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I have no idea. I just play on the hardest difficulty. It is very hard. I've made unsurprisingly little actual progress, but I still love the game.
I played through Megaman X8. It was a fun time overall. The character switching mechanic is cool and the three characters played diferently enough that they all had something going for them. The levels were neat though there were a few parts that felt a biiiiit too bullshit. The story was nice. Knowing the twist going in I thought they set up "Sigma isn't behind it and the Mavericks are doing this of their own free will" pretty well. Honestly it was kind of weird that Sigma was there at all, even if he was just being used. His design was rad though.
All in all, I give it a 2/10 because Gigavolt Man-of-War exists.
The main problem with X8 is that too many of the stages have gimmicks like Man o War's.
Lumine is cool though. His first boss theme is lit.
Edited by Draghinazzo on Mar 2nd 2019 at 1:09:31 PM
Maaaan, it's such a shame that if X9 happens we're almost certainly going to get Sigma against because of nostalgia instead of continuing the Lumine plot.
Edited by Moth13 on Mar 2nd 2019 at 12:19:13 PM
They could have Sigma come back again, except it's foreshadowed multiple times throughout the game that something is wrong with Axl, and then it pays off in the end when he turns Maverick and becomes the final boss.
...assuming Axl would even be in the game which I'm not convinced he would be.
I also got 11 recently.
I can't tell if the stages are hard or if there are just too many spikes and cheap jumps but I cheesed my way through all eight stages by emptying out the store.
You're probably expected to do that, honestly? Otherwise, why would the store be there?
The stages in 11 are very long. Mistakes can be costly.
Also I looked it up and apparently Axl's Ultimate Armor/Black Zero equivalent gives him the same color scheme as Lumine. What a neat detail.
I was also surprised how much money the game gives you
God, they're so long. They need another checkpoint or something.
Edited by Bocaj on Mar 2nd 2019 at 2:10:22 PM
Oh yeah, I also haven't touched the store in 11. I think I hate myself.
I just realized why the game shits bolt money at you
I havenít seen any enemies drop any health. Boo.
If youíre going to play like that I donít feel bad about buying extra lives and E Tanks
Also how the hell did Light make it into the final boss arena? Was there a back door he neglected to mention to me? I had to ride a platform and fall hundreds of feet to get there. Fuck you, Light!
Edited by Bocaj on Mar 3rd 2019 at 12:19:55 PM
Also Japanese normal is American Easy, so yeah.
Theory: Mega Man himeself has a teleporter router.
That's kinda strange since the US version of Mega Man 2 had its own normal mode which was easier than the only difficulty that the Japanese release had, and the US version did have that but it was appropriately listed as Difficult.
I accept this theory.
I was thinking about 3's Doc Robot levels recently: 10 had the Weapons Archive, which had the boss patterns aspect, but 3 was the only game where you play Remixed versions of the basic levels.
I believe that the only games where it would make sense to have a Doc Robot after 3 were 4, 6, and either 10 or 11. I think that it would have worked best for 6, though having favorite Wily Mastersnote Robot Masters from 2, 3, 5, 7, and 8, and possibly MM&B getting gears could be interesting in its own right; if there's a 12 and it still has the gear system, that's something that I hope Capcom looks into.
The reason why I think that it works best for 6 is because it would have switched up the formula that 4 and 5 had a bit: Yes, you would still have the Disc-One Final Dungeon, but then you would follow that with the Elemental Levelsnote Blizzard, Flame, Plant, Wind Remixed with each having 2 Robot Masters from 5 prior to Wily's Fortress. It could work for 4, with the 3 Bots helping hold the knife over Cossack's throat, but that one started the D1FB trend in MMC, so no need to add anything to that.
Why just the Elemental Masters? Because the Warrior Master stages hold the Beat Parts; Remixing those levels run the risk of having the parts be Lost Forever. (Not like they already are once you select Mr. X's castle; but in this case, you could go back to the Stage Select Screen, making Mr. X's Castle a Plot Tunnel as opposed to a Point of No Return.) This is why I don't think that a Doc Robot Concept would work for 5. That and the robots there are Wily Bots anyway.
As for which stages would get who:
Granted, if all 8 were available, Gravity would go to Centaur, Crystal would go to Knight, Charge would go to Tomahawk, and Star would go to Yamato.
What do you mean "if"? Sure it wasn't Resident Evil 2 Remake successful, but it did well with a fairly small budget, so there's bound to be a 12, and hopefully another X game at that.
Maybe then we'll get playable Roll and Proto.
Japan historically got easier versions of the game most of the time. Streets of Rage 3 and Dynamite Headdy were two notorious examples of this back in the day.
Though I'd argue it was an improvement for the former(in terms of strictly difficulty) though it made the latter Nintendo Hard and IMO borderline impossible to beat in one sitting for any actual child.
Just learned this was a thing.
Oh lord, this is the best take on the meme I've seen yet.
If LifeSword isn't gonna get the job done you know you're boned
Remember that in ZX series that Omega keeps coming back despite being defeated by both Vent+Aile and Ashe+Grey? Wily's Legacy for Zero seems to be a form of immortality - Where X can grow and evolve forever without limit, Zero is truly capable of endless rebirth. My suspicion is that the attempt to transfer Zero's personality into that body he uses in the Zero series actually failed and his true personality is still stuck inside his original body, suppressed by the Omega personality.
I'm hoping, one day in the distant future, Volnutt comes back and discovers an ancient ruin deep under a derelict city of the Old World. In its heart, he finds the ancient Crimson Demon Omega, and when he wins in battle, the shreds of Zero's true personality wake up and seize control of his body, his stubborn willpower subjagating the Omega persona and letting him be reborn once more.
Itís the amnesia dissonance question
Is the true Zero the destroyer personality programmed by Wily? Or the personality he developed working alongside the Hunters and X for so long?
I figure Omega is the Virus's true personality, and Zero's true personality was first seen when Zero refused to obey Wily and was sealed in the capsule for as long as X was.
I've been in a Zero series mood lately since I saw there's going to be a hardcover reprint of the art book coming out next month so I decided to snag a second-hand but barely touched copy of the Collection to play through (still have all the individual GBA cartridges but figured it would be a good idea to have a more future-proof means of playing in case my old DS Lite bites it). I haven't touched these games in a long time, so there's a lot of tricks and stuff that I've forgotten and need to rediscover/remember as I play. Figured I might as well post some thoughts on each title as I complete them. Just Zero 1 so far.
Zero 1 is a rather unbalanced game - mostly against the player. On to Zero 2 though, which is where things really start to pick up.
Zero 2 is definitely an improvement even though it still has that really tedious weapon upgrade system.
Edited by Aquaconda on May 9th 2019 at 8:29:46 AM
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