgrade reducing the damage he takes by 50%, the Buster upgrade which gives him an extra level for his charge attack alongside the ability to charge up special weapons, the Leg upgrade giving him the ability to dash, and a secret capsule that allows X to perform the Hadouken from Street Fighter. This is a fucking amazing concept, and it's something I always look forward to when visiting any game in this series. Additionally, while these abilities are rather simple compared to later armors in the X series, this one did set out the standards for almost all of the later armors (Head upgrade does whatever the fuck the devs want, Chest upgrade is some sort of defense tool, Buster upgrade powers up your charge attack alongside being able to charge your special weapons and Leg upgrade improves your mobility in some way), as all but a few armors abide by this formula. Unique to this game (as well as X3 & X6) is that some stages will change in a way if you beat a certain stage beforehand. These few stage changes all work in your favor, removing certain hazards such as Spark Mandrills stage losing all of the electricity-based hazards if you beat Storm Eagle first, or Flame Mammoths stage being frozen over if you beat Chill Penguin first, allowing you to cross over what would usually be lava and getting that stages Life Up. While minor, it does encourage replayability by getting you to try out different routes and see which is optimal for you.

Why does X need these parts? Well they were for the event of a conflict... which this games plot revolves around. Mega Man X takes place about a century after the classic series, where advanced robots known as reploids now thrive among the human race. Reploids, unlike the robots from the classic series, were designed with the ability to have their own free will, allowing them to do as they please. Mega Man X, the main protagonist (duh) is the pioneer for the reploids, as he was found by a scientist known as Dr Cain many years after Dr Light sealed him away to test his systems to prevent him from going rogue. Dr Cain being so impressed by Mega Man X decided to mass produce reploids based on him. However, Cains reploids didn't go through the same system testing as Mega Man X, resulting in some them going rogue and being labelled as "mavericks". To combat this, the Maverick Hunter organisation was established, with Dr Cain helping out in its foundation. Sigma, the most advanced reploid at the time of this game was put in charge of the Maverick Hunters. However following an unfortunate encounter that I will not spoil until I get to the game where it's revealed, Sigma himself went maverick and waged a war against humanity. This is where Mega Man X comes into the fray and joins the Maverick Hunters, but he immediately gets bested by a maverick known as Vile, who gets interrupted and repelled by fellow Maverick Hunter Zero before he can finish off X. X ponders that he wasn't strong enough to defeat Vile before Zero encourages him that he can become stronger by defeating 8 of Sigmas henchmen while Zero tracks down Sigmas fortress. X defeats the 8 henchmen, finding Dr Lights armor capsules along the way and meets up with Zero, where they work together to storm Sigmas fortress. The 2 hunters encounter Vile again who still proves to be too strong for X despite his newfound power. Zero intervenes by sacrificing himself by destroying Viles special ride armor to even out the battle between him and X. X defeats Vile before running into Zero who's been reduced to a literal fucking torso by his sacrifice. If you didn't get the Buster upgrade from a Dr Light capsule before this point, then Zero gives X his own arm to equip, giving X the same abilities as Dr Lights Buster upgrade. After some words of encouragement from Zero, X powers through the fortress, besting the 8 mavericks he fought previously before encountering Sigma himself. After a long and hard fight against both Sigma and his dog Velguarder, X triumphs over him and GTFOs as the fortress begins to crumble. The story ends with X staring at the destruction of Sigmas fortress while he ponders over his decision to fight these mavericks and whether it was truly the right choice or not. The credits roll before being followed up by a post-credits scene where Sigma vows to return and get his revenge on X. It's a serviceable enough plot, immediately establishing itself as being more serious than the classic games, but not too seriously like some later games, and establishes X having a pacifist side in him despite his combat ability, as although he wishes for peace, he still chooses to fight as he knows it's the only way at times. Pretty interesting way to write a protagonist, especially in the 90s.

With the plot covered, that leads into the bosses that Sigma has under his wing. These fuckers are FUN, as despite having their ways of fucking you up, they do still have their patterns and weaknesses you can use to your advantage. This all culminates in Sting Chameleon IMO, as this guy is HARD if you choose to take him on with only your Buster. He has his patterns, but he's still very much capable of fucking you up both up-close and at range, but if you're having too much effort taking him out? Beat Boomer Kuwanger first, and watch as Sting Chameleon absolutely crumbles to your Boomerang Cutters. Some of the best designed bosses in the series in my opinion, as their attacks are fair, but if you so choose, you can lock down a few certain bosses with their weaknesses. Also shout outs to Sigma Fortress 4, the last Sigma level that's solely dedicated to the battle against Sigma himself. The devs must've known that fucker would be HARD, so they give you a spot right before the boss room to fill up your E-Tanks and gather extra lives. Very generous for a game on the SNES.

All I have left to talk about now are some minor compliments and gripes. Visually speaking, the game has held up like fine wine even to this day. The graphics still look smooth and beautiful, and the OST absolutely kicks ass (shout outs to Storm Eagles theme for being one of the best tunes from the SNES X games, that shit rocks HARD. Sigma Fortress 1 is another amazing tune that just feels both climactic and urgent at the same time, symbolizing that this is not only the end of Xs journey to stop this war, but also the most dangerous and urgent part of it. It also feels like it takes on a whole new meaning after you beat Vile and see Zeros sacrifice). The only major gripes I have are that your boss orders do feel kinda linear, as unless you're specifically challenging yourself then you're always gonna start on Chill Penguin for that leg upgrade (thank God the dash is something you get from the beginning from the next game). The armor upgrades in this game do feel somewhat simple as well, but that's just with the hindsight of the later armors from this series.

In conclusion, yeah this certainly has earned its title as one of the greatest sidescrollers of all time, and honestly a good starting point into the franchise. It's near flawless IMO, although there are a few minor tweeks that it could do with. Fortunately these are removed in the later games, so those should be fun to look at.

Reviewed on Oct 03, 2023


4 Comments


Doesnt get better than this (2-5 are not as good tho 4 is pretty great overall)

7 months ago

@NOWITSREYNTIME17 Heh, X2 is actually my favorite X game while X4 is tied with this as my second favorite, but I can agree on X3 and X5 certainly being weaker, but they aren't bad overall.

7 months ago

funny robot pew pew
Nah yeah neither x3 or x5 are straight up bad I just think they're mid lol (especially x3 woof)