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Playstation 2 : Mega Man X8 Reviews

Gas Gauge: 68
Gas Gauge 68
Below are user reviews of Mega Man X8 and on the right are links to professionally written reviews. The summary of review scores shows the distribution of scores given by the professional reviewers for Mega Man X8. Column height indicates the number of reviews with a score within the range shown at the bottom of the column. Higher scores (columns further towards the right) are better.

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ReviewsScore
Game Spot 63
IGN 73
GameSpy 70
GameZone 64
1UP 70






User Reviews (1 - 11 of 19)

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Everything X7 should have been

4 Rating: 4, Useful: 5 / 5
Date: August 24, 2005
Author: Amazon User

The world of "Mega Man" is becoming more and more convuluted every day, it seems. Five different alternate timelines and sets of characters is enough to make the mind boggle alone, but the fact that most of those timelines feature at least 5 games to their credit is downright daunting.

That said, X8 is a true reward for true fans--if you've stuck by the Blue Bomber for this long and managed to endure hiccups like X6 and X7, then you're probably a worthy candidate for this game. If not, well, as with most Mega Man games, it's really not going to offer much in the way of newness. The basic formula here hasn't changed since Mega Man 8-bit debut on the NES in 1987--pick a boss, go through his stage, kill said boss, retrieve said boss's special weapon, and use it to kick the crap out of the next boss you pick. It's dressed up in a nicer suit now than when the series first debuted, to be sure, but it's the same thing underneath.

Straight-up platform gaming done right is always, by its very definition, a challenge. Such is the case with this game--even on its Normal mode, the learning curve is fairly steep. On Hard mode, unless you know the boss's patterns from rote, it's nearly impossible to get anywhere.

The developers have added a little bit to the title in terms of replayability by inserting scores of secret items in the levels that you'll have to work very diligently to find, but this doesn't do quite enough to make it a lasting experience. The most fun bit by far is that you can save your clear data from a game that you beat into a new file to play the game over again, but this time with your upgraded weapons and such already intact. It's a big help when you start into a game on Hard mode.

The voice acting is actually quite good this time around also. Seems as if Capcom has finally settled on X, Zero, and Axl's voices being fairly teenage in nature--in fact, the only really grating voice in the game is that of one of the new "navigators" (a support character who gives you tips throughout the level).

So the overall point, I guess, is don't pick this up unless you like an old-school challenge. You will, most likely, die. A lot.

Great fun for MegaMan fans!

4 Rating: 4, Useful: 5 / 5
Date: August 27, 2005
Author: Amazon User

I bought this for my 9-year old son on his birthday. He loves MegaMan and really enjoyed this game. The graphics and gameplay are much improved over the past two MegaMan games. It brings together the spirit of the early games in MegaMan Anniversary Collection with slick 3-D graphics. The only downside is that it is pretty easy in "Easy" mode and my son completed the game relatively fast. Other than that, its a great buy!

A step up from X7

5 Rating: 5, Useful: 5 / 5
Date: September 28, 2006
Author: Amazon User

While I do enjoy playing X7, I find myself playing this one more. I think the main reason is X8 doesn't really rely on 3-D all that much. X7 got a little annoying, but the Mavericks were cool. This one, I just find the whole game awesome. Awesome levels, awesome power-ups (I mean come on, you can buy the blade that Sigma uses after beating the game once), awesome Mavericks, and a really cool storyline. Since X7 was the "test-subject" of the new age of Megaman, it had a few flaws. This game noticed those flaws and perfected them. Not at all hard to play, pretty easy controlling makes this game one that you can play over and over again.

Same formula with some interesting changes

4 Rating: 4, Useful: 7 / 10
Date: March 28, 2006
Author: Amazon User

In broad strokes, this Mega Man X game is like all the others. You have a first level that indicates a problem, then 8 bosses with accompanying stages, and finally, two or three stages with bosses until a final showdown. As usual there are some good songs/music, background graphics, and boss challenges that make the Mega Man series the success that they are.

What is different is that you can pick two Maverick Hunters to go into each stage, just like in 7, however this is relatively new to the "X" games, no pun intended but I'll take it. Also you get "chips" for beating enemies that can be spent to give the three characters upgrades. There are also secret areas in each stage and I had to use the Gamefaqs website to find them all.

X8 is another fun game like all the other Mega Man X games. This time, too, a surprise end boss makes the ending a little different. This is overall a solid effort on Capcom's part.

X is back and better than ever

5 Rating: 5, Useful: 3 / 4
Date: January 07, 2005
Author: Amazon User

*WARNING: SPOILERS AHEAD*

GRAPHICS- At first glance, the new art style seems very un Mega Man-like; more specifically, everyone's legs have become much thinner than usual. As much as I prefer that art style, I don't see too many problems with this one. I especially like Alia's new hairdo, which is longer than it has been.

VOICES- Compared to the voices of X4 through X7, these are certainly the best English VAs I've heard. (The Japanese voices of X6 and X7 were the best, in my opinion)

CONTROLS- Mega Man X is back in 2D, and it's a nice thing. The 3D parts of X7 were nice, but let's face it; Mega Man in 3D... isn't all Mega Man. X and his friends run, shoot, dash, jump, climb and all sorts of other neat verbs. Some of the new skills are tricky to get the hang of at first, but when you master then, you'll clobber the Mavericks just that much faster!

MUSIC- It's been a while since the X games have had more than one awesome music track per game. The tunes in X8 are toe-tappin' treasures, from Lumine's eerie church organ theme to the adrenaline-stirring climb up the Jakob Project elevator.

STORY- Ever since the X series was transferred to a different writer since X6, I have worried about various plotholes, such as the rift between the X series and the Zero series; I'm still waiting for Zero to explain exactly how he came back in X6 from his demise in X5, and where exactly Axl comes into play. The romantic aspect is interesting, too; I'm also waiting for Alia and X to officially hook up. Layer, the new navigator, has a thing for Zero, but Zero is still heartbroken by the demise of Iris in X4 and is pretty cold to everyone but X and sometimes Axl. Whether or not these two get together can't be determined yet (though this reviewer personally hopes they don't, since it would totally mess up his "Mega Man Iris" fanfiction stories). Hee hee.

So, there's my review of Mega Man X8. It can be summed up in three words: "pretty dang good." Five stars.

Better than the last few games, but still old and tired...

3 Rating: 3, Useful: 4 / 8
Date: February 05, 2005
Author: Amazon User

I have to shake my head in utter disbelief at how far the Mega Man X series has fallen from its glory days on the SNES and it's first outing, X4, for the PSX. Then again it's really not hard to see why looking at the last few games, but I can't fathom how Capcom let this happen...

Mega Man X8 does manage to make many improvments over it's prevoius predecessors. First and most notably is the revamping of the tag team system started in X7. Now when one of your characters bites the big one, the other jumps in and continues the fight (which didn't happen in X7), and the ability do tag team moves (which includes a impressive ripoff the Matrix movies due to its look) and revive fallen comrades through use of the attack gauge which fills when you combo, is a welcome change.

X8 also ditches any attempt of going into full-out 3D gameplay like X7 (which we all know was a complete failure). Only two stages (the hover bike levels) break the 2D game with 3D graphics design. The voice acting is also a huge improvement over X6 (which didn't include english voice acting at all) and X7 (which had english voice acting but was horrid).

Unfotunately, these improvements can't hide the fact the rest of the gameplay has been recycled over half a dozen times. Almost all of X8's stages can be compared to level concepts in previous games, which is only natural considering the series is over ten years old, but it's just a little too obvious when you get that feeling of deja vu, or when your asking yourself why your even playing this game in first place.

This feeling is enforced further by the fact Capcom went to the trouble of ressurecting one of the more "classic" and "cooler" Mega Man X villians (I'm not gonna tell you and ruin it for you, but who really cares at this point?) for this installment, but you'll ultimately realize bringing this character back from the junk heap (for the second freakin time mind you!) is just another sorry ploy to arouse player interest and avoid having to put to much creativity and thought into creating new villians. Storywise, X8 has a better plot than many of the prevoius games, but that really doesn't matter as Capcom never really gave any of the X games a truly great story or a twist you talk about for years to come (well they did come close in X5 with the whole Zero thing, but they screwed that up in X6).

X8 is not a bad game, but it definaitely is not a great game in any way, shape, or form. If your just getting into Mega Man X, do yourself the biggest favor (and save some money) and buy Mega Man X4 for the PSX (which is the best game in the series in my opinion, and is a greatest hit - I wonder why that is?) If your a fan, you probably already have that, but I honestly can't recommend buying X8 for it's retail price of $40 (no, wait, $39.95). The game is honestly not worth buying for that much. Wait for price to come down, buy a used one, rent it, or borrow it off a friend that bought it.

Hopefully X9 will be the last game in the series (cause their was only nine original Mega Man games, excluding the Game Boy games and side games - it would make sense). If Capcom is not going to let the game evolve beyond it's tired and true boundries, or even add somekind of two player mode, then I rather the series be put out of its misery that countinue making so-and-so sequels.

Nice to have X back

5 Rating: 5, Useful: 2 / 3
Date: December 23, 2004
Author: Amazon User

What can I say? This game plays like the older SNES games. All the flaws that made X5-X7 so sub-par are gone. A great buy.

I'd also like to remind everyone that the game does come with THREE difficulty settings.

Its Better Than X8....but the road to recovery is gonna be long.

3 Rating: 3, Useful: 2 / 5
Date: March 11, 2006
Author: Amazon User

This Game overall is a 4 of 10....and i'm a real fan, im not letting the graphics fool me, the gameplay has sum kinx to work out....for starters: WHERE ARE ALL THE HEALTH CAPSULES?????? during the game i probably get like 1 or two capsules, i mean yea u can tag in ur partner, but wat happens when your both low on life, i mean it would have been alright if while ur fighting your partner's life gradually rises, but no....dont get me wrong though, after x6 and x7, i thought it was over, but x8 did surprise me...the graphics r excellent and i like the tag team method, but still jus like x6, TOOO HARD, at least for me...i beat x4 and x5, those were challenging ,x6 dont get me started on...

all in all, rent it before you buy it, just to be sure, this game might not be for everybody

For those who think the X games are getting old, grow up

5 Rating: 5, Useful: 1 / 1
Date: July 26, 2005
Author: Amazon User

I haven't yet played this game, but I have completed X1-X7. From what I've been told this game is supposedly better than X7, which is nice to hear, because I REALLY enjoyed X7, unlike many other fools out there... I absolutely love the classic Megaman formula; fighting the 8 bosses and using their weapons against each other, etc. Ever since X8's been released, I often hear people complaining that the X series is getting old and recycles many features from the previous games. I say screw those people. I'm planning on picking up X8 next month, and I'm sure it will be great, regardless of what these people say. Many fans often whine about X7 and X8 because they didn't get exactly what they wanted in the game. WELCOME TO THE WORLD! These people need to grow up and stop badmouthing a series which other people, myself included, find very entertaining.

The revival of the franchise? A step in the right direction, but not quite there.

4 Rating: 4, Useful: 1 / 1
Date: October 08, 2007
Author: Amazon User

Keiji Inafune himself said in a 2005 gamespy interview that he was only involved in the X series until X4, claiming that afterward "Other people took direction of the series." I seem to recall hearing something about some of the team members who worked on X1-X4 coming back for X8, an occasion would not be the least bit surprising. Labeled by some as the revival of the franchise, Mega Man X8 is undoubtedly a huge upgrade from X5-X7 that should be well received by most fans. Unfortunately, it also comes away short in some areas that just barely manage to keep it from being on par with the first four games.

X8 keeps the two-man tag team that was used in X7, and this time thankfully X is available from the start; no more waiting to rescue sixty-four reploids to get him. X8 does however make changes from X5 through X7 that are quite evident while playing. Obviously the 2D gameplay has returned after X7's experiment, and the result is close to a Mega Man version of Contra Shattered Soldier that is extremely nice to view. To speak more on the note of no longer having to rescue sixty-four reploids in order to unlock X, it's worth noting that no more reploids will be rescued, period. The rescuing reploids system that plagued X6 and X7 has been completely eliminated, and there is FINALLY an option to completely turn off Alia and the other navigators. Why it took them until X8 to figure out that that would be a good idea I do not know, but late is better than never. The sad thing is that if not for the baggage of X5-X7, I might actually consider Alia and all the other helpers cool.

An area in which Mega Man X8 really shines is the bosses. It's obvious that they're better even before they appear in the game. How so? Open up the manual and look at their names; no more Dark Dizzy, no more Infinity Mijinion, no more Commander Yammark, etcetera. The horrible translation that plagued X5-X7 is gone, so finally there are once again decipherable names such as Optic Sunflower, Dark Mantis, and even an interesting play on words in the name Bamboo "Pandamonium" for a panda bear boss. The only name that's a little off is Gravity Antonion, a name for a surprisingly interesting ant boss. Anyhow, once the bosses do appear in X8, it is evident that many of them were made with a higher level of effort and creativity than nearly anything seen in X5-X7. Many put up decent fights, and when a boss's life meter is depleted to a certain point, he unleashes a super attack and the music changes, adding to an increased intensification never before seen in the series. If the game is on the Hard difficulty setting, some bosses will even use special attacks that they do not possess on Normal or Easy, and they will use their super attacks even earlier in the fight. These are truly praiseworthy initiatives. As for each boss's individual attack patterns, I can say that at least five or six of the bosses have interesting attacks and techniques that stand out for creativity and newness. Even Gigabolt Man-O-War, a terribly voiced boss who from the neck up resembles X6's Infinity Mijinion and from the waste down appears to be wearing pink and rainbow pajama pants with flowers for feet, is no pushover without the right weapon and a high life meter. The boss' weapons aren't too shabby either. Zero's techniques are extremely fun to use, and he even picks up other special weapons hidden in stages aside from the regular ones he obtains from defeated bosses. Some of these give him longer reach and other interesting attacks certainly worth a look. X even gets a few neat weapons as well. Thunder Dancer particularly excels if used in the right circumstances, and nearly all of them are visually impressive.

So with improved bosses, decent weapons, the elimination of Alia's nagging, and the return of comprehensible boss names, what holds X8 back from being on par with X1-X4? I'd tell readers of this review a multitude of things, some small, others huge. Maybe some fans really like Axl, but I still don't buy into him. Yes it should be said that he is much improved from his girly X7 self, both in voice and techniques, and his morphing ability is needed to acquire a few rare metals. His weapons are mostly rapid fire guns that are certainly fun to use at times, but I would happily relinquish them if Axl did not exist. The game could have easily been tweaked to make the few rare metals for which he is needed accessible to X and Zero. Axl is also still basically the baby of the group, and what I really wonder is why, WHY X at one point has to hold him with both arms the way a man typically holds a bride/woman. Geez X, you're descending a wide elevator, everyone is safe, and there is more than enough space to put him down. You DO NOT have to hold him like a baby. Someone like Axl is fine in Command Mission, but for the real games why can't they just stick with X and Zero? Another nagging element from X8 is the capsule system; it is still short of satisfactory. If X7 could do it right and go back to the system in X1-X4, why couldn't X8? X8 once again has eight capsules and two different armors, the Icarus Armor and Hermes Armor. While this is somewhat disappointing, at least X8's version of two armors is done better than X5's and X6's. Capsule parts in X8 are immediately available for usage after obtained. It is no longer necessary to wait until finding all four parts before using any, but eight capsules nonetheless is still extremely unnecessary. I can't speak for all players, but I only found the Icarus Armor parts useful. The laser gun for the Icarus Armor helps much more than the split shot in the Hermes Armor. The Icarus Gun even improves X's normal shots whereas the Hermes gun does not. It is much more fun and useful to jump high with X in the Icarus boots than it is to do anything in the Hermes Boots, which supposedly make X move faster and make him invincible while dashing. Now why would X need a capsule part to make him move faster? Isn't the normal dash for that? I also could not help but to wonder if "invincible" should have been replaced with "invisible." I only saw X invisible while dashing in the Hermes boots, during which I also saw him take damage. I'd also really like to know if ANYONE would pass up halved damage for invincibility to little hits. That's what the Hermes Armor does. I don't know about other players, but I'm taking the halved damage with the Icarus Armor, depleted recovery gauge or not. The helmet for the Icarus Armor is also better than the helmet for the Hermes Armor. The Hermes helmet makes X charge faster, but faster charging in a way already occurs with the Icarus gun. Since with the Icarus gun the full charge fires the laser, the previous fully charged shot comes at an earlier stage in the charging phase. The Icarus Helmet on the other hand is basically an upgrade of the helmet back from the first X game. It can break certain ceilings, but this time it can also damage enemies. Due to these reasons, I fully believe that the Icarus Armor parts are superior and do not see why there could not have been just four capsules, each giving an ability of the Icarus Armor. With eight capsules, some also tend to be found in ridiculous places. Oh sure a small light blast will destroy huge layers of ice cubes. It would have been SO much better if X8 just had the four capsules with Icarus Armor powers. It also would have been great if the armor looked better. At times X could be almost indistinguishable from Zero if equipped with the Icarus Armor, and I found nearly all of X's previous armors to be cooler looking than the armor shape in X8, which happens to be the same regardless of whatever mix of armor with which X happens to be equipped.

As mentioned before, the rescuing reploids system is not in X8. In its place is a system in which special powers and abilities can be purchased in between stages at the R&D Lab. Defeated enemies drop metals that get used for currency. In X1-X4 every stage had a heart tank, and sub tanks were scattered in different stages. In X8 no heart tanks or sub tanks are to be found in the stages. Each character can purchase three life upgrades, and sub tanks are also purchased instead of found. In place of heart tanks and sub tanks to be found in stages, there are, in addition to capsules in all stages except Dynasty, rare metals. Rare metals are different from regular metals because instead of serving as money, they allow new power-ups to be purchased at the R&D Lab that were previously inaccessible. This system is much better designed for playing the game with multiple characters, and is clearly built around buying upgrades for all three characters. The system should be praised because it encourages killing more enemies, and purchasing everything for each character unlocks special features. It used to be infuriating in X5 and X6 if for instance X would pick up a heart tank, it would be gone for good and that would be one less for Zero. Zero could not even reach a good deal of heart tanks in X5, so buying life upgrades for each character is certainly better than splitting up a mere eight heart tanks between two characters, or what would have been in X8's case, three characters. However, as a purist, while this is an extremely convenient system for the way X8 is set up, I still say that the ideal setup for item acquisition is not X8's, but X1-X4's. Ideally Axl would not exist, there would be four capsules, eight heart tanks, and the rare metals for Zero's special weapons would allow immediate access to their usage. I would have kept the tag team with X and Zero, and if one got a heart tank, the other would also get it so X and Zero would always have the same maximum life. Some of the abilities that the rare metals unlock are unnecessary, and I feel that eight heart tanks, four capsules, 2-4 sub tanks, and four or five rare metals for Zero's weapons, and maybe something else would have still been enough to keep players busy hunting for things in stages.

Ever since the first Mega Man X game, stages have had to be revisited, but some of X8's revisits are simply annoying and imply poor placing of items. I find it annoying when there is something in a stage for which the weapon of that stage's boss is required to obtain it. It happened in X2 with Bubble Crab (also in X5 but who cares about X5), and it happens again X8's Metal Valley stage. There is also another similar instance in another stage. One of Zero's special weapons is needed to break a floor in the Inferno stage. Zero's special weapons are coincidentally also unlocked by rare metals in stages, but the metals themselves do not give immediate access to Zero's weapons. The weapons must be purchased at the R&D Lab in between stages. Now isn't it interesting that the rare metal found for this particular weapon is in no stage other than Inferno where the weapon is needed? So the only way to get everything in the Inferno stage is to get the rare metal for Zero's weapon, exit the stage and buy the weapon, then go back and use the weapon to uncover the other rare metal for which the weapon was needed. Just another example of poor placing and poor planning that caused another annoying visit. I do not wish to convey that I hate revisiting stages altogether. When there's a strategy of doing things one way or another and having to revisit one stage or another, that's fine, but the types of instances that I have mentioned above are simply annoying.

Aside from what some may call the trifles that I have mentioned, there is still one thing that kills X8 more than anything else. I honestly wouldn't care as much about Axl, the armor, or the item acquisition system if this huge problem were not an issue. This huge problem is that not enough of X8's stages are fun enough to garner perpetual appeal. It just feels as if not enough of them simply allow free play. The good stages though are some of the best in the series. Noah's Park (intro stage), Primrose (Gravity Antonion's stage), and Booster Forest (Bamboo Pandamonium's stage) are the high points of the game. These three stages are long enough and provide enough fluid entertainment to please fans. Noteworthy is Booster Forest for offering the best experience with mech armors the series has had since X4. In X6 there was a total of about ten seconds the game allowed in a mech armor at the beginning of the Recycle Lab stage, so it was great to see nearly all of a stage use one in X8. All of the other stages apart from these three have problems that cause them to be not as fun in one way or another, usually by being too restrictive or too short. For example, most of Inferno (Burn Rooster's stage) consists of trying to beat vertical automatic screen scrolling. Falling behind the pace obviously results in death. The screen scrolling itself is not a negative element, but in this case there was not enough moderation with free roaming. Metal Valley (Earthrock Trilobyte's stage) is also somewhat restrictive. As soon as the stage starts a huge robot immediately begins pursuit forcing a forever right direction upon start. After a certain point the process reverses, forcing a forever left shift in which players will be following the robot back EXACTLY to the beginning of the stage where it first appeared. Afterward the left direction continues inside a building, the huge robot appears again, and the boss comes right after defeating the huge robot. Where is the freedom in that setup? The stage is also WAY too short!! I really liked its background and would have liked to see it be more immersive, but it was too short and restrictive to accomplish that. A memo: stages that do nothing but chase the players the whole time or do not allow exploration and free roaming are NOT FUN.

X8 also includes two vehicle stages, but they are vehicle stages gone horribly wrong. Do not expect a Wave Man or Jet Stingray type of stage in X8. One of these two stages, Dynasty (Gigabolt Man-O-War's stage), unless gone through very quickly, is quite possibly worse than the worst of the X6 stages. How a game can have some of the best X stages ever and some of the worst is baffling. Dynasty is just purely and simply trash. I don't know what they were smoking when they threw it on the board, but whatever it was it must have been really interesting stuff if it made them think that it was a good idea. Geez where do I even begin to start in saying what a pile of garbage this stage is? It simply should not exist, period. To readers who have not played the stage, find screenshots or play it to experience lameness that can not be put into words. The other vehicle stage, Central White (Avalanche Yeti's stage), is not as bad. It's mildly fun while it lasts, but it does not leave a lasting impression. It seems to fit more as a bonus stage, and even its boss, Avalanche Yeti, doesn't seem worthy of being one of the eight mavericks. In fact, he looks a lot like the yeti enemies from the first part of Frost Walrus's Snow Base stage back in X4. If there were going to be a vehicle stage, it should have been a 2D one like Jet Stingray's or Wave Man's. Central White should not have been anything more than an intermission stage, and speaking of the bonus intermission stages in X8, why, WHY was it that the number of DEATHS determined when they would appear?? Wouldn't it make more sense to unlock them by doing something good? Maybe kill a certain number of reploids? Maybe use a weapon or capsule part to find a secret path? Wouldn't that give players more of a sense of accomplishment? Guess they thought that only players who suck and die often are worthy of bonus rounds.

The last two stages that don't fall into the vehicle or scrolling category are Pitch Black (Dark Mantis's) and Troia Base (Optic Sunflower's). Pitch Black was an ideal Central Computer Stage killer (Magna Centipede's stage from X2). In Magna Centipede's stage, setting off the alarms had relatively little consequence after the heart tank was found, but Pitch Black actually necessitates avoiding them. Running into an alarm will make walls rise causing entrapment in a small, confined space in which hordes of robots attack mercilessly without end. Exiting from these confinements is not possible until the right enemy is destroyed. I really liked that Pitch Black necessitated careful play in that section with the alarms. The problem with Pitch Black is that it was way too short. After the section with the alarms, it's basically over. Just a couple of drops and that's pretty much all. There is no motive to play the rest of it carefully. Even more bothersome is that the only way to obtain everything in the stage is by turning on the lights right in the middle of the part with the alarms. Doing so not only removes the alarms but also takes away the identity of the stage at its height! I would not mind this if it happened near the end of the stage, but it happens WAY too early! Why couldn't the stage have been longer with this trick closer to the end?? Shameful these shortcomings are, but the problems that plague Troia Base (Optic Sunflower's stage) are right there as well. Certain parts of Troia Base have quite possibly the most beautiful background on which I have ever gazed in a 2D game. Unfortunately, due to the poor planning of how the stage plays, it was wasted. If any stage in the game extremely lacks fluid gameplay, it is Troia Base. The stage starts in a cyberspace-like area and begins a mundane pattern of walking through a brief cyberspace area, entering a chamber, being transported to a different setting in which often only one or two enemies must be destroyed as quickly as possible, reemerging in the chamber after the enemies are destroyed, exiting the chamber and entering another cyberspace room, and repeating the whole pattern again various times until the stage ends. I found this just maddening. Many of the places where the transporters lead would be better off in other stages. Half of them look as though they belong on the elevator level, and the last one on top of a train would have been absolutely perfect in Metal Valley. How do the makers not see these things? It also does not help that the cyberspace-like parts have NOTHING TO SHOOT and can be gone through in literally seconds. The stage just offered NO FLUID GAMEPLAY. How they wasted such a beautiful-looking stage with such poor planning is beyond me.

The last anyone likely heard about Mega Man X9 is that Keiji Inafune refuses to make one since X8 did not generate enough sales. If indeed X8 is the last game for the foreseeable future, at least the series went out better than it would have if X6 or X7 had been the last. X8 was painfully close to being the best game of the series, and if some of the problems I have mentioned in the game were fixed, I feel X8 would definitely be the best of the series. Mega Man X9? I want to see Mega Man X8 fixed more at this point, but hopefully if X9 ever is made, Keiji Inafune will be personally involved.


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