So how come this didn't catch on as well as the Zero series?
Mega Man ZX
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Because it's not Megaman, just like Star Force and Battle Network.
Market was already oversaturated with Mega Man. It's why the series died in the first place.
Seemed better to me than the Zero series gameplay-wise.
>Get all sorts of other character's powers
Basically lets you change characters mid fight whenever.
advent was gay though...
It was too transparently an extention of MMZ, which people were already tired of after 4 entries. They should have created all new sprites, fuck ZX form for recycling Zero's entire look.
well it had a lot of porn.
but the problem is that megaman had too many games/series, so zx didn't really stand out at the time.
On the contrary: Advent had awesome forms to use that weren't just palette-swapped Zero. Plus model A was at least creative.
It was pretty much MMZ for DS. Not saying that's a bad thing but yeah. People were kinda burned out. ZXA tried to be different and I respect it for trying but it kinda fucked up.
I need more battle network please. Star force is garbage. I wish there is a sequel to bn6.
Man Pandora would be hot af if she wasn't based on Weil.
You can only have one.
Hardmode: No A or O
None of them felt viable though, all the forms felt too clunky or slow to use in boss fights or stages. Overdrive at the very least made every model strong enough (or broken) to deal with bosses in the first game
P
You're overthinking a little too much there user. Relax. Then you'll like her more.
Definitely X. The double charged shot felt so good
Game had fucking A soundtrack doe, like any respected megaman title should. youtube.com
I thought Star Force 1 was okay. Gameplay was mostly the same as Battle Network, albeit with restricted movement on the battle grid, and the story was mildly interesting with likable characters. Star Force 2 is pretty bad though.
Model X. If that's not allowed, model F.
X.
And fuck ZX for replacing it with Model ZX a quarter into the game.
Remember that speech Zero gave Wile while they were burning up falling down to earth?
"I want to be reincarnated into a purse."
"Me too. Lets do this again."
Model H, I'd b more then happy to just kinda fly around and shit on cars. Model L close second, swimming fast and an ice dragon is pretty fucking sweet.
F for that sweet Buster Edit. Any other abilities are just icing.
Z desu
ZX is more fun. Shooting things safely from a distance is boring as shit compared to using melee attacks and shooting when there happens to be distance.
Star Force was cool.
Luna > Sonia
Lamia > Idolshit
P in the game world because it has best weapon.
H because although it looks really eh to me I can fly!
Why is ZX so good and yet so underappreciated compared to other games in the series?
The map system is garbage, but that's like the only flaw.
Because it's too far away from X and Zero's homoerotic relationship or Rock for anyone to care.
because its chock-full of cutscenes and story elements that break up the gameplay
and those parts are also garbo-tier anime tropes
It's kind of bullshit that they just straight-up removed most of the voice acting in the original ZX's localization.
Transformation's always cool, but the level design hardly ever took advantage of the multiple forms. Model ZX was pretty much the strongest one, and you get it right at the start of the game.
Advent was technically better about using transformations in the level design, but most of the boss forms were only good in very specific, very obvious situations. Model A is really fun, though.
X or H.
Maybe. But there are times when only being able to shoot is more challenging than also being able to use strong melee moves with a weapon. The best example is the when Guardian HQ was under attack.
The point is I'd rather be able to shoot charged double shots like X, and generally using buster-based attacks, than fighting with a gun and a saber like Zero.
Not him but the X and Zero series are full of cutscenes and story elements as well. And they're all skippable in every game.
The other flaw is a carryover from Zero: bigger interconnected world, but there's fuck all to find except data discs or Cyber Elves, in Zero's case. X was way better about that sort of thing despite being older and less polished, and it never had overworlds or the connectivity that later games brought.
Gravity was too strong compared to other platformers.
Second game was complete garbage.
the earlier entries weren't as bad, but ZX and ZXA stood out to me as frequently copping "oh hey, new screen? time for more shitty exposition!"
It started getting really bad around X5 and beyond and those aren't looked upon too fondly either
But you can skip all the cutscenes easily. You aren't forced to watch any of them.
Still breaks up the action frequently enough to be a pain in the butt
Can't skip the bad voice acting, though. ZXA had them during dialogue scenes.
Or the character voices every time you jump or shoot
Battle Network is popular though.
Also I just beat Zero 4 and loved it, so I figured I'd revisit Zero 1 and it's pretty goddamn rough.
>stages already repeating right off the bat
>stages are short and fairly dull
>having to learn Buster and Saber moves from scratch
>some bosses are very dull
>no continue function on game over, you can only load a save or give up, no way to regain lives outside of finding them in stage
Really, I'm amazed I beat this game multiple times as a kid.
then get the uk version
What are you saying? The UK has no voices?
Sorta. There's very little VA compared to the NA version. The UK version only had VA for the FMVs.
Personally I love Zero 1, and would much rather play it than the other 3, my main reason being the shorter stages with almost no checkpoints making the difficultly much less obnoxious.
I also really like that you can actually fail the missions, it just improves the whole feeling of the game, I'm not a fan of how Zero 2 and onward stuck with the classic stage select formula.
Zero 4 kicks ass. It probably has the best soundtrack music in the series, and overall it's a solid title. It kinda reminds me of X2's style.
That's interesting. I wonder what's the reason behind the difference.
Too much fucking around, megaman x gameplay doesn't work well with metroid like levels, the speed and momentum are cut in most levels, some mmz levels failed too because of this, the electric sea otter comes to mind. Usually you just want a target and platforming and enemy challenges on the way. You don't want to fuck around too much. I love all mmz games but some levels are a drag.
>Advent
>Complete garbage
I get the voice acting and some other gameplay shit might turn you off but no other MM soundtracks has topped Advent so far.
Failing missions just meant that you could skip the stage and just beat the game without actually going through it. Also I cannot stand how you don't get lives back after a game over, and you can easily be stuck with 0 lives left.
Zero 4 felt like one of the best Mega Man titles, it got a ton of shit right and had A+ level design. Zero Knuckle was kinda meh though.
>I also really like that you can actually fail the missions
Man, it's a nice concept on paper, and I appreciate that they tried something somewhat different and ambitious, but most of the missions suck dick and the level design is pretty poor compared to the other games.
I would have vastly preferred Zero 2 improve the concept and make it actually good, but even just lazily doing more of what the classic games did still resulted in a superior sequel imo.
Also, what the fuck were any of these games thinking making you level up weapons to do basic shit like a 3 hit combo or charge attack?
>Zero 4 felt like one of the best Mega Man titles, it got a ton of shit right and had A+ level design. Zero Knuckle was kinda meh though.
Yeah, that's overall how I felt about it as well. The stages seem a lot more memorable and well put together, but the Z Knuckle went mostly unused. Plus I liked how they improved Zero's voice sample when using his charged saber.
I think my favorites involve stuff like the intro stage. The music, the boss, and the fact that you jump onto a sandsub was really cool. Then there's the huge boss throwbacks to X2/X3 like Carnage Force 0 and the prison stage. Lot of nice setpieces. Oh, and Kraft was a great recurring mid-boss.
They at least dropped that concept by the third game, and 2 has it set up so you carry "weapon experience" over through a game over, but yeah it's yeah really bad concept.
>Oh, and Kraft was a great recurring mid-boss.
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Kraft was a nice boss fight.
If it had just been a bit better as a metroidvania it woulda done wonders. It was so close.
I'm not a huge fan of the Zero series, but if they were more like Z4 I might be. It never sounded this awesome outside of Cannonball, and even then I'd rather listen to this because it's a shorter, more rocking loop.
Maybe if it were more like Super Metroid with just a couple NPC's and decent side missions, I'd agree. I miss just getting weapons and armor parts like in those games. They really made the game feel rewarding and gradually expansive.
>Failing missions just meant that you could skip the stage and just beat the game without actually going through it.
Yes, and there's nothing wrong with that, that's why I like it because you can fail and be unable to retry the mission, you can't fail missions in the other three, they're all mandatory.
You are given incentive to not fail them because if you do you'll be missing power ups, and therefore, be weaker for the final stage, I really like that.
I find the level design to be better in Zero 1 compared to the others, mainly because of the length, long and hard makes shit obnoxious, short and hard makes it satisfying, not to mention the fact that the difficultly took fucking steroids after 1. Now, I haven't played 4 in a long time, but in 2 and 3, mainly 2 since I haven't even finished more than two main stages of 3, the levels felt like garbage that was shit out of X6's asshole, and honestly, if forced to make the choice I'd probably revisit X6 over Zero 2 without hesitation, and X6 is my most hated game of all time, I hate it so much that I get joy out of hating it.
>Luna > Sonia
WRONG
>trying to fight Kraft without he double jump
>megaman x gameplay doesn't work well with metroid like levels
Metroidvania game structure with MMX mechanics would work just fine.
Hell, something like Demon's Crest isn't far off, when I think about it.
Problem with Zero and ZX is they have vaguely open and interconnected metroidvania-like map design, but game progression is still basically the classic Mega Man level select, so you get the worst of both worlds.
My biggest gripe was the end cutscene for ZXA, we'll never see what happens next
I think MMZ4 has the strongest overall OST in the MMZ series. I mean there's still select tracks from Z1-3 I really really like. But they went all out in MMZ4.
>Now, I haven't played 4 in a long time, but in 2 and 3, mainly 2 since I haven't even finished more than two main stages of 3, the levels felt like garbage that was shit out of X6's asshole, and honestly, if forced to make the choice I'd probably revisit X6 over Zero 2 without hesitation
I cannot understand this opinion in the slightest. I feel like I'm talking to an alien.
Yeah, this is exactly what I'm talking about. Compare this to the Crash theme from earlier games. It set a good, distinctive tone for the darker game, but that's the thing. It was darker and more dull than previous games. Z4, in both sound and color, just pops. There aren't that many GBA games with soundtracks I'd actually want to listen to: Golden Sun I&II, Castlevania: Circle of the Moon, and Z4.
They picked the right song for one of the early trailers too: youtube.com
I guess if I'm going to gush about any of the Zero games it'd be this one, because fuck me it's good. It feels like it condenses what's good and distinct about Zero, polishes it up a bit, and throws in some elements from earlier X/Classic games. Then kicks the soundtrack into overdrive. The soundtracks of the Z2 and Z3 were already metal, but they never really excited me like Z4's music.
So what did you guys think of the remastered soundtracks?
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Easily the best remastered stuff they've put out.
Feels kind of bad knowing that X and Zero are literally dead now after growing up with them
The soundtrack doesn't save a game, unfortunately.
I cannot understand why anyone likes 2 at all, I hated almost every second of it, and only suffered through it just so I could move on to 3 which I haven't seen as too amazing either yet.
Off the top of my head I'll tell you what I hated, the ice levels sucked dick because the ice physics are the worst in any game I've ever played, fire level sucked dick because it felt even longer than other stages and the boss was a basically a matter of how well you could tank because of his near undodgable attacks, sections where you're force to use the chain rod to swing across gaps sucked dick because the thing only hooks in 30% of the time, and the fucking level with the lasers was absolute horseshit that I doubt was even test played, especially because of the fact that the first laser you see DOESN'T instakill you, it only deals eight damage, it makes IWBTG's Quickman laser section look like a fucking joke in comparison, its horrible.
Honestly I just started using savestates, one save before a shitty section, one save after, and went through the rest of the game like that, except for the final stage where I started making states after each boss just so I could be done with it already.
Best MM girl
Because it had a very unique 'Forced-saturday-morning-cartoon' sheen to it that gave a style that's already really close to something you know and like (earlier games) an obnoxious 'almost' air to it.
All of the above may have a huge amount to do with the dub but the character designs are just so weirdly 'almost' Megaman Z
Mega Man Zero 4 had some prog rock/metal keyboardist contributing, while none of the other games did. He only composed 5 of the songs iirc, one of them being Falling Down, but it gives an idea of where they wanted to take the sound, probably.
Hey, X starts with classic mega man dead, I think it's pretty cool how the series continues and spans a fuckton of years.
Only Zero 1 had open level design, and there was no point to it. I mean it's kinda cool that you can walk from base to some levels but ultimately it's pointless.
Mythos is mostly great
Physis has good stuff
Telos has a couple okay tracks but meh rest
whatever the fuck the last one is doesn't even have music I think ? just voice tracks or something and I don't speak moon
>Only Zero 1 had open level design
That's the only one I mentioned.
>and there was no point to it
Yeah, that's exactly what I mean when I say
>you get the worst of both worlds
1. You have weaker level design since the world is interconnected and the levels aren't high quality obstacle courses with cool set-pieces designed to be traversed in one direction.
2. You still have classic level select progression and little to no incentive to ever travel to or replay level areas.
That's my point.
Funny you mention savestates, I started using them while playing Z1 due to the fact that it's stupidly hard to get 1ups. I hate dying, having to redo a stage, and only getting one shot at the stage again because there's non"continue" option.
To be fair though the chain rod does suck.
They could have made the stages fine, but they just kinda shitted the bed there.
>that buildup
>that entire ragnarok core stage
>that final fight and epilogue
What a ride that was, all those years ago
>chain rod does suck
It was a nice idea that fell pretty short
Is there anything prog rock can't improve?
With Zero 1 I feel like there are enough 1ups spread about for it to not be a problem, though I also just run over and grab the one left of the beginning to the train mission in between missions if I'm at 2 or lower, so maybe that's why it hasn't ever been an issue for me.
Why did they keep making mobility based models the best?
>Classic is dead
>X is dead
>Zero is dead
>BN is dead
>Franchise is dead
Good question.
I'd like the fact that they brought back the air-dashing and up-dashing if it wasn't tied to Model H.
So farming 1ups is a better system that just selecting continue and starting the level over with 2 lives? Not to be a dick, but it sounds like you're bad at the games and that you enjoy 1 more because the levels are short and you can easily farm a handful of lives so you can make it through them. I just plain don't see how Zero 1 isn't worse than the later games in the series.
You're adding words I never said to my post.
I don't farm a handful of lives, I get them as I move through the stages and if I'm low (2 lives left or lower) I go and grab 1(ONE) extra before moving onto the next stage, you could hardly call that farming.
The system works well anyways because when you game over you either fail the mission or reload your save, if you choose to take the failure you are given 2 lives again. I like the system because it make the missions feel real in a way, because you can actually fail them.
I'm not bad at the games by any means, but Zero 2 and 3 are factually much harder than Zero 1, which was unnecessary since Zero 1 hit an almost perfect sweetspot in difficulty, 2 ramped it up waaay too high, and 3 only lowered it only slightly. Having to run through a single level for up to an hour because the hardest segment is near the end of the level sucks because by time you reach it, nine times out of ten you won't have enough lives to get the hang of the obstacle, and will lose some of what you gathered from it as you trek throught the entire thing again. Long and hard levels are bad, no matter what game it is.
>fire level sucked dick because it felt even longer than other stages and the boss was a basically a matter of how well you could tank because of his near undodgable attacks
I don't even know what you're referring to here. There's like 3 fire levels, and none of them have bosses with "near undodgeable attacks".
>sections where you're force to use the chain rod to swing across gaps sucked dick because the thing only hooks in 30% of the time
There really aren't that many of those sections unless you're going for all cyber elves or whatever as far as I remember, and the thing hooks on 100% of the time when I use it. The swinging feels wonky as fuck, but it attaches to things that it reaches when I play. Don't know what to tell you.
>the fucking level with the lasers was absolute horseshit that I doubt was even test played, especially because of the fact that the first laser you see DOESN'T instakill you, it only deals eight damage, it makes IWBTG's Quickman laser section look like a fucking joke in comparison, its horrible.
What level is this? The middle of the game one with the blue beetle boss, or the second to last stage one? I don't remember the lasers in either being particularly notable. Were there lasers anywhere else?
Also, since that mid-game level has come up, you missed a perfectly good chance to bring up a legit serious issue: the blind jumps at the beginning of that stage with the air ships, pictured here. Did you just get lucky, or were you too busy save scumming like a faggot to notice?
Look, this is a freebie, I'm doing the work for you.
Even if all of what you're saying were spot on, I still don't see how that could be worse than Zero making you trudge through that shitty desert area 4 (FOUR, iirc) fucking times, one of them being a godawful post-boss backtracking escort mission for a generic soldier who moves slowly and will walk right into every projectile and obstacle on the screen, let alone any other issue with the first Zero.
>Long and hard levels are bad, no matter what game it is.
wew
>shitty desert area 4 (FOUR, iirc) fucking times,
Slight correction I think was three time. Once to fight that Anubis boss another to fight Fenir and one more time to get the underwater base entrance.
But yeah that escort mission can go fuck itself.
I'm counting the backtracking through the desert escort mission as a separate slog through the desert. It's not a separate visit to the desert, but it is yet another time you have to travel through it.
In that case. Fair enough. Then it would be four times yeah.
>There's like 3 fire levels, and none of them have bosses with "near undodgeable attacks".
The Phoenix faggot
>it attaches to things that it reaches when I play. Don't know what to tell you.
Sure, there aren't many of them, but you have to jump and shoot the thing, and if you miss, your ass is dead, by only hooking in 30% of the time, I meant that it will touch the sprite of the thing its supposed to go into, but won't touch the hitbox, so I guess I should just say they should have improve the hitbox on either the chain or the object, because one of them is off.
>What level is this?
I think it was the one in your gif, I know it was in the air, definitely either the mid game stage or second to last one.
I have no problems with going into the desert multiple times, the escort does suck, but the desert doesn't take long to dash through, and one of the times you only go halfway to get into a completely new area.
The only outstandingly bad thing in Zero 1 for me is the bomb mission in the factory, that's the only thing that ever gets on my nerves with it.
Its true, look at Super Meat Boy, its levels are hard and fuck, but they're short, that's why it works, if it's levels were long, barely anyone would give a damn about it.
The Mega Man fanbase doesn't seem to enjoy those exploration platformer bits. Every time they show up in a game, they got criticized, and later games always dropped them with no complaint.
Remember when MMX1 had large open stages you would run around in to find things, while MMX2 stages were all flat and linear? Yeah, nobody really cared. Remember when MMZ1 had all the stages interconnected and you could walk from one to another, while MMZ2 went back to the stage select screen? Remember MML1, where Kattelox had an interconnected sewer system that actually hooked all the dungeons together, while MML2 just had element-themed dungeons in completely independent areas?
MMZXA tried to drop that element as well. You'll especially notice this on the three stages where you warp in on the far left, spend the entire stage going right, and only find the warp out after the boss. The problem was that MMZX was designed with the whole exploration bit in mind, while the other series had that as a side-thing, and so removing it really killed the best part of the series.
Also, probably audience burnout. I really liked MMZX and the whole presentation of the game, but a lot of people were either disappointed that it wasn't more Zero or just tired of Mega Man and glad that it wasn't more Zero. Remember that Mega Man had eleven games on the GBA alone: four Zero, six Battle Network, and Mega Man & Bass. When given the chance to opt out of the series for a bit, it seems like a number of people willingly did so.
Model L. I spend most of both games playing as L. That polearm hitting above, below, and even slightly behind was amazing at hitting enemies. I even used that against bosses with an elemental mismatch, simply because it was easier for me to slip in and slice them with L than it was with the shorter reach of H.
phoenix's attacks are all easily dodgeable once you learn his pattern
>The Phoenix faggot
You can choose which route you go through the level, and so decide which room you fight the Phoenix in. Pick the one that has gaps of solid floor between the grates, so you can dodge the fire column attack. Don't finish in the room with no spacing which makes that attack annoying as fuck to deal with.
I would bang the lot of them.
>The Phoenix faggot
I mean, it's easily the hardest boss out of the initial set, but what was near undodgeable?
>The only outstandingly bad thing in Zero 1 for me is the bomb mission in the factory, that's the only thing that ever gets on my nerves with it.
That's my least favorite as well, but I went with the escort mission because no one can defend that.
Time to let it go .
And let the fanmade arise .
Because I didn't have a DS at the time
probably the easy as shit piracy on the DS.
Yeah they're easily dodgable, if you only focus on dodging him, but the second you try to deal damage, shit gets fucking real, because he's invincible in half of his attacks, and never stops doing attacks, so you have to hit him in the middle of attacks, as well as having to dodge them at the same time, and when you do attack him he pretty much always pulls that fireball attack across the screen, which is the thing that I found to be near undodgable, plus there was no clear tell for when he was going to do it high or low, so you just have to guess.
>Remember when MMX1 had large open stages you would run around in to find things, while MMX2 stages were all flat and linear?
>Remember MML1, where Kattelox had an interconnected sewer system that actually hooked all the dungeons together, while MML2 just had element-themed dungeons in completely independent areas?
In both of those cases, that's often one of the reasons someone prefers the original to its sequel, and I've literally never seen anyone complain about the optional level exploration in X or the interconnected sub-gates and ruins in Legends.
I don't understand listing them alongside Zero's map design, which is frequently complained about.
>Remember when MMX1 had large open stages you would run around in to find things, while MMX2 stages were all flat and linear? Yeah, nobody really cared.
X1's stage design was fine, but it could've used some chiseling down. Same could be said for X3, but for some reason I have less of a problem with that game's stage design while everyone else thinks it's too empty.
MML1 was great. I like it much better than L2's islands, but I don't think that's because it's what the fans wanted. I think it's more what the developers wanted. Going from one island to several seems like a logical progression.