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Mega Man X Legacy Collection 1 and 2

Super Future Combat Robot

I have thoughts about Mega Man . I mean, I played every Western release in the franchise, including spin-offs, but the whole saga was a roller coaster ride; and that brings it lightly. Like most of my favorite objects ( Zelda, Resident Evil just to name a few), the quality of each game varies wildly and in some cases plunges into the depths of the darkest oubliette.

Strap himself in because it's time to talk about a particularly mercury-containing subseries, thanks to the release of two new Mega Man X Legacy Collection s. It's a double review, folks!

Mega Man X Legacy Collection 1 + 2 (PC, PS4 [reviewed] Switch, Xbox One)
Developer: Capcom
Publisher: Capcom
Published on: July 24, 201

MSRP: $ 19.99 (piece) / $ 39.99 (both do not contain a Collection 2 card)

Mega Man X (Collection 1)

The first collection is an absolute monster and Mega Man X is undeniably the biggest attraction. This is a compilation of four of the greatest platformers of all time, and in the case of the original that launched the entire X universe, this may be the largest.

Every Time I Play Mega Man X Feels like I first picked up a SNES remote and discovered its secrets. It's one of the cleanest platforms ever, with fast-reacting controls, a dash mechanism that sets the tone for every platformer, and a responsive upgrade system that does not fundamentally change the way you control your main character.

The far-future setting works so well because it reminds us of the era in which Mega Man dominated the genre, but also its own content with metropolitan backgrounds, new technology and its own possibilities provides own secrets. His evil ones are more competent, without getting into nervous territory, another natural development that has helped to make Mega Man relevant again for a new era.

There's no excitement here – I can pick up Mega Man X at some point in my life, and I do not feel bored to play it, even though I've memorized every single screen. In 25 years absolutely nothing has changed; that is platform perfection (or as close as possible).

Mega Man X2 (Collection 1)

Smart Capcom has not broken much in the sequel. The movement of X is still fluid and you even start the game with the stroke maneuver – a rare example that can give the player power at the beginning of a sequel without going overboard.

Every other facet of X2 follows this sly principle of light iteration. There are more secrets to be found (most are a little trickier to find), there is now a hover cycle, three bosses "X-Hunters" are scattered throughout the game to vary each play-through, and all upgrades are faster. Capcom even put a processor chip (the Cx4) in the SNES and added wireframe effects. They basically tried everything, and in the worst case, their changes are harmless.

It just suffices not to penetrate into the aforementioned swarming area, and like X before X2 has left its mark on the series with its memorable locales. I can vividly remember every single level, from the high tech security hall of Magna Centipede to the glittering caves of Crystal Snail. Despite the pressure to add more, the team took a balanced approach to the series and never went overboard.

Mega Man X3 (Collection 1)

X3 This line of excess begins to approach but never cross it

At this point could the small sub-series, which could build its own fanbase, and with this load comes fan service. Vile is back from the grave after his defeat in Mega Man X and Zero is now a summonable character with limitations – you can use him in some levels and not all the way. X can also continue to improve with selected abilities that exceed his normal abilities – but only one at a time (unless you get a special upgrade, which is basically an Easter egg) – allowing for more variety from run to run. Again, you can see that Capcom is not ready to fail too much with the working formula.

Since it only came out a few months before the Nintendo 64, this entry deserves more recognition. An original SNES copy of X3 is extremely rare, so most versions hover around the better ones.

Mega Man X4 (Collection 1)

I needed long time (about a year after his Dismissal) to come to X4 but as I slowly began to pick up his nuances I benefited.

Capcom had the Herculean task, a supposedly SNES-based series (I know X3 had four months later PS1 / Saturn ports) to transfer to the PlayStation. Unintentionally bad anime cutscenes were not even a new thing – they were perfectly present in Mega Man 8 – they just went back in and created an early set of memes (get ready!) That turned large crowds from the new direction.

Under the surface of dull accents X4 was an impressive platform player that would further define Mega Man as a whole for the years to come. They took the bold step of making Zero fully playable from the beginning, without strings, and it paid off. The narrative took a coarser turn, and vocal performances aside, it was one of the first times that I was actually invested in a Mega Man storyline. Bringing the Mavericks' personality back in the same manner as Mega Man 8 was a brilliant move.

Surprisingly, the visual style and gameplay are still alive today, but the X series would only go downhill – a curve comfortably housed in its own collection.

Mega Man X5 (Collection 2)

I apologize for a moment while I'm watching for Mega Man X5 go. While it's mainly known for the notorious Guns N & Roses references from the voice actress and localization team Alyson Court, there's a lot to X5 .

It houses one of the best soundtracks in Mega Man from the talented trio of Naoto Tanaka, Naoya Kamisaka and Takuya Miyawaki. You can switch between levels between zero or X at any time. Ducking, a stacking concept that was extremely polarized at the time, is in the game, adding new boss battles with added mobility. The overarching narrative, which was to be the culmination of the entire [MegaMan saga, has a finality and suspense that ends with multiple ends.

Their main blow, on the other hand, is that several stages are boring and they lack the unique punch that the series X typically brings. You could really see Capcom go out in real time, even when the engine is still running.

Mega Man X6 (Collection 2)

The story of how Mega Man X6 went into production , can only be described as unhappy. The character's father, Keiji Inafune, had given Capcom so much because he and his team were crammed together for the original NES series, and as payment, [X9 X6 was green-lit without his involvement. Remember, after giving us his final ending in X5 . Oops!

While an incoherent story will not break or break a Mega Man game, this series of events went on to X6 as a whole, which also far leaned heavily on existing ideas to borrow and make them worse. That said Mega Man X6 is far from being "unplayable". It has its moments (fighting a semi-reworked sigma is pretty incredible) and several levels are impressive. Like X5 some themes intervene in memorable territory, such as Commander Yammark's chilly on-stage music that sounds as if it fits into a Pure Moods CD.

The actual damage was first X7 rolled around

Mega Man X7 (Collection 2) [19659003] I Got ] Why Capcom had to force 3D elements in Mega Man X7 so it would not lag behind the times, but it just was not good enough for the then-3D platformer Market surpassed before it was balanced. It's even worse compared to today's standards.

Capcom pioneered "Sonic Friends" by adding to Axl: a figure that should eventually become even more conspicuous in Command Mission (which is not part of both) collection, sad), but felt largely senseless here. Axl's heavy lock-on gun is painful to use, and Zero's melee style is a bit more engrossing. Mega Man X, the title character you can start with in every game … is tucked behind a Collectiathon. The hits keep coming!

It has not aged well in every way. An option to skip the slow-moving frequent cut-scenes in the game should have been available in this collection, and the pain of seeing them again after death is unreal. Damn, it would almost have been better if there had been an empty menu option instead of X7 . The experiment went so bad that Capcom returned with the improved X8 .

Mega Man X8 (Collection 2)

You immediately get a sunny mood Mega Man X8 . Each bit of the dialog can be skipped for one, the user interface looks better and the flow is so much faster. Oh, and all three characters are available from the beginning, the 3D bits (with a few exceptions) have been removed in favor of the full 2.5D platform, and there are some attempts at innovation with Team Attack Super. The way in which Capcom fully expanded every stumble from is poetic.

Also in this sense one can see despair in movements that bring back Vile, a classic X had retired since X3 . The Maverick (Boss) roster, which began to decline since X5 is still stuck in a murky swamp of unimpressive design. X8 is unjustly lumped with X7 but through this collection (and the previous X collection on PS2 and GameCube) it can leave its mark on the history.

A very small, calm sign.

X Challenge and Extras (Both Collections)

If you have any specific bits of any detestable game you can switch to "Rookie Hunter Mode" at any time, causing damage and in some cases reduced spikes and pits. There is no instant state function, but you can save after each level (in addition to the password system from X-X3 ). These are all little potatoes – expected basics from a compilation.

But you really have to hand it over to Capcom to add the X-Challenge fancy – a full boss-arena mode – in addition to the usual gallery content, fantastic and informative, littered with text on the artwork). There are a handful of stages, each with two bosses fighting at the same time. You can first charge with three weapons (in addition to your normal X-Buster, or, if you like, only your X-Buster) and switch between simple, normal, and hard difficulty without difficulty. It's the improved boss glove mode I've wanted since the series started.

I think what I love most is the juxtaposition of character models from later series entries with the very early sprit work of the original from 1993 Mega Man X . It works much better than it deserves, and Capcom has managed to pick hand-picked enemies that are not just thematic, but mix mechanically (knocked down by a Frost Walrus slam into an ice-breath from an ice punch). Just as the aircakes on bosses or the detection of brand new weaknesses, where previously it was not possible (because these upgrades did not exist in their games), these centuries-old games feel fresh again. Remember that this mode spans both compilations, so even with the few lackluster decisions in the second X Collection you still get X Challenge. While it's clear that Capcom was trying to think of all sorts of ways to sell the second pack when the first compilation sells itself, it's still a valid addition. Just do not be too excited for all the splendor – the rumored story is basically nonexistent. Judgment

Mega Man X Legacy Collection 1 : 10/10 Mega Man X Legacy Collection 2 : 6.5 / 10

[This review is based on a retail build of the game provided by the publisher.]

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Mega Man X Legacy Collection reviewed by Chris Carter

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