I wanted
to start this review by waxing nostalgic about the Mega Man franchise,
but I realize I already went that route in the “Command Mission” review,
so there goes that.
For such a
mainstream series, Mega Man sure goes off on its share of tangents. We
already discussed one of those tangents, but there were so, so many
others. But perhaps the most forgotten games are
the middle entries in the X series.
Look, I
think most gamers agree the first two Mega Man X games were classic.
The third is considered a solid effort and the original cart is a SNES
collector’s item, while the fourth received middling
reviews in its day but has since been recognized for the quality game
it is. Mega Man X7 is pretty much universally hated (though not by me, I
could probably write an entire post on it) and X8 is thought of as a
return to form. It’s weird, even though the
latter two games have a reputation, its almost as if non mega fans
don’t even know X5 and X6 exist. But is that for the best?
Graphically,
there isn’t much different here from X4. It’s top quality 2D animation
with anime cutscenes spliced in. I think X5 upped the ante a little
bit in terms of stage backgrounds and other effects.
The giant sigma head you fight at the end of the first level looks
awesome. Sound here is great to, but I do think it took a step back
from X4. The quality is still there, but there just aren’t as many
great, memorable tracks as there are in the other games.
I think it might have the second worst soundtrack in the X series (X8
is the worst IMO unless you are counting the PS1 version of X3 we never
got in the states), although keep in mind this series is renowned for
its awesome soundtracks. Also of note here,
they recycled Bubble Crab from MMX2’s theme for one of the levels,
which I don’t love.
As usual,
you have your selection of eight mavericks. Their naming convention
differs quite a bit from its predecessors though. This time our enemies
are:
-Grizzly Slash
-Izzy Glow
-Squid Adler
-Duff McWhalen
-The Skiver
-Axl the Red
-Dark Dizzy
-Mattrex
Now wait a
minute, what’s up with those names. Axl? Izzy? Duff? Adler? Slash?
Most music fans probably picked it up right away, but for those that
don’t pay attention to that sort of thing, Capcom randomly
decided to name the mavericks after members of Guns n’ Roses. If that
sounds pointless and stupid, its because it is. I don’t know if this
was the localization team’s idea of a joke or what, but like, why?
That’s a
big change, but it certainly isn’t the biggest one X5 offered. As a
veteran Mega Man player, I quickly became frustrated with some of the
undodgable attacks I was being hit with. Couldn’t jump
over them, couldn’t walk under them? At one point, I jammed on the
down button as hard as I could and that’s when it happened. Mega Man
ducked. That may not seem like a big deal, but Mega Man hadn’t been
able to duck for 20 years. Also keep in mind that
this is a franchise that some hardcore fans say was “ruined” by adding a
slide move in Mega Man 3 back in 1990.
So yeah,
adding a duck fundamentally changes the way you can, and in some cases
have to, go about this game. Honestly, I think its a nice addition. It
adds something new to a series that critics constantly
complain is lacking innovation. The game doesn’t beat you over the
head with it either, although it would be nice to have been told in-game
about this new ability. The other big new addition here is the timer.
You have 16 hours to complete all 8 levels.
You lose an hour for each time you enter a level and if it hits zero,
you will end up getting the game’s “bad” ending. It’s an interesting
idea in theory, but you can essentially render it moot if you simply
keep picking continue, rather than returning to
the stage select. Unlike its predecessors, you continue from the last
checkpoint even if you lose all of your lives, so there is no reason not
to.
The timer
relates to the story, which is told through some pretty cool looking
cutscenes. As big a fan as I am, I never really cared much for the lore
of the Mega Man universe, but it gets pretty heavy
here. The story does impact gameplay a bit, as you are trying to
destroy a space colony that is going to crash into the earth. You need
to build a cannon and a spaceship, each of which requires four parts.
You acquire these from defeating mavericks, but
you need to build the cannon first, which means you need to beat those
mavericks first. This essentially locks the boss order, kind of like in
Mega Man 7. I don’t love that, but I wouldn’t consider it
gamebreaking.
The level
design is okay, all of the stage gimmicks are pretty solid but none
particularly stand out. To an extent, this is a good thing as there
isn’t anything here that’s unnecessarily difficult.
I found X5 to be more difficult than its predecessors when playing as
just X, but you start the game with his “fourth armor” which takes a lot
of challenge out of some of the worst parts, particularly in the Duff
McWhalen stage. You can also play as zero,
but personally that never interested me. I hate short range characters
in games like this. Some parts are easier for him, others are more
difficult but it all kind of shakes out in the end.
You can’t
talk about Mega Man games without mentioning the weapons. Like the
level design, the powers here are just okay. The only ones that really
stand out are the Skiver’s, a jumping uppercut that
launches a tornado, and Izzy Glow’s, a missile you can control with the
D-pad. Most of the others are your standard stuff, a buster
replacement, a shot that travels on the ground, a powerful but short
range attack, you get the idea. That being said, none
of the weapons are useless and the all have parts of the game where
they can be put to good use. Few bosses here suffer from what some fans
call “Spark Mandrill Syndrome,” where they are completely nerfed by
attacking them with their weakness, so that’s a
positive. My biggest complaint is that they recycled Flash Man’s
weapon, as the Dark Hold is just the Flash Stopper that turns the screen
a cool color.
None of the stages really stands out as particularly
memorable. The rushing lava in Mattrex’s stage, train jumping in
Grizzly Slash’s stage and constellations that turn into enemies
in Dark Dizzy’s stage probably stand out the most. The Skiver stage
has you diffusing bombs, which is meh. Duff McWhalen’s stage is
probably the most frustrating, as it is a very slow auto scroller where
you are constantly facing off against an frustrating battleship mini boss. Squid Adler sees you take on an always annoying
ride chaser section, but it gets better as it goes. Izzy Glow’s lab
and Axl the Red’s Jungle are fairly generic, combat based Mega Man
stages. Side note, the developers really missed
a chance at making Axl’s stage theme a re-mix of “Welcome to the
Jungle.” If you are going to go all in on the joke, really go all in on
the joke Capcom.
The
stages may be generic, but the boss fights here are great. You have a
good collection of easy (Dizzy and Grizzly), Medium (Izzy, Skiver and
Duff) and hard (Mattrex, Axl and Squid). Capcom also had
the wherewithal to make Grizzly Slash the boss you essentially have to
start with, which is a good decision. Izzy’s fight really requires you
to make use of your new ducking ability while Duff McWhalen’s ice block
mazes make his battle as much a puzzle as
an action set piece. The Skiver is like Storm Eagle on steroids,
Mattrex is huge and takes up about half the screen real estate and Axl
and Squid’s battles both have constant, non stop action requiring you to
multitask while recognizing and reacting to their
patterns.
My
biggest gripes here come from the slowdown in pace of play. While you
are in each level, your associate Alia will contact you from hunter base
with hints on how to proceed forward. The problem is,
the game stops you in your tracks and makes you scroll through text
every time she does this. It’s not so bad on your first playthrough,
but it gets old fast. It would be nice to have the option to just
ignore her. Each maverick yammers on about some randomness
before you fight them, which kind of takes you out of the element as
well. The cutscenes also take away from the pace of play, although not
nearly as much as the awful videos from X4 did.
Speaking
of the videos, they are nowhere to be found here (thank god). Instead,
you have all text. It’s better than having to listen to the abysmal
voice actors from X4, but the translation and localization
are still unacceptably bad. You kind of sort of understand what the
characters are talking about...but not really. One moment that fans
often bring up is the conversation X has with Squid Adler before their
fight, where he apologizes for what happened to
“Octopardo.” Any casual fan, or even western Mega Man fan who is just
playing to get their action game fix, is going to read that and be
instantly confused. Thanks to the internet, I learned that X is talking
about Launch Octopus, one of the mavericks from
the first game who was apparently a friend of Squid’s. His name is Octopardo in Japan. Little things like that can really take you out of
the story, although it just isn’t that important in an action game.
Mega Man X
5 is a really good, solid video game. Nothing more, nothing less.
Fans of the franchise won’t find anything new, but its still worth a
playthrough. Folks who are new to Mega Man might actually
find more to enjoy here without the frame of reference of having played
the rest of the series. I wouldn’t advise you play X5 first by any
means, but its certainly worth your time. The difficulty has actually
been ramped up a bit, but its offset with the
game being more generous with continuing at checkpoints and easy access
to strong equipment. Overall, its not an all time classic like the
first game but solid all around.
8/10
Play this if:
You love Mega Man and are burnt out on the more popular titles
You are looking for a good sidescroller to occupy some time
You are a fan of both sentient robots and 80s hair metal
Avoid if:
You still consider Mega Man a trilogy and think any of the games released after 1990 don’t count.
You are looking for a big time, standout game.
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