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Messages - Sigma Zero X

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Gaming / Re: The Final Fantasy Thread ~ For all your Chocobo Needs!
« on: September 30, 2013, 02:19:39 AM »
I am currently playing Final Fantasy XIV A Realm Reborn on the PC, but I need to use a controller if I am going to get the movement down better. 

X / Re: Command Mission: what reploids were in the other 4 pods?
« on: September 30, 2013, 02:13:34 AM »
According to one of the posters here, the three other combat pods who were not Incentas were supposed to have been for Duckbill Mole, Rafflesian, and Depth Dragoon. 

DASH / Class S Test (with video)
« on: August 23, 2013, 08:31:55 AM »
I saw quite a bit of Class S Test license video runs on YouTube and I also decided to do a Class S Test video myself because I love the Megaman Legends games just like many others do. Here is a video of the perfect run if you want to see it:

As far as the video goes, is there any feedback? Questions? Comments?

That said, say anything about the Class S Test/Hard Mode here. 

Here is another Mega Man X Command Mission gameplay topic by yours truly.

Unless you use the Build Speed items, or have the "Cutting Edge" or "Initiative" force metals, there is a high chance that a boss will get the first turn. 

My question is do you care about getting the first turn in Mega Man X Command Mission, especially during bosses (secret and regular)?

For me, I'd say yes most of the time.  Aside from the Ninetails video most are familiar with, I can come with decent strategies and methods of victory that are possible when I get the first turn.  I'll go into free video promotion mode and show the following video of my poll decision (Hint: It shows on how to get the Ultimate Armor in a stylish way):

The ending of Mega Man X Command Mission should include Massimo, Marino, and Cinnamon.  These three get no love or attention in most of the story, especially the final battle and ending.  While I can make use of them post-game (especially against Ninetails), the story is ruined and is a slap in the face to fans of these three party members.

X / Re: What would improve Rockman X7.
« on: August 17, 2013, 08:51:28 PM »
As a person who likes Mega Man X7, I'll admit that there are improvements.  Some include the following:

- Fixing the lock-on system

The Mega Man Legends games did this well in both Legends games and The Misadventures of Tron Bonne.  Despite this track record, X7 got the lock-on system wrong because the characters doesn't seem to lock on to the nearest enemy when I want them too.  Some cases include the battles against Wing Crowrang and Sigma (first form.)

- The conditions for unlocking X

Making X unlockable was a way to have players get used to Axl.  That I can understand.  But the current conditions are too much.  The conditions to unlock X should have been to save 16 reploids or beat 2 bosses.

- Some of the boss battles

The battle against Red was fun and helped me improved as a Mega Man X7 player.  I even beat Red on the hardest setting with all of the playable characters in solo attempts (I already have videos of the victorious battles in my YouTube channel.) 

I do have a problem with some of the other boss battles though.  The player should have been able to access the lower part of the Cylinder during Snipe Anteater's boss battle.  There should be ways to change the camera angle in the Ride Boarski battle because the overhead camera does not go well with me here.  And of course the lock-on problems with the Wing Crowrang and Sigma battles, especially when they are farther in the background. 

X / Rate each voice for X (English or Japanese, Mega Man X games only)
« on: February 21, 2013, 06:11:42 AM »
I read over a certain thread here and decided to go on with doing this thread.  As the thread says, rate each voice actor and actress who did X's voice in the Mega Man X games.  They can range from a stint of a few words (Megumi Ogata in X1) to contributing for the whole game (most of the other voice actors.)  Don't forget to vote in the poll.  Because this is a subforum about the Mega Man X games and not the Zero/ZX games, I left out Takahiro Mizushima from the poll.

*Suspects Gatha's going to win the poll.  But whatever.

Here are my opinions of each voice for X:

Megumi Ogata (X1) - Who really cares if X's voice was done by a female here?  Despite doing a one/two word stint as the voice of X in the SNES version of X1, she did a great job of doing X's Hadoken voice.  I just can't seem to get that innocent, yet strong, voice off my head.  Megumi Ogata's voice fits well with X's age specifications and pacifist personality IMO.  It may have been simplistic or a performance of a stint, but the stood out for me for some reason that I have hard time explaining (and it is not nostalgia.)   I like Ogata's performance as X a lot to the point where she is my favorite voice for X (with Takahiro Sakurai coming in a very close second, and Gatha in a very close third.)

Kentarou Itou (X4) - He did a good job as X in Rockman X4 and he fits X's role.  However, I prefer the voices of Megumi Ogata, Showtaro Morikubo, and Takahiro Sakurai.

Ruth Shiraishi (X4) - I know that I am in the minority here, but I actually like her voice as X here.  Sure Shiraishi made X sound like a little girl, but ironically for me, it brought out the innocent side of X.  I used to despise her voice, but Shiraishi's voice as X eventually grew on me to the point where I honestly like it.  It definitely is on the lower end of the voice actor comparison, but I am satisfied with the performance overall.

Showtaro Morikubo (X5-X7) - I really liked his performance as X. Morikubo consistently performed well.  I can't say anything bad about this one.  However, he isn't my favorite because I am used to other voices more.

Peter Von Gumm (X7) - I kind of like his voice, but I felt that it could have been better.  While Von Gumm put up a cool effort and has a voice fitting for X's age, I did not feel that Von Gumm's voice fitted with X's character.  X is a pacifist and one who is willing to take action most of the time.  Von Gumm's voice sounded too nerdy for X and also sounded like that he was just there just for the sake of being there, even during time when X really fought hard.

Mark Gatha (CM, X8, MHX) - I am so used to hearing Gatha as X a lot and I really like it.  He really made X sound like his age and really showed emotions that fits X's character.  Like Morikubo, I can't say anything bad about this one either, yet he isn't my favorite either. 

Takahiro Sakurai (CM, X8, MHX) - Same deal as Gatha, but when I hear him, he stood out compared to most of the voice actors/actresses.  His calm voice and his fighting cries really stood out.

It was a hard decision for me to pick my favorites.  It took time to come up with pros and cons of each voice.  But in the end, I like all of the voice actors and actresses who did X's voice in the various Mega Man X games. 

X / Re: What was the best version of Command Mission?
« on: February 21, 2013, 05:23:47 AM »
I know that I am late in answering, but it may vary on your preferences.  The Gamecube version has a faster framerate and better looking graphics.  The PS2 version has less noticeable slowdowns and is more friendly with the Right Analog stick compared to the Gamecube version. 

X / Some Project X Zone X series related vids
« on: November 10, 2012, 08:00:22 AM »
A YouTube user known as AginoEvolutionHD uploaded videos of a completed Project X Zone playthrough.  Among them is a chapter that formally shows X, Zero, and Vile first appearances in the game.  Here is the link that shows when X, Zero, and Vile are formally introduced (warning: ads and lots of Japanese dialogue ahead):  

Other parts of the stage if you are interested:

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Here is the part where Iris comes in later on in the game AFAIK (correct me if I'm wrong, and be wary of pre-video ads and Japanese conversations):

Other parts of the pre-stage if you are interested:

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You can check out AginoEvolutionHD's channel for more Project X Zone videos if you are interested. 

First off, I actually like the song.  My problem is why this song is overused so much.  This is a boss intro theme for crying out loud.  Does this song really bring out the essence of the Mega Man Legends games?  Does this song truly fit Mega Man Volnutt, Roll Caskett, and Tron? 

X / Re: To those who played MMX IOS
« on: October 23, 2012, 12:03:28 AM »
Since we're talking about money here, X might as well spend 100,000 Zenny for a Turbo Buster rather than spending money on things that he can get for free. 

X / Re: X4 is really overrated
« on: October 23, 2012, 12:00:28 AM »
I gotta be honest, I actually liked Ruth Shiraishi's voice performance as X.  Although it was not the most fitting role, her voice brought out the innocent side of X IMO.  

*Brings up flame shield.  

Rockman Series / Re: It Dumbfounds Me that People Find BBAMM Offensive
« on: October 04, 2012, 06:03:50 AM »
I can't believe that I didn't post in this thread yet.  That being said, I liked Bad Box Art Mega Man, including the one featuring in Street Fighter X Tekken. 

If I were to choose my favorite versions of Bad Box Art Mega Man, Mega Man 2 and Mega Man 10 versions are my favorites. 

The Mega Man 2 box art portrays Mega Man as a real man without the strange vibe I see and receive from the Mega Man 1 and Mega Man 9 box arts.

The Mega Man 10 box art shows Mega Man as a man who can also look good in X's regular armor. 

X / Re: Rockman X is Over
« on: September 20, 2012, 07:14:10 AM »
Underwhelming TGS trailer is underwhelming.

Only about a half-second of gameplay, and still no real indication that this will be a decent crossover. The most interesting thing, to me, is that Luka gets multiple armours...though I've got a bad feeling that these "armours" will, in-game, just be recolours of his default set.

Also, I couldn't help but notice that Volnutt is completely absent in that bit starting at 0:09, and only appears at the end, in that Xover promo art. Then again, Zero's missing as well.

The trailer doesn't seem too bad.  But I expected a bit more.  I am still uneasy on Capcom just releasing the game on the iPhone though. 

X / Mega Man X CM - Massimo Action Trigger Power Up Thread
« on: September 20, 2012, 07:12:04 AM »
So I decided to make semi-tutorials on how to build up Massimo's Action Trigger in Mega Man X Command Mission.  That way, I can show that Massimo is a worthy party member just like everyone else at any time.  That being said, here are the videos:

The Action Trigger must hit an enemy with at least 3,000 damage in one shot to gain the "Critical" power gauge for the Berserk Charge. .

The Action Trigger must hit an enemy with at least 10,000 damage in one shot to gain the "Multistage" power gauge for the Berserk Charge.  The following video will also treat you to a boss battle since I wanted to gain the Action Trigger power in a unique and special way.

I hope you enjoy them.

X / Re: Why does everyone hate Mega Man X6?
« on: September 04, 2012, 07:37:05 AM »
On X3's ride armors: They were "keepable" and had lifebars, and were summonable, but the fact is, they just were not implemented well. Only about 2 sections really utilize them fully. And even then it's only for about 3 seconds before you have to drop it to keep going on foot.

Almost every other X game has done Ride Armor's better, simply because they are part of the stage design, and are optional. They are things you come across, and can use. X3 however, while still optional, GIVES them to you to keep, like a power up, and Summon whenever you find the appropriate area to do so, and yet they have the same amount of utility they did in X1 and X2, and no more. They dont actually give you any obstacles or environmental bits for you to utilize the armors potential fully. They dont adapt the stages to them at all. At their worst they are for Item hunting. At their best, they are used for all of 20 seconds.

X4 and X5 actually come to mind most when thinking about Ride Armor's done well.

"We were working on this at a time when RPG's were exploding in the market. The whole idea of experience points and additional powers according to your character's level was becoming mainstream. Then there was Mega Man, which was still a more of a classical representation of the action game gnere. I started to feel that mega Man was not shining as brightly in this light. That's why we wanted to bring in more power ups. As far as weapons were concerned, Mega Man always had the 'get new weapons by defeating enemies' system going, so we wanted to add another form of powering up. This train of thought led us to the armor parts that enhance your character."

Mega Man X Complete Works, page 7, The X1 Armor art section.
I have no idea what this "Max Armor" you are talking about is, but I think you mean the X3 armor. I love it's design too, something about it just looks plain awesome. But the sprite itself for it was dreadful. The armor design simply outgrew the sprite style. I do love myself the X4 armor though. It's more- like the rest of X4- the last game that has that sort of classic X1-3 "feel" to it. X5 and 6 instead tried to use motifs for their armors. Falcon, Art Deco, Samurai, Ninja... The Glide armor seems more like an attempt at copying the Blade Armor, and just doesnt feel like it works design wise, and the Neutral Armor is just a bad design. Good ideas, (the bright lights whos colors represent which version of the Armor is being used was nice) but the design itself is not too great. especially the stupid collar.

I actually liked the Neutral Armor.  The white shoes look cool and the armor abilities rock.  However, I will admit that although the Neutral Armor is my favorite armor in design and probably function, it could have been better.  The black line streaks on the white shoes has got to go. 

Come to think of it, something tells me that the designers really wanted X to look like Casshern without being a direct rip off in design.  If they wanted X to really be more similar to Casshern, they should have done the following things:

1.  The black streaks on the white shoes must be moved to the leg guards if they want to keep it.  The shoes must be completely white and the black streaks should be present on the leg guards to show more similarities to Casshern's boots. 

2.  The collar needs to be moved behind X's neck.  If the designers wanted a mouth guard for X, they should have made the mouth guard similar to the Shadow Armor's.  This time, the Neutral Armor could have the mouth guard open and close at X's will when necessary.

Now if only Tatsunoko and Capcom could have X and Casshern team up and/or fight each other or something. 

Rockman Series / Does a Mega Man game need boss refights?
« on: August 11, 2012, 10:42:27 PM »
After replaying Mega Man Legends 1, there are not really boss refights. The Hanmuru Doll and Karamuna Bash Reaverbot bosses are fought as regular enemies when players encounter them later on.

For those unfamiliar with the boss names here are the breif descriptions:
The Hanmuru Doll is the boss fought in the Intro Stage. A regular enemy version can be found in the regular ruins.
The Karamuna Bash are 3 wolf Reaverbot bosses fought at the Clozer Ruins Sub Gate. They are fought as regular enemies at the Main Gate.
That said, is it important for a Mega Man game to have boss refights?

Featured video:  Defeat Sixtails before it takes 10 turns!

Over a year ago, I showed a Mega Man X Command Mission Ninetails video without the use of Hyper Modes and without dying.  Several months later, I decided to expand it with battling against the other Tails Clan members.  I eventually did the same with most of the other Tails Clan members.  However, Fivetails is the exception with his extremely powerful Self-Destruct move.  With Fivetails, you either have to win without Hypers and a few deaths, or without the Second Hypers and no deaths.  Luckily, I chose the latter to avoid death and still Fivetails without Ultimate Armor and without Absolute Zero.  If anyone is interested in the videos, here are the links:










Ninetails (alternate version):

Rest assured that there are no ads in my videos since I disabled them.  If any of the links are broken and/or not working, please let me know. In addition, comments and/or feedback are appreciated.  I hope that you like these Tails Clan videos.  Thanks.

DASH / Question about Servbots
« on: July 21, 2012, 06:24:33 PM »
Are Servbots more similar to Reploids or Mechaniloids? 

X / Megaman X Command Mission - The Turbo Clock
« on: July 08, 2012, 08:59:37 AM »
For some, Build Speeds are very hard to come by.

That being said, here is another Megaman X Command Mission subweapon thread.  This time, the subweapon is the Turbo Clock.  I find it a very underrated subweapon.  You can get this subweapon at a 100% rate from the same battle that will allow you to get the Ultimate Armor.  If you don't know about this subweapon or wonder about its potential,
click here to watch a sample video.

Don't forget to vote as well.

X / Re: Anti-Zero Shrine
« on: July 01, 2012, 04:38:14 AM »
I like Zero a lot, but his hair in X7 and Command Mission might need a comb or something. 

X / Re: Zero Shrine
« on: July 01, 2012, 04:37:13 AM »
I like Zero.  He is one of my favorite characters.  I did not get part of my current user name for nothing. 

Rockman Series / Re: The Mega Man Legends 3 movements
« on: June 26, 2012, 06:38:26 AM »
Um... I liked Legends 2 but didnt care much when Legends 3 got cancelled? WHY ISNT THAT IN THE POLL

Sorry, I was busy for several days, but I added the option if you cared to vote.

It's what bugs me the MOST about X7.

The potential was there, the game looked good, the underlying concept of X in 3D was there and worked more or less, it just needed fine tuning. They needed to take what worked in X7, and play with it.

Command Mission came out right after, and while it was a completely different gameplay style, it still seemed to improve on some of X7. Cutscenes were all cinematic for the first time since X4, using in game models, the 3D world felt immersive, the areas unique and well thought out, and nice to look at, and the actual gameplay was fun. And overall the game felt like the dev team really enjoyed making it. The amount of detail and thought that went into it tells me as much. Of course you can barely compare it to any other X game, but still.

Then X8 comes out and it's just a 2.5D X game with bland forgettable level design, terrible gameplay choices, (putting every single item into the shop therefore killing much of the stage replay value). Graphically, I still say X7 looks better than it- a lot of the music just felt too samey to me, and only some of the OST stands out IMO. And overall, X8 just doesnt feel like it has anywhere as much soul as the previous games. It just feels too alien compared to previous 2D entries. Even X7's 2D sections felt more traditional X series than X8.

Aaaaaand.... we never got another X game past X8.

It bugs me they never tried to fix the 3D formula for another try. It's what the franchise really needed.

I agree with everything you said about X7. 

For Command Mission, leaving out Massimo, Marino, and Cinnamon out of cutscenes most of the time was a real bad idea. 

As far as X8 goes, I like the shop idea, but Legends 1, Legends 2, and Command Mission did it better.  X8 is one of my favorite Mega Man games though.

Agreed on X7. X7's 3D gameplay engine was actually really good. What killed the game was: a really awful camera, trying to shoehorn 2D mode in, and a lack of polish. The game played really well in 3D mode. Wall kicking felt solid, aiming was intuitive, and attacks were calibrated nicely for 3D space.

The 2D mode was most of the problem. The 3D calibrated attacks (especially Zero's) were not very effective in 2D. When you dash wall jumped, you were forced to land lower than where you jumped (not necessarily a 2D mode only issue though, but much more apparent here). Auto aim in 2D was way overpowered.

Axl's damage ratios and lack of auto fire (if I recall correctly) was way out of whack too. X8 did him infinitely better.

Sigh. It's depressing to think what could have been, versus what we got. Such a large gap.

I agree with the cool aspects of the 3D mode, especially during the fight against Red at Crimson Palace.  But the 3D mode was not beneficial in the fights against Ride Boarski and Snipe Anteator.

As far as the 2D mode goes, it is pretty good, but it was annoying during the fights against Wind Crowrang and Sigma's first form, especially with the latter on Hard.

Despite Axl's weak damage output, he has 2 major advantages:

First, his regular shot of the G-Launcher has great power, size, and infinite ammo.

Finally, Axl's barrel roll in X7 is completely invincible to any attack, including contact damage, though there is a very small recovery time.  Although his barrel roll in X8 covered more range and has no recovery time, the roll is no longer invincible against physical attacks (sword or fist) and contact damage. 

Oh, I forgot to mention 3D mode's movement speeds were too damn slow. They turned them down to match 2D mode, which made 3D mode clunky.

As much as I love Mega Man X7, I have to agree with you about the clunkiness.  No such clunkiness existed in any 3D area when I played Mega Man Legends 1 and Mega Man Legends 2. 

Rockman Series / The Mega Man Legends 3 movements
« on: June 18, 2012, 04:19:36 AM »
I wanted to do this poll for a while, but I could not bring myself to do it until now. So a lot of Mega Man players were shocked by the news of the cancellation of Mega Man Legends 3. However, some who did not like the Legends games were relieved of the cancellation. I want to see where the Mega Man fans truly stood in this issue.

For the purposes of this thread, some of the Mega Man Legends 3 movements include joining the Devroom in Capcom, joining the 100,000 strong campaign in Facebook, among others.

Did you really support the Mega Man Legends 3 movements because you really liked the Mega Man Legends games, wanted to give it a chance, or was it a stepping stone just to convince Capcom to release games from the other series instead?
I wanted to ask this because I really want to know if the future of the Mega Man games are truly worth fighting for in this ever-changing gaming age where the mainstream audience does not care about Mega Man as much as game franchises such as Mario, Zelda, Pokemon, Call of Duty, Grand Theft Auto, World of Warcraft, etc.
I'll just say that I love Mega Man Legends 1 and Mega Man Legends 2 a lot. The cancellation of Legends 3 really hurt me inside. My issue with the game, however, was the platform it was on. The 3DS would be a cool system for it and all, but I think that putting it on the Wii or Wii U would be more fitting and allow Legends 3 to utilize all of the system's capabilities.
With that out of the way, what is your stance on the thread/poll question? If there is an option that you want me to add, please let me know and I'll add it for you to vote on. Thanks.

Note to admins/mods:  If this thread does not belong here, please move it to the Legends sub forums.  I was not sure which part of the forums to put it on.  Thanks.

I really have respect for Ono for directing great games and being a very good person with the fans.

With that being said, I believe that there are three factors contributing to the bad situations that Capcom is going through right now, yet Capcom is still alive.

1.  The ever-changing video game industry, especially with changing tastes and the unpredicatable nature of the consumers as most pointed out in many ways in this thread.  Consumers used to buy Mega Man games in the past.  Now gamers usually buy something like Call of Duty, Resident Evil, or some really hyped violent game with a lot of action.  You would think that some of these games would have died by now, but they are still active (I am looking at you Call of Duty).  This factor contributed to Capcom's change in strategy, which brings me to problem number 2:

2.  Capcom.  Cancelling Mega Man Legends 3 while claiming to give it some opportunities to shine and develop through the Prototype earlier on really made me lose respect for them.  In addition, most of their damage control skills suck.  Only Ono and Seth do damage control and fan communication real well.  Sven is fair at best.  And as much as I like the Tatsunoko vs. Capcom games, Nitsuma just sucks at staying in touch with the fans.  Period.  However, Capcom is only part of the problem.  My main concern in with number 3.

3.  The snitches who actually still buy Capcom games, even after everything that Capcom has done for the past several years, especially with the things Mega Man related.  Don't believe me, see the following link and be sure to look at page 14 at the PDF file:

I don't see how this company can still have a net income after all of the backlash against Capcom for pretty much anything, especially the negativity with Mega Man, for the past TWO fiscal years.  With a positive and high net income in the financials and decent balances, something tells me that there are still people who actually buy Capcom games.  The audience contributing to Capcom's profitability is probably one of the following:

1.  Those who still play Resident Evil or Street Fighter casually, especially the latter with Online Play and the Evo Championships.
2.  Those who still play Capcom fighters religiously for Evo (Marvel vs. Capcom players, I am looking at you.)
3.  Those who use Ryu, Ken, and/or Akuma in pretty much every Street Fighter game.  You think that after all of these years of Street Fighters out this trend would stop.  Probably not.
4.  The new audiences that Capcom caters to, especially the Call of Duty crowd.

It seems that Capcom will be around for a while.  Remember that Capcom is not Atari or Midway.  We'll just have to see what happens in the future. 

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