Showing posts with label mega man x4. Show all posts
Showing posts with label mega man x4. Show all posts

Wednesday, August 29, 2018

Mega Man X Legacy Collection 1 (PS4, NSW, XB1, PC) Review

The week continues as does SuperPhillip Central's roll-out of reviews. This next game is a collection of four stellar action-platformers. It's Mega Man X Legacy Collection 1, and it's the PlayStation 4 build being reviewed here.

A collection with "X"-tra features but also "X"-tra problems


Unlike the classic Mega Man series, the Mega Man X series is much more inconsistent with its quality. There are just some games in the series that are simply stinkers while others are some of the best 2D action-platformers of all time--at least in this writer's opinion. Thankfully, despite the series being all over the place when it comes to quality, Mega Man X Legacy Collection 1 gathers up four of the most fantastic games in the series and places them in one classic compendium. While that should be a recipe for immediate and doubtless success, Mega Man X Legacy Collection 1 has one problem that may affect the enjoyment of these otherwise excellent games.

Mega Man X Legacy Collection 1 features the first half of the Mega Man X series: the original Mega Man X trilogy, X1-X3, from the Super Nintendo and Mega Man X4, which is the PlayStation version. Each game has similar options to it, such as the ability to play full-screen or with a customizable, themed border, the ability to play with or without scanlines to create an old school CRT feel, and a special Rookie Hunter mode, which decreases the damage players take and in Mega Man X4's case, makes it so spikes and bottomless pits are not instant death. This mode is a nice addition, allowing players of all types and skill levels to enjoy the first four Mega Man X games, ones that are notoriously difficult for most players. 

The "buzz" on this stage from Mega Man X is that it's a premier example of a sensational opening level.
Mega Man X, of course, started it all back in 1993. Bringing with it a more mature approach to its story, greater action, faster gameplay, and a fully upgrade-able Mega Man by way of discovering Dr. Light's hidden capsules and items like Heart Tanks and Sub Tanks, Mega Man X was an entirely new generation of the Blue Bomber. He was much more mobile, able to scale walls, jump dash, and with Dr. Light's aforementioned capsules was able to find so many more ways of movement and maneuverability. The game introduced a new villain in the seemingly immortal, never-say-die/never-CAN-die Sigma, and brought forth a popular character in the series lore, the blonde-ponytail secondary protagonist Zero. The original Mega Man X is a game that other entries in the series have attempted to surpass in quality, but I maintain that the original is still the best. Some entries come close, but the very first Mega Man X remains my favorite with no filler, no superfluous gameplay--just all action and ingenious level design.

Recognize this guy? His random attack pattern landed him on
my Bad Boss Battles in Gaming History series of articles. (Okay, he's not SO bad, but still...)
Mega Man X2 followed, and it's my second favorite of the SNES games. It introduced even more replay value with an alternate ending for collecting all of Zero's parts from the X-Hunters, and further refined the gameplay of the original X game. Meanwhile, Mega Man X3 is what I consider the weakest game in the first Mega Man X Legacy Collection, offering an overwhelming overabundance of collectibles, too many variables to consider in how the last stages of the game play out, and a soundtrack that grates occasionally on the ears. However, it's important to note that Mega Man X3 with all of these minor issues that I have with the game is hardly a poor entry in the series. That's an especially apparent fact considering the latter collection of games.

While limited in how much you can play as him,
Mega Man X3 was the first time Zero was playable in any fashion.
Finally, Mega Man X4 rounds out the package, and it delivers 32-bit visuals for the first time in the series, anime cutscenes of dubious voice acting quality (but I personally love the pure cheese of it), the ability to play two different storylines as either X or for the first time in the series, a fully playable Zero (he was only available in limited quantities in X3). Although the levels are the exact same for both characters, their story beats, gameplay styles, and a boss or two differs. While X2 is my second favorite Super Nintendo game in the Mega Man X Legacy Collection, Mega Man X4 is my second favorite in the series in general.

So, having these four terrific games from the past is great and all, but there is one gnarly problem with them that mucks things up some. While the games look the same visually with no new graphical problems, the gameplay--on the other hand--is a different story. There is noticeable input lag in all four games, making it so many button and control inputs can be slightly delayed or don't register at all. By no means did it make these games absolutely broken, but it did make it for a harder go of things, especially in the more difficult platforming sections in each game. One such instance of this for me was the first Sigma Palace stage in Mega Man X1, where you ride moving platforms over a bottomless pit to reach the inside of the palace. I kept missing jumps I'd otherwise make because of the input lag. 

Outside of the four games that have the leading role in the Mega Man X Legacy Collection 1, there are also myriad other features included. For instance, there is an art gallery that spotlights everything from promotional art and character designs, to box art and special illustrations. There is also a music player that has all of the songs from Mega Man X through X4, and this can be listened to in playlist form. Included with the music player is a series of remixed and wholly original themes inspired by the series, which sound pretty awesome, especially as someone who loves the X series as much as I do. Listening to a new version of the Mega Man X stage select screen or the Mega Man X4 boss theme filled me such joy as a serious fan of the original Mega Man X games.

Also included in Mega Man X Legacy Collection 1 is a brand-new boss rush mode called X Challenge. It pits you as X in an X Challenge mode exclusive armor against duos of Maverick bosses across the first six Mega Man X games. Each main stage is a series of three battles against a pair of bosses that you fight against simultaneously, usually themed in some way. For example, you'll take on underwater bosses like Mega Man X4's Jet Stingray while combating Mega Man X5's Tidal Whale, while another battle will have you take on a pair of Mega Man X2 bosses, Bubble Crab and Wheel Gator. Thankfully, X has more health to him than in the traditional games, and you get to choose from three special weapons from a limited selection to bring into each series of fights. Depending on what difficulty you play on, the bosses you face will be different and how much health X regains between battles changes as well.

Mega Man X's Ice Penguin AND Mega Man X4's Frost Walrus?
Let's give 'em both the cold shoulder, X!
X Challenge is a rather cool mode, all things considered. It's sort of surreal seeing Mavericks from completely different games team up together, but then again that's one of the major selling points of this mode. Attempting to evade attacks from one Maverick is generally challenging enough, but when you have two to deal with, things become mighty taxing mighty quickly. With online leaderboards to try to climb the ranks by how fast you beat each boss pair, there is some good replay value to be found in X Challenge, making it a nice inclusion to the collection.

Mega Man X Legacy Collection 1 delivers some of the best 2D action-platformers in gaming history, and I don't say that flippantly. The games have truly withstood the test of time, and they're great for those who have loved them since they originally came out and for those who are playing them for the first time. While the mild input lag (it's more or less severe depending on the platform you're playing on is highly disappointing to witness, having such excellent games with Mega Man X1 through X4 and all of the included extras makes for a worthwhile collection. So, if you're searching for a retro compendium of games that continue to be awesome two decades after the fact, then Mega Man "X" marks the spot.

[SPC Says: B]

Tuesday, October 24, 2017

The Worst Things About SuperPhillip Central's Favorite Games III

From its first appearance two summers ago to its most recent earlier this year, this article series of SuperPhillip Central has been detailing the most prominent issues I have with some of my favorite video games of all time. Many of these games I struggle to personally find a glaring fault with, so occasionally a small gripe will have to suffice. Oh, woe is me! Once again, I'm back with a look at another five of my favorite games that aren't quite perfect but still beloved by yours truly. This edition we delve into franchises like The Legend of Zelda, LittleBigPlanet, and Mega Man.

The Legend of Zelda: A Link Between Worlds (3DS)


I never thought I'd see a 2D Zelda (well, top-down Zelda, but I shouldn't get obnoxiously technical here) that would rival one of my favorite Zelda games of all time, A Link to the Past. Then again, it is rather logical that the game heavily inspired and taking heavy cues from Link to the Past would become one of my favorite games ever. The game I'm talking about is of course the Nintendo 3DS' The Legend of Zelda: A Link Between Worlds. Even the name is a reference to the 1992 classic.

I replayed A Link Between Worlds for a Review Redux on SuperPhillip Central last month, and I came to form a revelation that the 3DS exclusive was a bridge between the Zelda games that stuck with series conventions and the Switch and Wii U's The Legend of Zelda: Breath of the Wild, a game that vastly strayed away from series conventions. A Link Between Worlds started this with its item rental system allowing for players to fully explore both kingdoms of Hyrule and Lorule, venturing to any area or dungeon they wanted as long as they had the necessary item on them through the rental (later purchase) system. This glimpse of freedom in this modern Zelda game would greatly expand with Breath of the Wild, opening wide the eyelids of series fans from that small glimpse of freedom to something absolutely, positively much wider.


Nonetheless, while I absolutely did enjoy the new take in A Link Between Worlds to shake up the conventions and formula of the Zelda series, it wasn't without an issue that resulted from said shakeup. Dungeons in A Link Between Worlds, most prominently in Lorule, could be played in almost any order (except the Desert Palace, which could never be played first). This was due to being able to go wherever you wanted as long as you had the correct item on you, rented or purchased from Ravio, the rental shop owner.


Because dungeon order was pretty much up to you, that meant that the developers and designers of the game needed to accommodate this with said rental system. You could get the associated item tied to the dungeon you wanted to go to, but it also meant that that dungeon's challenges were limited. Generally, in a dungeon, if you got stuck on a puzzle, the answer was usually just to use Link's wall merge ability or the item meant for that dungeon. Same goes with defeating most enemies and the boss, of course. Combine this with the regular quest being a tad easy (but not the unlockable Hero Mode), and you have a fair fault with the game. I still can't help but love it, though!

LittleBigPlanet 2 (PS3)


It's truly a shame that Sony Computer Entertainment allowed the LittleBigPlanet franchise to lose its steam relatively quickly. Debuting on the PlayStation 3, the series saw three mainline releases, two portable entries, a kart racing spin-off, and a mobile game before fizzling out. LittleBigPlanet 3 released across two platforms, the PS3 and PS4, and was so borked at launch tech-wise, that it pretty much put the franchise out to pasture.

That notwithstanding, the LittleBigPlanet series has given me some of my most cherished young adult life gaming memories, and my favorite of the series happens to be LittleBigPlanet 2. The game brought with it a new story, grander and more sophisticated levels, more customization options, and an even more improved and updated creation system. This is actually what I consider the weak link in the LittleBigPlanet 2 chain, but hardly because it was a disaster or lacking options.


In fact, it's the total opposite. With all of the new features, modes, options, and gadgets available to aspiring level makers, video game creators, and everyone else alike, LittleBigPlanet 2's creator was a bit too overwhelming in terms of being crammed with all of its features. Of course this meant that the options were many and the possibilities were nearly endless, but it also meant that even the simplest of levels were more complicated to create, especially when the original editor in the very first LittleBigPlanet was so beginner friendly. Sitting through dozens upon dozens of video tutorials, no matter how charming, was hardly a prospect many potential creators wanted to entertain. LittleBigPlanet 3 only further complicated the creation tools with an exponential amount of more options, but at least the devs added interactive tutorials (one of my favorite additions from that game) for players to stay engaged with.

Donkey Kong Country: Tropical Freeze (Wii U)


The Wii U was an absolute failure for Nintendo, but it did provide not only a way for the company to rework the idea for the very successful Nintendo Switch but also some great games. One such great game was Retro Studios' Donkey Kong Country: Tropical Freeze. While Nintendo fans especially flipped that another Donkey Kong Country game was Retro's latest game and not something amazing, Tropical Freeze turned out to be not just "another Donkey Kong Country game" but one of the best in the series and one of the best 2D platformers ever made. With immensely satisfying but tricky platforming that I definitely don't recommend for the easily angered, superb level and environmental design, and some of the best platforming action sequences in the genre, Donkey Kong Country: Tropical Freeze was a magnificent display from both Nintendo and Retro Studios.


Speaking of the Wii U's failure, though (just so you didn't think I brought it up for no good reason), the system had many reasons why it failed, and one of those was not even Nintendo itself knowing what to do with the Wii U GamePad. This was evident with Tropical Freeze, where the only thing that showed up on the screen during gameplay was.... get ready... pitch blackness. There wasn't even a screen to show HUD elements like KONG letters, puzzle pieces collected, or a measurement of how far the player was in a level or how close they were to checkpoints. I'm talking about something similar to what the Nintendo DS's New Super Mario Bros. had on its bottom screen. The fact that Retro Studios had nothing meant that the defining item of the Wii U had no value in one of Nintendo's own big releases at that time, making it no better than a smaller, more comfortable controller that didn't add a hefty price to the overall system.

Star Fox 64 3D (3DS)


The original Star Fox 64 is pretty much perfect for me when it comes to what it was when it released back in 1997. Of course, I could be petty and pick on the game's technical problems, but I can't keep adding Nintendo 64 games on this article series due to that. Instead, I'd like to focus on Star Fox 64's remake, released early on in the Nintendo 3DS's life. It's not too confusing to see why Nintendo went with Star Fox 64 3D for the title, as the game was rebuilt for the system using the 3DS's then-heavily marketed auto-stereoscopic 3D effect to impress players as they wage war with Andross and his forces.

The solo mode is just as addicting and fun as ever, making you want to perform run after run to get high scores, badges, and go different routes in the Lylat System. While Team Star Fox's galactic adventure is mostly the same, something completely altered is the multiplayer mode. The dogfighting concept is very much the same, but it's been updated with new improvements and vastly different maps. It also uses the Nintendo 3DS's inner-facing camera to show players' faces in-game, overhead their individual Arwings. This meant you could see the reaction of fellow players as you pursued them, pelted them with fire, and had them blown into smithereens.

The joy of Star Fox 64's original multiplayer was pretty much here in the Nintendo 3DS update. However, one crucial element was complicated: playing with other people. Back in 1997, playing some Star Fox 64 on your Nintendo 64 with some buds was easy: you just sat around the TV -- maybe on a couch -- and shared the screen together. Star Fox 64 3D makes this a hard proposition to play with friends by virtue of being on a handheld. Every player obviously needs their own Nintendo 3DS, but every player also needs their own copy of the game as well. Somehow getting a group of four friends with their own 3DSes and copies of the game was a bit of an issue with most players.


The complete absence of online play possibilities meant that few players of the game fully got to enjoy Star Fox 64 3D's multiplayer experience to the highest level. To put things in perspective, this was at a time where a few months before Star Fox 64 3D's release, a launch game for the system already had full online play, a 3DS port of Super Street Fighter IV. Seeing a game from Nintendo with multiplayer functionality this early on released on the Nintendo 3DS without online seemed like such a blown and missed opportunity, and it was remarkably disappointing for players like myself as well who couldn't enjoy the multiplayer otherwise.

Mega Man X4 (PS1, SAT)


Alongside the original Mega Man X on the Super Nintendo, Mega Man X4 on the Sony PlayStation and Sega Saturn (I played the former version) remains my favorite of the X sub-series of Mega Man games. It was a bigger, badder, bolder Mega Man X game, featuring an obvious jump in graphics and sound, fully voiced anime cutscenes, lots of replayability, and terrific, true blue Mega Man X action. Some critics at the time felt some derision with the game due to X4 not doing much to alter the formula, but if it ain't broken, don't fix it, right? After all, we've seen how Capcom tried to innovate with the series with X6 and X7 later on, and those turned out to be massive misfires. (Though that's not to argue that the series should not ever have experimented, of course.)

It just seemed weird to me that the game was chastised by some for being more of the same when Mega Man X4 finally introduced Zero as a fully 100%-of-the-time playable character. He had the same levels, but the story was different from X's, he had a boss battle separate from X, and he learned new saber techniques as opposed to copying a boss's ability like X would. The shift in hardware also was a huge change on a superficial level, but it further wowed players who had made the jump from the Super Nintendo trilogy.


So if the main point of contention that most critics of the time of Mega Man X4's release was a lack of innovation, what is my bother with the game? Well, it's a really small one, but one which made many of those same critics gripe as well. I'm no doubt talking about the voice acting. However, unlike those critics, I can only complain that the voice acting -- such as the most infamous line of the game, "What am I fighting FOOOOOOOR?!!" -- is so bad that it's good. I'm sure many of you out there who've played the game would agree as well. It's not awful like most of the voice work from Capcom's previous PS1 and Saturn release, Mega Man 8, but it is pretty gnarly... in a hilarious, ironic way.

Wednesday, May 24, 2017

Title Screens That Say A Thousand Words: Gaming's Best - Part Three

Title screens are like the covers of books. They can give you an idea of what to expect about a game before you play it. The best ones really get you excited to dive into your new game, or even a game you've played and beaten dozens of times. That's what this series of articles highlights-- the best of the best in title screens in gaming history. This time around, there are even links to YouTube videos showcasing the title screens in action. (Just click on the game names.) Part one and two of this series can be found here and here. With that, let's get to the eight newest games with title screens that are abundantly awesome.

Persona 5 (PS4, PS3)


Red silhouettes of the main characters wearing white masks, clothes and jackets waving in the breeze of subway trains speeding in and out from view? That makes for one stylish title screen, and if the Persona series of games is anything, it's that they're stylish. Few games can make characters standing on a subway platform seem so awesome, but Persona 5 does this wonderfully. Different segments of the title screen, like the new game or load game prompts, bring with it different angles and central focuses, making for a deliciously cool title screen to start us off.

The Legend of Zelda: Twilight Princess (Wii U, Wii, GCN)


Taking cues from The Legend of Zelda: Ocarina of Time's title screen, Twilight Princess in its original Wii and GameCube versions as well as the Wii U HD iteration updated the idea of Link riding on his trusty steed Epona through Hyrule Field. This creates some amazing visual imagery while a haunting vocal theme plays. This enchantment concludes with the camera taking focus off of Link for a brief moment before once again refocusing, now the green clad hero is in his wolf form, making a chilling and powerful howl. It's magical like many moments within The Legend of Zelda: Twilight Princess story proper.

Batman: Arkham Asylum (PS3, 360, PC)


Bad ass. That's all one can say about this title screen for Batman: Arkham Asylum, developer Rocksteady's first foray with the Dark Knight that made the studio abundantly famous for making a truly terrific superhero game. The title screen sees Batman standing tall with muscles rippling and cape flowing as he looks over a nighttime sky, complete with ominous clouds and a bright, massive moon glaring right back at him. This title screen like many for games are like the cover of a book, in that it lets you know that you're going to be in for one hell of a ride. And those who thought that had their opinions reaffirmed quite quickly.

Super Mario 3D World (Wii U)


Let's continue from something dark and brooding to something bright and cheery-- the world of the Sprixie Kingdom in Super Mario 3D World! The game's title screen runs through a series of skits of sorts that see Mario, Luigi, Princess Peach, and Blue Toad running around and getting into mischief in a similar environment set in different times of day. One has all four characters scampering about after transforming into their cat selves while another sees poor Luigi being chases by a swarm of miniature Goombas. It's a delightful set of skits that are enjoyable to view more than just once.

Super Mario Sunshine (GCN)


We're not through with you yet, Mario! With summer quickly approaching, what better way to celebrate than with a game that drips with the thematic feel of summer locales and vacation that Super Mario Sunshine possesses in great amounts! The title screen is small but sweet, like a kiwi or mango. It slowly reveals each word of the title before having Charles Martinet's long running Mario voice shouting with glee, "Super Mario Sunshine! Woo-hoo!" The cheerful voice, bright blue sky and white clouds in the background, and glistening sun all make this title screen memorable despite its short length.

Halo: Combat Evolved (XBX)


Many of the greatest title screens are simple, and in many ways, Halo: Combat Evolved is a game that has such a title screen. It involves the camera circling and roaming around the titular, colossal Halo structure while Martin O'Donnell's theme plays, featuring some jaw-dropping vocals. Also like many of the greatest title screens, Halo's gives players an idea of the type of game they're going to be playing, one that will send their pulses pounding with its action and being in awe by the awesome presentation.

Mega Man X4 (PS1, SAT)


We conclude part three of the best title screens in gaming with a double dose of Mega Man! First off is one of my favorite entries in the franchise, Mega Man X4, the first Mega Man X game to release on the PlayStation and the only one to release on the Sega Saturn. While many of the title screens and animations that began this article were rather lengthy, Mega Man X4's is simple, but awesome all the same. An energetic theme followed by an amazing guitar chord leads us to a blinding flash, zoomed out X entering the picture, and the reveal of the game's logo and title screen background. Also, who doesn't love a robotic voice going. "Mega Man. X-4"?

Mega Man Battle Network (GBA)


We move from the X series of Mega Man games to the Battle Network ones. The original Mega Man Battle Network released on the Game Boy Advance in 2001. It sported an action-RPG grid-based battle system using chips for main attacks as well as an engaging story. This pick for a great title screen might be a nostalgic one, but I think it really wowed players back in 2001 on the GBA hardware. With a sweet theme, a scrolling background, and cool logo, Mega Man Battle Network is a delight of a title screen to look at and listen to.

Tuesday, November 8, 2016

SuperPhillip Central's Favorite VGMs - Decision 2016 Edition

It's Tuesday, November 8th, and the United States of America has an important decision ahead of it today. However, here at SuperPhillip Central's Favorite VGMs, the decision is just as important-- which five VGMs will represent this week?!

I've settled on the following for this week! We begin with some Sunglow Ridge from Paper Mario: Color Splash. Next, the Wii U gets represented again with a song from Pikmin 3. Then, we double up on Mega Man with an arranged version of a song from Mega Man Battle Network 2 and go cyber once more with Mega Man X4. Finally, the Burning Rangers lead us to victory with a cheesy yet awesome vocal theme.

Just click on the VGM volume name to hear that song, and check out the VGM Database for all past VGM volumes. Now, let's get on to the music!

v1261. Paper Mario: Color Splash (Wii U) - Sunglow Ridge


Whatever your opinion of Paper Mario: Color Splash may be (SuperPhillip Central will have its verdict on the game later this month), I think we can all agree that the soundtrack of the game is without question quite good. It says something about a game soundtrack that it makes you smile even without having played the game to know its proper context. All I know is that songs like Sunglow Ridge make me very eager to play Color Splash for myself.

v1262. Pikmin 3 (Wii U) - Midboss Battle


Let's go from one Wii U exclusive to another, though one that released closer to the system's launch, Pikmin 3. A well designed game with some of the best-looking fruit this side of your local grocery store, Pikmin 3 also sports a rather nice soundtrack as well. This theme obviously plays during battles with slightly stronger than normal foes that aren't large enough to be considered actual bosses. Hence, the term midboss.

v1263. Mega Man Battle Network 2 (GBA) - YOU CAN'T GO BACK (Rockman.EXE 15th Anniversary Version)


The Rockman.EXE 15th Arrange Best Track album consists of a dozen or so arranged versions from songs throughout the Mega Man Battle Network sub-series of Mega Man games. YOU CAN'T GO BACK is the final area theme of Mega Man Battle Network 2, and it's especially awesome with this rockin' rendition. Definitely check out the rest of the songs on this sensational arranged album.

v1264. Mega Man X4 (PS1, SAT) - Cyber Peacock


We had a double dose of the Wii U earlier, and now we have a double dose of Mega Man! Mega Man X4 is one of my favorite Mega Man games, though the original Mega Man X is my personal fave of the entire bunch. Still, Mega Man X4 brought the X sub-series to the 32-bit era with gorgeous visuals, well animated cutscenes, and meme-tastic dialogue. Don't forget about the soundtrack, as well, which is sort of important here at SuperPhillip Central's Favorite VGMs!

v1265. Burning Rangers (SAT) - We Are Burning Rangers


The Sega Saturn gets some more representation here on SuperPhillip Central's Favorite VGMs with the main theme of the cult classic from Sonic Team, Burning Rangers. It's "We Are Burning Rangers", featuring a very '90s mix of jazz and rap. It's cheesy, yes, but oh-so awesome at the same time.

Wednesday, October 1, 2014

Review Round-Up - September 2014

A duo of Mega Man-style games lead
SPC's month of reviews for September.
September of 2014 was a month of but a handful of reviews. We started off with a look at Super Mario Kart, racing across the finish line earning a 9.0. What followed was Mega Man X3, releasing on the Nintendo Virtual Console for the first time since the service's debut over eight years ago. I then reviewed the only retail title of the month, Scribblenauts Unmasked: A DC Comics Adventure, which received the lowest score of the month, a 6.5. Lastly, we went further into our direction of Mega Man and Mega Man-styled games with Mega Man X4 and Azure Striker Gunvolt.

During the next month, business will most certainly pick up with reviews of Hyrule Warriors, Super Smash Bros. for Nintendo 3DS, and so much more. You can really tell that we're getting into the busiest part of the gaming year, yes?

Super Mario Kart (SNES, Wii U VC) - 9.0
Mega Man X3 (SNES, Wii U VC) - 9.0
Scribblenauts Unmasked: A DC Comics Adventure (Wii U, 3DS) - 6.5
Mega Man X4 (PS1, SAT, PSN) - 9.5
Azure Striker Gunvolt (3DS eShop) - 8.75

Mega Man X4 is SuperPhillip Central's
Game of the Month for September 2014.

Saturday, September 20, 2014

Mega Man X4 (PS1, SAT, PSN) Retro Review

Cap off your Saturday night with some more Mega Man action! This time around we're going to take a look at one of my favorite entries in the franchise, Mega Man X4! How much do you guys and gals think I like this one? I've never written about my love of Mega Man X4 in such depth as tonight.

Your knowledge on what you are
fighting for may vary.


In Mega Man X4, humans and sentient robots known as Reploids live together. Of course, it's never really in harmony, as that would make for a boring premise. A strong militant army known as the Repliforce wishes to create their own colony after being deemed Mavericks, out of control robots, by their human counterparts. Little does everyone know that a sinister figure lurking in the shadows casts a wide smile, seeing that his plan is coming to fruition. It's X and Zero's desired duty to not just prevent this tense situation from blowing up and out of control, but also to save the world in the process. 

Mega Man X4 comes packed with much more power thanks to the wonders of the compact disc the game is printed on. Not only does this allow for traditional text-based story progression, but it also opts for full motion video cutscenes to display important scenes in all of their still impressive animated glory. The voice acting is a definite step-up from what was available in Mega Man 8, but there's still some chintzy lines and delivery. I'm looking at you,  Zero's "what am I fighting foooooor". 

Outside of cutscenes, Mega Man X4 delivers amazing 2D artistry. It's not at the level of 2D art available today, obviously, but it still pleases the eyes. Sprites animate wonderfully with plenty of different animations to them, levels have an intricate and detailed design to them visually, offering breathtaking vistas and areas, and special effects like explosions delight. 

A definite upgrade in visuals from
what the SNES offered.
On the music side, Mega Man X4 has extremely memorable and catchy themes. Even the worst sounding tracks would be considered the best on other video game scores. 

As for how Mega Man X4 plays, if you've played a game in the series in the past, then you know what to expect. Whether that's a good thing or a bad thing depends upon if you've had your fill of Mega Man action. That's because the basic structure of the Mega Man series featuring you tackling eight stages in any order, running through trials and traps, overcoming obstacles, defeating enemies, making your way to the stage's boss, defeating him, receiving their special weapon as a reward, and then moving onto the next remains uncharged. The only difference is an interlude level thrown in midway through that is purely a fight against a story-related character.

Beware the scariest-named Maverick
ever devised-- Split Mushroom!
The bosses in Mega Man X4 take the shape of many animals, such as the always aerial Storm Owl, the brawn over brain Frost Walrus, and the lover of transportation Cyber Peacock. Sure, they don't always have the coolest names to them-- hello, Split Mushroom-- but getting down their patterns, learning when to go on the offensive and when to evade attacks, as well as mastering each fight takes a fair amount of practice. This is especially so if you're just using your standard weapon like X's buster or Zero's saber. 

Hey. Some of my best friends
are Mavericks.
When not wanting to go the path of most resistance, you can take solace in the fact that every boss has a weakness to a specific special weapon. Split Mushroom's Soul Body can easily take out Cyber Peacock, which in turn, Cyber Peacock's Aiming Laser does a number on Storm Owl. The biggest challenge to overcome in this regard is finding out which boss has what weakness. Thankfully, you have the Internet at your fingertips for this information.

While their levels are the same,
their stories differ.
In Mega Man X3, Zero was playable but was extremely limited in where and how he could be utilized. Mega Man X4 ups his usefulness completely by having him as a separate character from X with his own special moves, abilities, dialogue, and cutscenes. The levels that he goes through are designed the exact same way as X's, but this doesn't actually come across as a negative. Instead, it just made me marvel at the level design even more. There's certain sections of levels that Zero can get through more easily than X can, and that makes you appreciate how each level was constructed and tailor-made for both characters.

For the first time in series history,
Zero is 100% playable.
With a new generation came a new leap in technology, and Mega Man X4 held little back in taking advantage of the PlayStation and Sega Saturn's beefier tech. Level concepts and features that would have been impossible on the Super Nintendo flourish on the new hardware, such as Slash Beast's level that takes place on a moving train, Jet Stingray's stage which has X or Zero on a speeder bike, roaring through tunnels and onto the sea, and Split Mushroom's level that has two segments of it that have you running up a spiral staircase. 

The chase is on!
Don't get your circuits wet, X!
Like the Mega Man X games before it, Mega Man X4 comes with its staple of optional collectible items and rewards for thorough explorers. Most levels house one of Dr. Light's hidden capsules, allowing X to equip a new piece of upgraded armor. These can give X more mobility options like a mid-air dash, the ability to charge up his X-Buster, or the benefit of having special weapons not use up energy. Mighty handy, no? Since Zero cannot acquire Dr. Light's upgrades, his campaign can be viewed as a hard mode for Mega Man X4.

The look of a fully upgraded X.
In addition to those helpful finds, each stage possesses one health-increasing Heart Tank. Unlike past Mega Man X games, however, only two Sub Tanks are available in X4. As usual, these serve as a health reserve for you to fill up X's life gauge when the going gets tough. Finally, there's two new tanks to acquire, a Weapon Tank that stores weapon energy, and a special life tank that adds more lives to X or Zero's starting supply of lives when a continue is used. 

X can shoot, dash, wall jump,
and speak 12 foreign languages.
Mega Man X4 isn't a long game, and for those who are familiar with the franchise, you probably already knew that. Mega Man games in general from the classic and X line of titles aren't overly long experiences. However, these games encourage multiple play-throughs, not to unlock anything new, but just because they're so rewarding to play. These are masterful games in their design and gameplay mechanics that multiple plays are a must. Of course, with Mega Man X4 you have the luxury of having two stories to play through, X and Zero's, to help with longevity anyway. 

I don't know. Do you think this ride
armor makes X's butt look fat?
From a purely presentation standpoint, Mega Man X4 impresses. That's no doubt a factor in me liking this game over many others in the franchise. However, X4 also nails the level design, the tightness of the controls, the boss encounters, the story, the localization, and so much more. It's one of the top titles in the Mega Man series as a whole, and it definitely deserves your attention whether you're a newcomer to the game or have already beaten it dozens of times.

[SPC Says: 9.5/10]

Monday, June 16, 2014

SuperPhillip Central's Favorite VGMs - Double the Dope Sounds Edition

Since we did not do our regular weekly segment of SuperPhillip Central's Favorite VGMs last week due to E3, the best video game music themes from past to present return this week with a vengeance. We have double the amount of VGM goodness to make up for the absence of this segment last week. That's right. You will be getting ten different video game themes this week! Such games featured in this edition include: The Legend of Zelda: Ocarina of Time, Final Fantasy VII, LittleBigPlanet 2, Mega Man X4, and Banjo-Kazooie: Nuts & Bolts.

v641. Star Fox Adventures (GCN) - Cape Claw


Although the final product left much to be desired, Star Fox Adventures possesses a fantastic soundtrack, as one would expect from the masterful musical minds at Rare. Star Fox Adventures would end Nintendo and Rare's relationship on home consoles on a sour note, unfortunately, as again, the game left much to be desired.

v642. LittleBigPlanet 2 (PS3) - Eve's Asylum


Whimsical, weird, and wonderful all at the same time, this theme from the Eve's Asylum world of LittleBigPlanet 2 delivers delightful sounds to the listener. The game's level creation tools are unparalleled to this day on consoles, but they're not for everyone, especially if you dislike the game's floaty physics.

v643. Burning Rangers (SAT) - I Just Smile (English)


It's been a while since we've last taken a look and listen to a SEGA Saturn exclusive title. We venture into the world of Burning Rangers and its signature song, "I Just Smile." The last reference from SEGA concerning the Burning Rangers franchise occurred in the arcade kart race Sonic & All-Stars Racing Transformed, where one of the final tracks took place in the Rangers' base.

v644. Blinx The Time Sweeper (XBX) - Time Square


The original Xbox received a myriad of fascinating, imaginative, and charming titles. Plenty of experiments were had on the system, especially in comparison to what the Xbox brand pumps out in more recent years. While Blinx The Time Sweeper is by no means a platformer of great virtuosity, it did try to change up the formula of the 3D platformer, and for that, we salute the game.

v645. Donkey Kong: Barrel Blast (Wii) - DK Jungle


Another game that could be considered an experiment, Donkey Kong: Barrel Blast is an atypical racer where players control one of many Donkey Kong Country related characters through shaking both the Wii Remote and Nunchuk. The game was originally supposed to use the bongo controller of the GameCube, but then the project, much like Super Paper Mario, had its development turned over to the Wii.

v646. The Legend of Zelda: Ocarina of Time (N64, 3DS) - Hyrule Castle (Orchestra)


We love orchestrated versions of classic video game themes-- when done right, that is. The Hyrule Symphony album which takes various The Legend of Zelda: Ocarina of Time themes and arranges them into themes for almost solely string instruments is one of those albums that sits high on our list of great rearranged soundtracks. This theme is the one heard in the castle market of Hyrule.

v647. Banjo-Kazooie: Nuts & Bolts (360) - Parading the Jiggoseum


Imagine a coliseum filled to the brim with things to do and tasks to complete. That is what you get when you visit the Jiggoseum world of Banjo-Kazooie: Nuts & Bolts for the Xbox 360. If you know your Banjo-Kazooie series music, then you can no doubt pick up on the motif of Hailfire Peaks from Banjo-Tooie. Although Nuts & Bolts was not the game fans of the franchise were hoping for, it's by no means a poor game at all.

v648. Mega Man X4 (PS1, SAT) - Intro Stage (X)


Mega Man X4 contains one of our favorite soundtracks from the entire Mega Man series. That's a ton of games, so you know it must be something special! Mega Man X4 was the X franchise's first foray into 32 bit gaming on the original PlayStation and the Saturn home consoles. It was also the first game in the series where players could freely select between Mega Man X and Zero right from the start of the game, each having their own story line. This single-handily doubled the amount of replay value to the game.

v649. Chibi Robo! (GCN) - Midday Majesty


Nintendo is known for having a lot of weird game franchises to go along with its more traditional series. For every Mario and Zelda there is a series like Chibi Robo! to enjoy. Chibi's debut was on the Nintendo GameCube, and to call the game "quirky" would seriously be considered an understatement. What can you say about doing chores around a house where one of the daughters dresses up and talks like a frog? We can say that that's awesome!

v650. Final Fantasy VII (PS1) - One-Winged Angel


One of the most popular themes in the Final Fantasy franchise, the battle theme that plays during the final form of Sephiroth in Final Fantasy VII certainly astounds with its heavy use of chanting, synth symphonic instruments, and tense feeling.