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X / Re: Why does everyone hate Mega Man X6?
« on: October 20, 2010, 10:34:57 PM »
X6 was simply the first game in which you had to unlock the main character in his own series.
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"Vent and Aile *ARE* "MegaMan Model ZX"
in which it's already been clearly established early on that X is the main character.
Whether you're acknowledging Prime 3's Pirate Home World or not, the Pirates as a whole AREN'T Zebesian. Zebes was a Chozo Colony as well as Samus's childhood home after K-2L. Presumably Other M is using the term as short-hand for "Zebesian Space Pirate", as in those which were bred there, but that only further emphasizes the oddity in an interplanetary race being destroyed as the result of losing one planet.
Again, Pirates being bred on/modified for/otherwise tied to Zebes is not the problem. The problem is how exactly does Zebes' loss equal the death of ALL Space Pirates? It makes absolutely no sense because Zebes was lost twice, once in the original and once in Super. Granted in the original, the entire planet didn't explode, but having bombed their base and their mothership I think it's a safe bet that they were routed from the planet. So the fact that they survived its loss once but couldn't survive the same loss again is exceptionally hard to swallow.
There's also no telling how familiar she is with Pirate habits in regards to resurrecting defeated leaders.
There's considerably LESS story in this game than STH2/S3&K, which is saying a lot. Sonic runs, collects Emeralds, and blows up Eggman's nostalgic crap. That's it.
No clue what you're talking about there... Huh
I saw no way whatsoever that crouching was more difficult in any one game than another. Of course, in X7 you can only crouch in 2D, but it's hardly ever necessary.
Air-dashing is an exceedingly weak argument to bring against X5/X6. First of all it's just as applicable to X4 as to the others (in fact X5 is the strongest of the PS1 trio in terms of aerial maneuverability).
X7's triangular kick may feel awkward but it is functional. Apparently less so if one attempts to dash-kick, but that's something I never considered to be a deal-breaker
Nobody can really defend Sentsuizan, but it's not exactly a core mechanic.
I have a Japanese Roommate and I asked him to spell it out in english from the Japanese text.
He said it reads "M-A-R-T-Y"
Paradox? You mean the X thing?
In 9, nothing looks remotely unusual, and all of a sudden an off-screen helicopter claw rams you into a spike wall.
But really, if you're going to star Zero in his own series, his signature moves should make SOME appearance besides the evil-twin boss. It didn't even have to be every game, but somewhere in there, it should have been in the player's hands. At least ZX pulled it off (even if Rekkoha was a bit impractical).
If I read that as "X5", I'll agree. I hold X6 in higher standing than the Zero series, as "balance issues" in that game are more a matter of style than fairness (players generally give up at problem-solving too easily and are unwilling to assume responsibility for exploration in a game which allows you to skip all 8 Mavericks without the loss of a player, not to mention they can't seem to find "Use Current Data" in the menu screen), and it actually did fix a lot of what was wrong with X5's items, ranking, and boss pacing/AI.
X7 I simply see as failure to commit to a new play style (we know from Legends that 3D MegaMan works, but the 3D/2D merger that X7 attempted is a train wreck) aggravated by lousy voices/script-writing. The 2D design outside of Stonekong was half-assed and wound up detracting from the experience rather than adding to it, and numerous mechanics (auto-lock, Zero's attack reach) do not translate well from one style into the other. With the possible exception of voices, I don't see those as the kind of mistakes one would make twice, much less in a 6-7 game stretch.
Sera and Geetz claimed to be the Carbon ancestors which is a load of crock; Carbons were created artificially per the Master's recollection.
They also lied as to the Keys being related to Refractor production.
There are personal preference issues (four games and no Earth Gaizer variant is simply wrong), but it's more than that. Their buster charge mechanics are more extreme than other games, undermining the value of rapid-fire attacks and rendering them all but worthless against bosses. They have a severe inability to vary saber skills between games (ZX's Arc Blade excepted). When they finally introduced weapon energy to ZX they offered absolutely no restore points for it (Classic/X recharge it after every non-castle stage, as Zero/ZX do with health). And in both ZX games, they leave valuable power-ups in the post-game with no New Game Plus to take full advantage of them. It's especially offensive in Advent, given how nearly all of the Chip upgrades are in that boat.
I rather despise MM9's stage layout, as well. Too often the game blindsides you in ways that no X game can compete with. At least in an X-series game you have aerial maneuvers in case you're dropped directly onto a spike pit with no prior warning that spikes are even in the stage (Splash Woman), and you will not be grabbed by completely off-screen enemies with literally no reaction time while they threaten to ram you into a spike wall/pit (Galaxy Man, Wily Fortress, ENDLESS ATTACK). Further, 9 makes frequent use of enemies who chase you very nearly as fast as you can run (potted plant missiles), which is a terrible time to decide that you're no longer allowed to slide.
-Seeing Inti not being involved might be a good thing=
Inti made decent games (I'm not to particularly fond of the Z series all that much, I did like ZX a lot, ZX advent has been if-y)
Inti makes a lot of Anime2D/Side-Scrollers stuff, were-as Mega Man Legends is Anime3d/Cell-Shaded. Its not too far 'out of their league', but a good example is with Earthbound and Earthbound 64. The Earthbound (MOTHER) team wasn't used to making 3D games on the 64, so the Earthbound 64(MOTHER3) was actually almost done (with many bugs and errors being corrected left and right) and they took too long. With many things not finished and unpolished, they canceled the project when the announcement of the GC raised hype.
So, they eventually made (After a long time, with little hope) a MOTHER3 for the GBA.
When Legends gets the old team back, as well as others used to new-gen stuff as well, tackling a new project of 3D head-on with less to hold them back (severe handicap of lack of 3D games developed frequently), I'd say it was a really smart move on CAPCOM's part.
No offense Inti.
(I always saw MML1 being like a 'test-run' for MML2. Kind of "Make the engine, and get used to this, because we're going to do MUCH better on the next one" type of thing)
(I've had people object to my referring to units as ancients already)
I can name quite a few trends and oversights that I wasn't happy with.
Still, it's nice to hear they've got talent working on the game, and they're not just passing it off to Inti like the last half-dozen Megaman games.
Anthro Units
I recall some japanese interview unearthed which confirmed that previous characters such as X were not the Master, but would not comment as to whether or not they were among the Elders. Unfortunately I don't remember the specifics, but I think it's something that Marshmallow Man dug up...
Maybe Zan remembers that better than I do...?
Didnt the master base him off of a friend of his? (or so i heard) Id sure like to know more of that.
Pretty positive that Trigger was created with the Master's DNA.
Servbot41. Support Car ~Dancing Data Frenzy~ (Mega Man Legends) -Bonus Track- (GIF/Flash Animation)![]()









If it's not going to use the function it's sold for than why buy it?
So would the random enemies you fight in a stage (e.g. Mettaur) be Mechaniroids then?
I thought that they were Repliroids were the robots created by Cain from X's design. And thus X and Zero wouldn't qualify since obviously Zero wasn't based off of X's design and X is... well, X.
Wait, now "robots" is on par with "Robot Master" in canon terms? Agh. D:
(he's actually an advanced robot)