Mega Man XMega Man X
Year: 1994
Rating: E
Time Played: ~3.5 hours

Growing up as a fan of the Mega Man franchise, Mega Man X was a hugely successful jump from the 8-bit era to the 16-bit era. The basic Mega Man mechanics were the foundation that X built upon, improving many aspects of the 2D platformer that needed some innovation. Yes, nostalgia may cloud my thoughts on this game, but it’s hard to deny how it affected the franchise for the better. It might not be on the level of Super Metroid in how it changed the gaming landscape, but its influence is definitely present in modern games today.

Visually, Mega Man X is a treat. From underwater and underground levels to jungles and snow bases, each of the eight animal-themed maverick bosses are unique and memorable. The soundtrack is undeniably excellent, evoking the hard rock riffs that pay homage to the original Japanese protagonist’s name of “Rockman.” Furthermore, the presence of a small amount of plot gave this game much more gravitas and emotional impact than anything in the original Mega Man series could do. I cared about Zero, despised Vile, and trembled at the power of Sigma. Overall, the “cool factor” for this game is pegged at its maximum levels.

This isn’t even mentioning how the upgrade system made the game much more approachable than just memorizing enemy patterns, thereby making its difficulty something that could be conquered. Heart Tanks were a small reward for exploration and E-Tanks were better than the consumable versions in the original Mega Man series. Then there’s dashing and wall climbing. This single mechanic changed so much about how Mega Man games play—even more than when Mega Man 3 introduced sliding. Throw in the amusingly overpowered Hadouken secret unlock, and this game truly has it all.

The coolest Mega Man transition to 16 bits, I give Mega Man X 5.0 stars out of 5.

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