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I'm currently contemplating on giving Megaman X6, 7 and 8 a try. They are the only ones of the series I haven't beaten/played.
Ratty524- 10/03/2015 11:54 PM
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X8 isnt bad. X7 is eh, and x6 the worst in the series.
Give X6 a shot? Didn't you already complain about it in the Impossible Games thread?
X8 is decent and worth trying
X7 should only be tried to satisfy morbid curiosity
X6 should only be tried to satisfy masochism
X8 is decent and worth trying
X7 should only be tried to satisfy morbid curiosity
X6 should only be tried to satisfy masochism
X6 is fine. It's a legit MMX game. If you liked X4 or X5, there's no reason why you wouldn't like X6 as well; they're the same thing. I don't know why people may not like it. The story maybe? But then again, who plays Mega Man for the story? ...X7 and X8 in the other hand, I could never get into. The change of graphics from 2D to 3D, and specially the occasional changes of perspective from side-scroller to third-person shooter, was too much for me. It's just not the same anymore.
For reals talk:
Mega Man X is one of my favorite games and is just masterful.
X2 is pretty much more of the same.
X3 was a step backwards, with some outrageous difficulty and a lot of design elements in the game that punish you for using them.
X4 is a masterpiece and I think is the best in the series. Playing as Zero is aces.
X5 is playable and has some cool ideas but some godawful design choices.
X6 takes away the good things X5 had and made the bad things even worse. It's awful.
X7 is somehow even worse than X6.
I've never played X8 but I cannot imagine at this point that it is any good.
Mega Man X is one of my favorite games and is just masterful.
X2 is pretty much more of the same.
X3 was a step backwards, with some outrageous difficulty and a lot of design elements in the game that punish you for using them.
X4 is a masterpiece and I think is the best in the series. Playing as Zero is aces.
X5 is playable and has some cool ideas but some godawful design choices.
X6 takes away the good things X5 had and made the bad things even worse. It's awful.
X7 is somehow even worse than X6.
I've never played X8 but I cannot imagine at this point that it is any good.
I've heard X8 is actually much better compared to 6 and 7. I kind of feel like I want to own them all and experience any glory/pain for myself, especially since they are on PC now.
I tried it out yeeeaaars ago. I may have a change of opinion now, but at least from what I can see of it, I might at least still hate Blaze Heatnix's stage or Infinity Midget(?).
author=turkeyDawg
Give X6 a shot? Didn't you already complain about it in the Impossible Games thread?
I tried it out yeeeaaars ago. I may have a change of opinion now, but at least from what I can see of it, I might at least still hate Blaze Heatnix's stage or Infinity Midget(?).
The only of those that I’ve ever played is X6 many, many years ago when I used to own the Megaman X Collections for the PS2. I haven’t played it in a while, but I do remember not enjoying it as much as the other previous games in the series. It was just way too difficult compared to the rest of the games for me, especially with no upgrades, and having a nightmare version of the stages made it even more difficult than it already is. Also not having Zero playable in the beginning like in X4 or X5 really sucks too. And the special weapons that you get also suck.
It’s not a bad game, per say, but it’s just as not as fun as X4 or X5 is to me. Even I didn’t like X5 as much because it changed up some of the familiar gameplay mechanics and added in a timer system to it that you could easily just bypass anyway and get to the final boss without fighting any of the Mavericks at all. It’s dumb.
But I guess for curiosity sake you should actually try them all out if you can. Who knows? Maybe you might even like X7, lol.
It’s not a bad game, per say, but it’s just as not as fun as X4 or X5 is to me. Even I didn’t like X5 as much because it changed up some of the familiar gameplay mechanics and added in a timer system to it that you could easily just bypass anyway and get to the final boss without fighting any of the Mavericks at all. It’s dumb.
But I guess for curiosity sake you should actually try them all out if you can. Who knows? Maybe you might even like X7, lol.
X5 was kind of a guilty pleasure of mine, in the same way I like Classic Megaman 5. It had nowhere near the same amount of effort or challenge as any of the previous games, but it was still playable and enough enjoyable bits to keep me willing to replay it again. The day I finally stopped the colony from crash-landing to Earth felt highly rewarding to me as a player.
Then there was X6. The fact that the music didn't feel as upbeat as X5 irked me if I remember correctly. The armor that you can reuse from the previous game got nerfed to being awful, and the stages felt frustratingly difficult or just plain uninspiring. The cutscenes were boring to sit through (I was playing this through the Megaman X Collection on the Gamecube, so no audio), but that just kind of topped it all off to how frustrated I remember getting with the game. It's the only Megaman game besides the fan-made Megaman Unlimited that I've ever rage-quitted, and to this day I kind of fear of revisiting it.
Then there was X6. The fact that the music didn't feel as upbeat as X5 irked me if I remember correctly. The armor that you can reuse from the previous game got nerfed to being awful, and the stages felt frustratingly difficult or just plain uninspiring. The cutscenes were boring to sit through (I was playing this through the Megaman X Collection on the Gamecube, so no audio), but that just kind of topped it all off to how frustrated I remember getting with the game. It's the only Megaman game besides the fan-made Megaman Unlimited that I've ever rage-quitted, and to this day I kind of fear of revisiting it.
author=Ratty524
Then there was X6. The fact that the music didn't feel as upbeat as X5 irked me if I remember correctly.
What – X6 had amazing music! You can’t tell me that you seriously didn’t enjoy listening to Blaze Heatnix’s theme (even though the stage sucked)?
Okay, I'll admit, there were some shitty ones in there, like Ground Scaravich's theme and Metal Shark Player's - but most of them were pretty good.
You know, looking at it, I really should play X6 again personally myself. Maybe after I finish playing and beating the current game that I’m currently doing I’ll give X6 another try again. Maybe it will warm up to me a little more now than I’m much older.
X6 has some cool tunes (including the best boss intro theme in all of Mega Man) and thank fuck somebody had the insight to make Aila's constant inane chatter optional. Shame about the largely garbage level design, permanently missable reploids, required upgrades, no win situations, and half the bosses and weapons.
But yeah, if you want to play it then play it. Don't force yourself to beat it if you don't like it but maybe you'll enjoy it and there's nothing wrong with that. It's not like half the issues with X6 are exclusive to it.
e: My favorite Mega Man criticism is everything involving Bue Beam Trap, the fourth Wily boss in Mega Man 2. It's such a shitty boss that all the difficulty romhacks make it easier than the original version (while also making it a more interesting boss).
But yeah, if you want to play it then play it. Don't force yourself to beat it if you don't like it but maybe you'll enjoy it and there's nothing wrong with that. It's not like half the issues with X6 are exclusive to it.
e: My favorite Mega Man criticism is everything involving Bue Beam Trap, the fourth Wily boss in Mega Man 2. It's such a shitty boss that all the difficulty romhacks make it easier than the original version (while also making it a more interesting boss).
Started with X6, since it's the most accessible to me at the moment.
Good lord, it's about as bad as I remember it, though maybe not impossible as I thought beforehand. With my added eye for level design, it actually seems worse in some ways.
To start off, the cutscenes in this game are both needlessly long and dull. Maybe I'm spoiled from games like X4, but cycling through long strings of text with no sound playing, let alone ambient music, did nothing but bore me right at the start of the game. That's nothing compared to the pain of these stages, though.
I chose Shield Sheldon's stage because I heard it was the shortest and why not? First design flaw I noticed immediately were the invisible floors that are barely hinted with the placement of rescue reploids... and once those rescue reploids are gone I have to have a good memory of where stuff is or just make a blind jump. They're SLIPPERY too? Dear lord.
Moving forward, I come across the laser light puzzle, which was okay, though I didn't really like how the devices that shoot the lasers poorly telegraph where they are going to turn. It seems to be position-dependent, but sometimes they just done fire in your position for whatever reason. It makes the puzzle feel unintuitive and it drags on the level. Anyway, I decided to take the longer, lower path because I like exploring!
Needless to say, the section part of this level is actually where I start to get pissed. One of the first things I saw was an Energy Tank placed over a pit of spikes. I thought there were maybe hidden floors in these spots because that was the established gimmick, but no, you have to die to get a power-up. To this day, there is a couple of reploids I need to rescue over a ledge guarded by spikes. Since apparently touching the side of a spike platform kills you, I'm at a total loss.
But lets move all the way to the first boss: Zero Nightmare!? He was hard as shit, too, but at least in semi-legitimate ways. I say "semi-legitimate" because he makes one attack that is absolutely impossible to avoid, and every hit can do tons of damage to you.
I eventually beat him, though. I thought Zero would set a precedent for the bosses to come... but it really doesn't!? I've faced Commander Yanmark, Sheild Sheldon, and Metal Shark Player so far, and they are ALL much easier to beat by comparison. What kind of rotten difficulty pacing is this!?
For a quick rundown of the other stages so far:
Yanmark: Boring. It's at least an easy one, but I felt like any difficulty added in was due to bullshit, from littering the level with demonic spiders to making blind jumps over a pit of spikes that are such in the first place due to the camera not focusing on them. I won against the boss without even trying.
Metal Shark Player: This is the first stage I actually liked, because it actually felt legitimately challenging instead of attempting to throw in constant bullshit at you just for the sake of it. There are still some cheap bits, though, like one crusher section that is nearly impossible to clear with unarmored X.
I think I'll still try to chug through this.
Indeed. Aila is either ridiculously dumb or a master troll, as she'll give you hints to the most painfully obvious crap or just leave any help you actually need ambiguous.
"X, you are about to face the the boss maverick" As she says right in the iconic checkpoint section placed right before the boss.
"X, there is a spike wall that you can't jump over, what do we do?"
Good lord, it's about as bad as I remember it, though maybe not impossible as I thought beforehand. With my added eye for level design, it actually seems worse in some ways.
To start off, the cutscenes in this game are both needlessly long and dull. Maybe I'm spoiled from games like X4, but cycling through long strings of text with no sound playing, let alone ambient music, did nothing but bore me right at the start of the game. That's nothing compared to the pain of these stages, though.
I chose Shield Sheldon's stage because I heard it was the shortest and why not? First design flaw I noticed immediately were the invisible floors that are barely hinted with the placement of rescue reploids... and once those rescue reploids are gone I have to have a good memory of where stuff is or just make a blind jump. They're SLIPPERY too? Dear lord.
Moving forward, I come across the laser light puzzle, which was okay, though I didn't really like how the devices that shoot the lasers poorly telegraph where they are going to turn. It seems to be position-dependent, but sometimes they just done fire in your position for whatever reason. It makes the puzzle feel unintuitive and it drags on the level. Anyway, I decided to take the longer, lower path because I like exploring!
Needless to say, the section part of this level is actually where I start to get pissed. One of the first things I saw was an Energy Tank placed over a pit of spikes. I thought there were maybe hidden floors in these spots because that was the established gimmick, but no, you have to die to get a power-up. To this day, there is a couple of reploids I need to rescue over a ledge guarded by spikes. Since apparently touching the side of a spike platform kills you, I'm at a total loss.
But lets move all the way to the first boss: Zero Nightmare!? He was hard as shit, too, but at least in semi-legitimate ways. I say "semi-legitimate" because he makes one attack that is absolutely impossible to avoid, and every hit can do tons of damage to you.
I eventually beat him, though. I thought Zero would set a precedent for the bosses to come... but it really doesn't!? I've faced Commander Yanmark, Sheild Sheldon, and Metal Shark Player so far, and they are ALL much easier to beat by comparison. What kind of rotten difficulty pacing is this!?
For a quick rundown of the other stages so far:
Yanmark: Boring. It's at least an easy one, but I felt like any difficulty added in was due to bullshit, from littering the level with demonic spiders to making blind jumps over a pit of spikes that are such in the first place due to the camera not focusing on them. I won against the boss without even trying.
Metal Shark Player: This is the first stage I actually liked, because it actually felt legitimately challenging instead of attempting to throw in constant bullshit at you just for the sake of it. There are still some cheap bits, though, like one crusher section that is nearly impossible to clear with unarmored X.
I think I'll still try to chug through this.
author=GreatRedSpirit
X6 has some cool tunes (including the best boss intro theme in all of Mega Man) and thank fuck somebody had the insight to make Aila's constant inane chatter optional.
Indeed. Aila is either ridiculously dumb or a master troll, as she'll give you hints to the most painfully obvious crap or just leave any help you actually need ambiguous.
"X, you are about to face the the boss maverick" As she says right in the iconic checkpoint section placed right before the boss.
"X, there is a spike wall that you can't jump over, what do we do?"
Yup. that sounds like the X6 I remember.
I'm surprised you didn't bring up the Nightmare system, though. Dear god what were they thinking with some of those effects? At the very least you can manipulate it, as it's based on what stage you played last... I think.
Ugh, this topic almost makes me want to play the game again. I guess I'm a glutton for punishment.
PS: Blizzard Wolfang is best music.
author=Ratty524The original Playstation version has voice acting (and less typos), but... the general lack of music is still pretty awkward.
To start off, the cutscenes in this game are both needlessly long and dull. Maybe I'm spoiled from games like X4, but cycling through long strings of text with no sound playing, let alone ambient music, did nothing but bore me right at the start of the game.
One of the first things I saw was an Energy Tank placed over a pit of spikes. I thought there were maybe hidden floors in these spots because that was the established gimmick, but no, you have to die to get a power-up. To this day, there is a couple of reploids I need to rescue over a ledge guarded by spikes. Since apparently touching the side of a spike platform kills you, I'm at a total loss.I don't remember this part exactly, but you probably need either the Shadow Armor (it's immune to spikes), Blizzard Wolfang's weapon (it creates ice blocks you can stand on), or just exploit invulnerability frames from getting hit by enemies. X6 in general is really bad about needing lots of different parts, armors, weapons, etc to get certain things. Seriously, do NOT take Shadow Armor or unarmored X into Gate's second stage. There's a jump that's almost, if not literally, impossible for them without a certain set of parts or glitch exploitation.
But lets move all the way to the first boss: Zero Nightmare!? He was hard as shit, too, but at least in semi-legitimate ways. I say "semi-legitimate" because he makes one attack that is absolutely impossible to avoidI'm guessing you're talking about the ground pound attack? It's dodgeable, but yeah, I guess it would pretty hard to figure out within your first time fighting him. Hitboxes in this game can be pretty misleading.
I'm surprised you didn't bring up the Nightmare system, though. Dear god what were they thinking with some of those effects? At the very least you can manipulate it, as it's based on what stage you played last... I think.
Ugh, this topic almost makes me want to play the game again. I guess I'm a glutton for punishment.
PS: Blizzard Wolfang is best music.
Did somebody mention COLLISION DETECTION?
The jump at the start of Gate 1 is possible without the spike armor thing but you need Wolfgang's weapon and a part to improve your jump height to make it.
Then you fight the boss.


The jump at the start of Gate 1 is possible without the spike armor thing but you need Wolfgang's weapon and a part to improve your jump height to make it.
Then you fight the boss.
author=turkeyDawgBut lets move all the way to the first boss: Zero Nightmare!? He was hard as shit, too, but at least in semi-legitimate ways. I say "semi-legitimate" because he makes one attack that is absolutely impossible to avoid
I'm guessing you're talking about the ground pound attack? It's dodgeable, but yeah, I guess it would pretty hard to figure out within your first time fighting him. Hitboxes in this game can be pretty misleading.
The attack I was describing was a combination of that humongous, slow moving sword beam slash and the Z-buster attack he follows up with. The two projectiles move at roughly the same rate (at least to my eyes) and cover almost every part of the space you have. I have no idea how to dodge an attack like that. The ground pound attack is something I loosely figured out.
author=turkeyDawg
I'm surprised you didn't bring up the Nightmare system, though. Dear god what were they thinking with some of those effects? At the very least you can manipulate it, as it's based on what stage you played last... I think.
I'm far enough into the game to bring up now. Yeah, it's pretty terrible. Like, is part of the Nightmare system to make Rainy Turtloid's stage even more painful to play with that stupid dark overlay effect? Make Metal Shark Player's stage even more of a chore with the blocks that appear?
Continuing on...
Infinity
Wow this stage is as brutal as I remember it. The first attacks of Illumina seem to have weird despawn times and funky collision, and the damn birds that generate on the screen only makes the battle more hectic. I'm sorry, I thought I was playing a megaman game, not a bullet hell? Thankfully I figured out how to properly use Yanmark Option to beat the miniboss quickly. My first pass of this stage was against Hi Max. Lord this fight was tedious, because when I figured out how to beat him, the fight went smoothly, then all of a sudden the strategy CHANGED UP IN A FLASH and now my old strat doesn't work. I was so frustrated I even started googling how to beat this guy and even the fanbase gave some vague, situational descriptions on how to beat him. I did it eventually, though, and that made my night.
Second pass against the actual boss, I'm guessing Yanma Option is his weakness? He didn't directly react to it, but it was the only way I was able to stop this clusterfuck of a boss from getting insane.
Blizzard Wolfang:
Not being able to wall-jump made me sad. At this point I pretty much take Falcon X to everywhere because Unarmored only results in some kind of punishment. I also got to feel the full blunt of how demanding this game is for extra parts or armor, with so many secrets and refugee reploids that I had to miss because I was not playing the "right" character or armor. His stage was pretty okay overall, though I had that nightmare effect where random fireballs fell from the sky to "conviently" ruin my jumps. I couldn't figure out the boss's weakness, but he seemed pretty easy enough to just spam charged shots at.
As the story of this game unfolds, I realize that I hate Alia even more. She's supposedly involved in some acts of conspiracy where Gate's creations had to be put down for vague reasons. Why did Capcom like her enough to keep her in the series?
Rainy Turtloid:
How is this stage without the stupid nightmare effect? I swear to god this stage was annoying with it. You also had the acid rain which actually skews your vision of the screen even more... And the sad thing is that this stage would have been okay without those factors. The boss made me wonder what was with the designer's fascination with bosses that have invulnerability periods, but Yanmark Option did the job pretty well for me here (best weapon in the game or what?).
Blaze Heatnix:
It had to come sooner or later. I headed some advice in spamming giga attacks to make the fight against the red doughnuts easier, but there were times where I screwed up, and boy... This stage was BOOOOOOORINGLY difficult. The boss didn't really do a whole lot against me, just camped at the bottom of the magma pit and tried to ram me from below. Rain Flush seemed to work? I don't know.
Ground Scaravich:
I heard this stage was bad and I steered clear from it for a while, but I had to do it for my final weapon and... Sweet merciful Lord. This stage isn't designed. It's a clusterfuck of enemies and platforms scattered about all over the place with obnoxious, repetitive music. How do the rooms work? They all seem random, yet apparently there is an item capsule here in this random mess of a stage? Give me a break!
I think everything's been said about the boss, since he always seems to make it to the top worst of the series. He is just disappointingly easy and a bore to fight. I guess it's to make up for having a stage that's hard for the wrong reasons?
Before I take on Gate's stages, I'm going to backtrack to hunt for armors.
iirc Ground Shitstain's stage is that when you teleport you can go to different random rooms. Some are worse than others and you have to roll the dice to get the upgrade. Everything about that stage is real bad (much like X6 dohohoho!)
Getting the armors is a good choice.
Getting the armors is a good choice.
author=Ratty524Oh yeah, I forgot about that attack. I'm pretty sure you can duck or dash under the big projectiles.
The attack I was describing was a combination of that humongous, slow moving sword beam slash and the Z-buster attack he follows up with. The two projectiles move at roughly the same rate (at least to my eyes) and cover almost every part of the space you have. I have no idea how to dodge an attack like that.
Like, is part of the Nightmare system to make Rainy Turtloid's stage even more painful to play with that stupid dark overlay effect? Make Metal Shark Player's stage even more of a chore with the blocks that appear?Yup. The Nightmare system could have been a good idea if the effects weren't either largely inconsequential, horribly irritating for all the wrong reasons, or straight up BS.
Yanmark Option did the job pretty well for me here (best weapon in the game or what?).It's one of my favorites in the whole series, honestly.
Ground Scaravich:I believe they are selected randomly from a pool. The rooms with the items/reploids/etc always have the same layout, but whether or not you encounter any of those rooms at all is left to chance. So yes, if you want the swag, you will probably have to replay the stage multiple times. Have fun! :)
How do the rooms work? They all seem random, yet apparently there is an item capsule here in this random mess of a stage? Give me a break!
e: GRS ninja'd me!
I found out something else that's pretty funny about this game: In addition to the Ultimate armor cheat code, there is another code for Black Zero. Thing is, Black Zero is technically obtainable without a code, and yet also technically unobtainable. You can get Black Zero by defeating Nightmare Zero when the Boss Rank is at Level 4. However... the only methods of raising the Rank that high progress the plot to the point that you can no longer fight Nightmare Zero. So, the only way to "legitimately" obtain Black Zero is to raise the rank with a Gameshark code before the fight!
What a game, I tells ya...
I don't remember ever seeing Zero do those two attacks in conjunction but you can just get behind him when he's doing the big sword attack. He won't turn around or anything and you should be able to climb the wall to avoid his shots.
When you're done with X6 you should watch Violin/Hideofbeasts playthrough and boss rush to see how far he can bend the game (or in the case of my two gifs above, just stand inside the game without it noticing).
When you're done with X6 you should watch Violin/Hideofbeasts playthrough and boss rush to see how far he can bend the game (or in the case of my two gifs above, just stand inside the game without it noticing).
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