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Messages - Majikn

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X / Re: No Love for x?
« on: November 09, 2010, 10:46:11 PM »
Zero must've had a lot less frames in Xtreme 2, to be fair.

Anyway,
I took the X and Zero story a lot more seriously when I was younger. It's interesting to read through this conversation and see some of that actually validated. I never really approved of the storytelling method, but I guess I just grew up and told myself, "It's a MegaMan game, and the gaming element is more important than the story." I've kept seeing the ideas of the story between the lines, however, and it inspires creativity.

I also have quite an attachment to X and Zero. I could go on about the story of the games, and how I wish they did this or that, but the fact that I could be drawn in like that with so little to go by has to say something about what's there in terms of quality. It seems really unfortunate that the series continued in the way that it had.

BTW one thing I liked about X8 was the new voice actors brought in. I liked all of them, if I recall. Even Axl's. And I'm not a friend of Axl.
If the Maverick Hunter remakes continued, I'd have been fairly content.

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X / Re: No Love for x?
« on: November 06, 2010, 02:56:37 AM »
Fair enough, Flame. And yes, about the tag-teaming, that's exactly it. My thinking is rather fluid and I contradict myself sometimes. It's not so much that I can't make up my mind on something but I like to deconstruct my own arguments to clarify if and why I hate something and sometimes I don't always come to the same conclusion in my follow-up posts.
But anyway yeah. Zero could gain entrance to an area that X could not, and hit a switch or something—that's the most simplistic example. It would still add more to simultaneous gameplay rather than 1 player, BUT I was thinking more like unique enemies with separate saber and buster weaknesses. I'm no professional critic, but that seems like a good idea, no?

Aqua, I agree that it may have added flexibility, but it didn't add any real challenge to that flexibility. When you escalate the player's abilities and then place the player in the same combat situation as they had before, they'll have it easier. They had to opportunity to make you use it in unique ways... but since they added Axl to the story, and you could only choose between two given characters at a time, it would have hindered the gameplay to bring in an opponent that, say, only Axl could defeat because you chose X and Zero, and couldn't go further in the level. And having you switch between three characters with one button would have been annoying. So in that sense I kinda blame Axl as one of the reasons X8 could have been awesome but wasn't. It was still FUN, but...

The end result was just an easier game. For me, there was less of a thrill from beating it. If the only reason for including it in the gameplay was to fit the story, I think they could've just changed that aspect of the story. It was erroneous to begin with, as has been said, and the gameplay was changed in the later games to amend the error. So this whole thing seems like a major case of story getting in the way of good gameplay—and don't get me wrong, it's not that I don't value a good story. I just don't prefer it in the case of MegaMan, and I rarely prioritize story over actual gameplay.
That being said I am in the process of planning a fan-fiction that actually proceeds X5 from an alternate timeline, and it is very heavy on plot. And it is pretty much everything you would probably NOT want in a MegaMan X game (which is why it's a fan-fiction). (Also don't judge me, haha. I just couldn't get the story idea out of my head. I've been holding it back for years and now the plot keeps tying loose ends together magically in new ways.)

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X / Re: No Love for x?
« on: November 05, 2010, 08:26:10 AM »
You may be right, but gameplay-wise I am a tad more old-fashioned. I am by no means a MegaMan purist of the "jump and shoot" sort, but I really think that the X series started out amazing, peaked again at X4, and then just sort of slid downward from there. Not just gameplay-wise but story-wise. Having them play together (with Axl kinda bumped in) did not help the story much for me, and I could really abuse the extra damage.

I mean, MegaMan Xtreme 2 was kind of a bad game but when you think about it, the final boss really actually REQUIRED the use of both characters. That's one thing I liked about it. For the rest of the X games I can't say I cared at all for X7, and for X8 I really didn't see the strategic idea of the tag-team really worked up to its full potential. You could mostly just get away with playing as one guy and then using the dual strike attack.** I might have to blame Axl for that as well. (It's okay if you like Axl, I just personally don't want him in my MegaMan.)

**(Forgive me if I'm wrong because I haven't played in a while, but that's what I remember about it.)

And this is all well and good for me to say, but I guess when I put it the way that I did, I can see that I'm not overall against the concept of it, just how it was implemented.
Another idea would be to introduce the duo in a 2-player simultaneous game. That might go a long way. As you probably know, Nintendo's been doing it with Donkey Kong Country Returns and New Super Mario Bros Wii, for example.

thats what we mean when we say "Zero" was supposed to be X. the design was supposed to be X.

My statement was directed at er, ah, the topic creator, who's name has a character in it that my computer can't see (sorry). He brings up X's development as a rebuttal to the idea that Zero was supposed to be the main character, which suggests that a red X would have developed Zero's personality and that blue X developed differently as a result of Capcom telling Inafune to make a blue X design. And I was arguing, like you'd agree, that it was the other way around. It's hard to explain what I mean exactly, but that's how I interpreted the post.

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X / Re: No Love for x?
« on: November 05, 2010, 04:45:23 AM »
I don't think "Zero" was meant to be the main character. Unless you know more from Inafune than I do.

I think if Inafune had his way with MegaMan X, "X" himself would still have the character attributed to him, he'd just look like the Zero that we saw in the first X game, and Zero would probably cease to exist. Does that not make sense?

Anyway I like X and Zero. I dislike tag-teaming them, I like having completely separate experiences like it was in MegaMan X4. You might say it cheapens the game to have to play it twice, but I'd say it's too easy to have two health bars and the advantages of both characters.

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Off The Wall / Re: The Mystery of the Forum Users - Take 4
« on: November 05, 2010, 04:10:05 AM »
Hi.

I'm a guy.

I came from MegaMan Matrix. I don't know if that makes you all automatically hate me (assuming most of you know of the site), but I certainly don't hate you, so let's be friends.

I'm used to more quiet, exclusive forums.

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