MegaMan Maveric Hunter X
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MegaMan Maveric Hunter X
There was some mention of this PSP remake of the SNES classic a while ago, but I hadn't heard much about it. After beating it with X, I'm almost done playing through as Vile, and I have to say the game is fucking phenomenal. They did a superb job with the remake, and playing through the game with Vile and his 40 some odd totally unique weapons is a ton of fun.
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Quality in this case being defined as "Another tweaked rehash of something we've already bought 20 times over the last 15 years"?clessoulis wrote:They where a horrible failure though. People don't want quality games.
There's a limit to what can be done with a specific formula, and Capcom reached it a while back.
Megaman 2 and 4 were fairly fresh. Both shook the existing formula up(2 brought us 8 bosses+save+e-tanks+mobility-enhancing items{IE: Made Megaman Megaman}, 4 added the Megabuster).
X freshened it up again, with the addition of the upgrade armor, heart tanks, dash jumps, and wall grabs.
X4 adds a distinctly different second playable character(X3's Zero was too limited and played too much like X to count).
Everything else? Rehash city.
Except Rockman and Forte, which doesn't bring anything really NEW to the table, but DOES freshen up a little because Forte plays differently than Zero or the Blue Bomber(s).
And the spinoffs, which I don't even attempt to deal with because Legends, EXE, Zero, Etc are clearly new games with no relation other than the title(Okay, Zero has a bit of plot connection).
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You're not agreeing with me on anything.Panzer88 wrote:the zero games added a lot. And now XZ on DS. I have to agree with you on the other spinoffs though, can't stand Rockman EXE
I said I was ignoring them because they bore no real gameplay relation to the original series, not because they sucked.
Everything I've seen says MMZ bears as little relation to the originals as the rest of the spinoffs. X is the only one to stay gameplay-related(Command Mission excepted).
I've personally played none of the spinoffs except the EXE family's Battle Network 1 and Network Transmission.
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*sighs*Firon wrote:The MMZ series was supposed to be the continuation of the X series. Inafune intended for X5 to be the last X game (with Zero dead), and Z was supposed to be "hundreds of years later."
GAMEPLAY relation.
As I understand things, the GAMEPLAY in Megaman Zero has diverged wildly enough that it has no discernible connection to the original franchise.
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I'll post my opinion, which I post at every thread about Mega Man.
The series' downfall started when they decided that they had to suit the needs of Zero. When they had to design stages for X and Z, which had different abilities and attacks.
The same can be said about the classic series. Megaman and Bass is good and all, but seriously, I hate having to play as two characters to enjoy a game.. Specially when you have to learn completely different playing styles.
Like, look at X, X2 and X3, the stages were designed with X in mind. Yes, you could use Zero in X3, but it wasn't really needed. In X4, they introduced Zero as a playable character, they managed to pull it off, but playing as X is very easy. X5 and X6, not so much, specially when there are heart containers that only X can grab. And now with Axl, 3 more playing styles.
But wait, isn't that the same as getting boss weapons and using them to access other parts of the stages that you couldn't reach before? No, it is not, because even if you need to get the weapon, the character is the same, and the stage is designed with him in mind.
I think that's why the Zero games were a hit, then again, they aren't true Mega Man games, with the missions and the metroid style world. I haven't played ZX or XZ or whatever it's name is, I don't own a DS, but I have heard nice things about it, so who knows? maybe they managed to create nice stages for it.
The series' downfall started when they decided that they had to suit the needs of Zero. When they had to design stages for X and Z, which had different abilities and attacks.
The same can be said about the classic series. Megaman and Bass is good and all, but seriously, I hate having to play as two characters to enjoy a game.. Specially when you have to learn completely different playing styles.
Like, look at X, X2 and X3, the stages were designed with X in mind. Yes, you could use Zero in X3, but it wasn't really needed. In X4, they introduced Zero as a playable character, they managed to pull it off, but playing as X is very easy. X5 and X6, not so much, specially when there are heart containers that only X can grab. And now with Axl, 3 more playing styles.
But wait, isn't that the same as getting boss weapons and using them to access other parts of the stages that you couldn't reach before? No, it is not, because even if you need to get the weapon, the character is the same, and the stage is designed with him in mind.
I think that's why the Zero games were a hit, then again, they aren't true Mega Man games, with the missions and the metroid style world. I haven't played ZX or XZ or whatever it's name is, I don't own a DS, but I have heard nice things about it, so who knows? maybe they managed to create nice stages for it.
*Sometimes I edit my posts just to correct mistakes.
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That's an interesting point...Joe Camacho wrote:I'll post my opinion, which I post at every thread about Mega Man.
The series' downfall started when they decided that they had to suit the needs of Zero. When they had to design stages for X and Z, which had different abilities and attacks.
The same can be said about the classic series. Megaman and Bass is good and all, but seriously, I hate having to play as two characters to enjoy a game.. Specially when you have to learn completely different playing styles.
Like, look at X, X2 and X3, the stages were designed with X in mind. Yes, you could use Zero in X3, but it wasn't really needed. In X4, they introduced Zero as a playable character, they managed to pull it off, but playing as X is very easy.
In X4, Zero also mowed shit down like nobody's business. Between free superweapons and the insane mobility options they opened, the game just wasn't balanced for Zero. It was constructed primarily as an X game, and Zero was just thrown in.
And I'm not sure Megaman & Bass really damaged the original series all that much. Let's be honest, it was released on a dead system, and they didn't do anything more after it.
I think X killed the original series. Capcom was getting to the point where they had to close the original franchise or explain how the 2 were connected. They'd already established they WERE connected, and there were a few plot elements in Megaman that left them with a lot of difficulty in finishing the transition without getting VERY dark for such a "happy" franchise.
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But they're INCOMPLETE Metroid style. The fact of having to beat a stage with the best rank to get something is sometimes a burden...Joe Camacho wrote:I think that's why the Zero games were a hit, then again, they aren't true Mega Man games, with the missions and the metroid style world. I haven't played ZX or XZ or whatever it's name is, I don't own a DS, but I have heard nice things about it, so who knows? maybe they managed to create nice stages for it.
I think they mixed "difficulty" with "annoyance".
[size=67]
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The megaman zero games that HAVE so called 'enemy moves' (i.e. all but the first) have such direction+button -> move.Mark57Raider wrote:I Hope they would have an arrow+ trigger button style like they did with Megaman X5 and X6, every time you would need to do an enemy move.
You can get some altered moves from elves as well, it's not just boss stuff anymore.
Not for all such moves, though. Most rely on element equipped + charge.
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One of the huge differences between Megaman and Metroid is the fact that Metroid plays like a maze. Metroid is better in the fact that you have to actually search for upgrades. More missles, more bombs and the bosses are more involved. You can't actually tell when one is going to get destroyed. The metroid ball was also a good feature for getting in those tiny cramps and made the game a lot more original in style.