System: PlayStation/PC | Graphics: |
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Publisher: Capcom | Sound: |
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Year: 2000 | Difficulty: |
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Genre: Action-platformer | Rating: |
6/10 |
Sigma attempts once again to bring about the end of the world, by crashing the largest lunar colony, Eurasia, into Earth. Our two hunters have only 16 hours to repair the Enigma cannon, the only means of destroying the asteroid before collision…
Mega Man X5 stays true to its predecessor. Graphically, they’re nearly identical (not that anyone’s complaining), and the techno soundtrack fits the game’s vibe perfectly.
The controls have evolved somewhat: X and Zero can now crouch, grab ropes; bonuses are even more numerous (to the point of being a bit overwhelming), and most importantly, X starts with the ultimate armour from Mega Man X4. That means unlimited airdash and an upgraded X-Buster right from the get-go!
They introduced a new cast of utterly forgettable characters, basically shōnen prototypes: an obnoxious show-off (Dynamo), a brooding medic (Lifesaver), a mechanic (Douglas), a chatterbox who can’t keep quiet for five minutes (Alia), and a bossy leader (Signas). The only missing role is the comic relief character, but I suppose they wanted to keep the atmosphere as dark and dramatic as possible. I find it generic and cold…
A good point though for the various ending scenes offered, depending on the chosen hero and whether the outpost crashes or not. Rest assured, whatever happens, we’ll get our anticipated duel between X and Zero. The latter can even become a Maverick if you play it “well”.
Mega Man X5 was intended to conclude the series, which explains the more elaborate (melodramatic) epilogue than usual. Later, Capcom would change their mind and release Mega Man X6, using a narrative workaround.
There are many references to previous games (remixed old music, mentions of Launch Octopus, Magma Dragoon, Colonel, and of course Wily). Finally, the names of the eight bosses were changed in the game’s Western release, paying homage to members of the American rock band Guns N’ Roses.
Some downsides. First, the splendid animations from the previous game (intro and numerous animated scenes) have been replaced with still images, and the voices have also disappeared in favor of endless text dialogues. Compared to Mega Man X4, the opening scene seems quite dull, and the ending sequences look like a Super Nintendo game, which is very frustrating.
Also, I find some game mechanics too complex (just like some convoluted plot points, which I’ll spare you the details of). Too many armours, too many uninterruptible dialogues, too many conditions to complete the game 100%, too many unpredictable (or random?) trigger elements that affect the ending. I don’t understand this kind of obscure debriefing at the end of missions, where we’re offered a choice between two objects without being told what they are (and without being able to change our choice afterward!). In short, I miss the simplicity of Mega Man X4, along with its anime cutscenes.
Oh, and why is the difficulty level displayed permanently during gameplay? You see that green icon in the fourth screenshot? You can’t turn it off. Ridiculous.
Finally, know that like Mega Man X6, dissatisfied fans have implemented substantial modifications in a patch: shared power-ups between both protagonists, the ability to keep both objects at the end of levels, the option to skip cutscenes, and best of all, the ability to put a sock in Alia’s endless chatter!
Suggested order:
Grizzly Slash (Crescent Grizzly) > Duff McWhalen (Tidal Makkoeen) > Squid Addler (Volt Kraken) > Izzy Glow (Shining Hotarunius) > Dark Dizzy (Dark Necrobat) > The Skyver (Spiral Pegacion) > Mattrex (Burn Dinorex) > Axel the Red (Spike Rosered)