So not being able to get by as unarmoured X without any powerups whatsoever is good stage design to you?
YES. Because unarmored X in X6 is not the standard, Falcon Armor is. Unarmored X is the "extra challenge at your own risk" mode. You START with Falcon Armor, there is no reason to be using anything less maneuverable and powerful than that (albeit Blade barely qualifies as stronger than Falcon).
It's not good level design when you need an optional upgrade to advance normally, point final.
Falcon Armor is
default, you do not forego it unless you're damn sure of what you're doing. It's not like X5 where your player choice can cost you your starting enhancements. Show me one Museum area that Falcon cannot clear (Nightmare effects irrelevant, since by your argument you're starting the game on it).
100% agreed, you opened my eyes when it comes to these two titles, and for it, I am truly grateful.
*hugs X2 Soul Eraser cartridge*
Oh, how I wish the contacts on my GBC cart hadn't crapped out on me...
*hugs Lameboy and VBA GX*
ZXA has more character sprites, but it sucks in stage and BG design...hmm, yeah I think I'll stay with ZX.
I tend to look more at character detail than stage detail myself. Even so, I kinda like the Double Rock On designs. HX could stand to use H's color palette, though.
Intermission stages and Final Stages ARE A GOOD THING, and besides, ZXA has final stages too >.> it's already so locked in it's path that an intermission would be strange.
Agreed there. Although "Intermission" is a bit of a loose term. One could easily count Atlas, Siarnaq, and Vent/Aile stages in that category as there are no possible alternatives when they're available.
Real men don't use maps, especially not when it comes to megaman
Maps are nice, but I navigated ZX in Japanese, so yeah, it's not that bad. That being said, missions ought to have a definitive starting point. And the need to manually start and end at the Trans Server was irritating at times.
True, due to the larger arsenal you can be tactical on a higher level in ZXA and this is something I DO appreciate about ZXA, on the other hand, I SO LOVE raping bosses, and OIS does it better than ANYTHING (screw metal blade) I've seen so far.
ZXA = tactics, ZX = speed/pwn, both win imo.
Agreed, however OIS is a little TOO simplistic. Barring Model OX, anyways. Now that's some good boss pwning, wiping out half a boss's life bar with X2 homage (or 2/3 if you go the Double Charge/Triple Slash route). Not to mention, in the matter of style, good old Earth Crush/Messenko/Rekkoha.
And of course, even without OIS, Model OX enjoyes ORIGINAL ZERO-SERIES CHARGED SABER STRENGTH. Why the hell they nerfed it to 1-1/2 a normal saber slash in ZX is beyond me.
while you are right in that the shared/auto-recov LME gauge is more userfriendly, it also makes the LME capsules much more useless, whereas ZX had the feeling of an X or Classic Rockman game, filling gauges and stuff.
As I said earlier I feel that the ZX series' mechanics justify the shared/regenerating gauge. In an X/Classic game, a gauge refers to a single special attack, with at most one charged variant, and ever since the PS1 your default weapon is available at the same time. In ZX it's all charge attacks and OIS, which is at least three different maneuvers, per form. It really discourages the use of anything but standard uncharged moves, barring of course X, ZX, and OX.
I'm not saying ZX did everything better, but ZXA didn't do it either. both have flaws, imo ZXA has more, mainly due to it feeling less alive than ZX. did I mention ZX is my fav game? because it is.
I mostly agree with that assessment, however ZXA did offer an infinitely better localization, which makes it the more lively game on this coast. If I lived in Japan it would be ZX, no question.
In short, I feel ZXA offered the better map, better mission layout, better minigames (rematchable PnP FTW), better BME management, and better localization. Plus an armed Hu/Re, which was awesome. ZX offered the better MegaMan abilities, better hidden forms, better hidden bosses (ZXA...didn't really have any unless you count ancient Albert; ZX had 9), better stage selection (sorry Zan, I prefer the old-style freedom), better consistency in keeping forms (NO REASON for force switches for activating teleport points), and better Trans Server connections (the one-way crap has gotta go). Since arsenal is 9/10 of a MegaMan game for me, that puts ZX at a heavy advantage.
I can buy the whole "ZXA as a setup and not a true sequel" shpiel if we actually did get a true ZX sequel. Unfortunately that looks to not be so. So as far as "ZX sequels" go, ZXA is all we have. And it's a great game, but not a great ZX sequel.