I'd honestly say that most of X6's core level design is awesome, and more than that, the power-up access/distribution is phenomenal. The Nightmare System is really what bogs it down, but once you know it, you can predict and to a limited degree manipulate it. As I've often stated, I appreciate the fact that as difficult as the obstacles are, they all have multiple solutions, which allows for an element of personal preference that goes way beyond the "use this weapon to destroy that block" formulas that we usually see.
I think we've all seen the
where egoraptor talks about the difficulty in CV1 being a good thing, and how it makes you stop and think rather than just blow through enemies the moment they show up on your screen.
It occurred to me that X6 might have a similar thing going on, this being why it's appreciated by a number of us here on RPM.
Actually, although X6 kinda starts like that, it grows away from it. Which, to me, is brilliant, because it emphasizes that you're growing stronger, which is a central theme of most Mega Man games and ESPECIALLY the X-series.
No other Mega Man game has such a huge difference between how you start and how you end, in terms of how powerful you are (besides MAYBE Xtreme2, but the enemies in that game aren't strong enough to really emphasize it). In X6, you start out in pretty desperate shape, and by the end, you're plowing through MOBS of enemies, realistically strong enough to take them head-on, but at the same time not so much that you can afford to get completely careless. That balance does not exist anywhere else in the franchise.
Not only did the game place a greater emphasis than ever on growing stronger, but it also did the same for the non-linear nature of Mega Man games (which was VERY refreshing after X5 went the complete opposite way). That one is disorienting and even frustrating to people who aren't looking for it, which is another reason why X6 may not be for everyone, but it's also another reason why I love it. Every level has a branch, even problem has multiple solutions, you can unlock the end whenever you feel you are up to it without the need for some damn cutscene lottery, and above all else you have a respectable level of freedom in what power-ups you pursue, when, and with what character. The game may be hard as hell, but when you find a way through, it's YOUR way through.