Initially beat with all upgrades (including the Hadouken) on the GameCube version of Mega Man X Collection. Later replayed on the Switch version of Mega Man X Legacy Collection and got Zero's buster upgrade as part of a Hunter Medal requirement.

It's a good game, without a doubt, but I cannot for the life of me see what all the hype over the original Mega Man X is about. Maybe it's because it emerged at a time when classic Mega Man was at its least creative, with cookie-cutter sequels one year after another. Maybe it's because it's got an edgier tone that resonated more with 90s kids. But despite having a considerable amount of depth compared to the franchise's previous efforts, there were a few things that kept me from loving this one.

The biggest issue I take with this game is its approach to non-linearity. The original Mega Man's innovation was giving you the option to start from any stage, and proceed in any order you like (as long as you remember the Magnet Beam). This game, however, involves finding many upgrades scattered throughout the stages, many of which can't be obtained without having a particular weapon. The only one that is placed directly onto your path is the Dash Boots, but you need to go to Chill Penguin's stage to get them. If the developers were insistent on making sure the player acquire them, why not introduce them in the opening stage? Better yet, why not grant the ability to dash right from the start? The other upgrades are nice to have, but the whole game is built around being able to dash, especially during combat. Until you make it to Chill Penguin's stage, many of the other items will remain inaccessible. In addition, the stages' gimmicks are affected by the order in which you defeat the Mavericks. Beat Launch Octopus, and Sting Chameleon's stage becomes flooded. Beat Chill Penguin, and Flame Mammoth's stage becomes frozen over. Forming an objectively optimal route for defeating the Mavericks completely defeats the purpose of allowing the stages to be played in any order. Mess up the order, and you are wasting time and making the game needlessly harder for yourself. This is all a lot more annoying than obtaining the Magnet Beam, if you ask me.

My only other issues with this game are trivial in comparison. I like being able to dash, but trying to dash and jump off a wall at the same time while charging the X buster is impossible on a SNES controller, because the L and R buttons are mapped to swapping between weapons and cannot be changed. Luckily, I utilized the button mapping function of the Switch, but my point still stands. Some might find this controversial, but the story doesn't do anything for me; Zero's death had no impact because I barely interacted with him, and neither Sigma nor Vile have any personality other than "evil". The story is not overbearing like those of the some later entries, but it adds nothing to my enjoyment and almost comes off as corny.

Before I end this review, I do want to mention some positives:

- bosses are a lot of fun, now that you can dash and do wall jumps
- being able to charge up my weapons is a really innovative feature that adds a lot of replay value
- the music is awesome, so good that it's the peak of the series
- graphics are colorful and detailed, taking full advantage of the SNES's technology

But yeah, like I said, Mega Man X is a good game, just not one that I can appreciate on the same level that others do. I much prefer the classic series, but I'm still satisfied knowing I at least gave this one a try.

Reviewed on Mar 18, 2024


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