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  • X brought the Mega Man formula to 16 bits. X3 let you play as Zero for short periods

  • of time. X4 had an entire Zero campaign, though one couldn’t switch characters mid-game.

  • Yet folks deride the series for a lack of innovation and diversity? Awright, kids, buckle

  • down, because X5 goes wild with the changes. And it starts... by throwing out the robots

  • names as printed in the game’s own manual, replacing them instead with... a litany of

  • Guns ‘N Roses references. No, seriously. This dude’s “Spike Roseredin the booklet,

  • but get to the game and... Axl the Red. And he’s a rose. Axl... yeah. That’s low.

  • That’s so low, it’s Axl Low.

  • First off, the sky’s coming down. Maybe not the sky, but just this colony satellite,

  • infected by the Sigma Virus and speeding toward Earth. Your recourse is... this laser cannon,

  • deep in disrepair. And to refurbish it, you need to beat down... the members of Guns ‘N

  • Roses, who happen to be holding parts and materials critical to the destruction of the

  • colony. Along with these comes a deadline: Each time you enter a stage, it takes an hour

  • of the precious time remaining until impact. The difficulty and strength of bosses scale,

  • with a level indicator near their life bars, and certain upgrades to your armor can only

  • be obtained from bosses of sufficiently advanced levels. These customizable armor sets, as

  • well as whether to use X or Zero, can be configured before each stage. And then there’s clouds

  • of... computer viruses... and I’m not even sure how the heck that works, except that

  • absorbing too many of these Sigma-faced miasmas can cause X to malfunction and lose health,

  • while Zero instead gains temporary invulnerability. FORESHADOWING, ANYONE?

  • Honestly, these are more changes than I can remember in any other Mega Man title, but

  • as a result the whole thing feels kinda off. It’s not one particular thing - except maybe

  • the whole GnR crap - but a combination of an even more strained plot, shoehorned-in

  • mechanics, and unnecessary layers of convolutedness. The game underneath it all is still good - there’s

  • rarely ever been a “badMega Man game - but there’s a lot of stuff above and outside

  • that core experience that ends up detracting from the whole. I appreciate the idea behind

  • a time limit, or levelling up bosses, but just because I appreciate it doesn’t mean

  • it belongs here. Some pretty-boy robot calls the base, says, “Hey, I’m going to attack

  • you! Eventually!” and then sods off, leaving you to wonder just what the hell transpired.

  • This is apparently a big deal... for all of five seconds, and then it’s back to the

  • status quo. That’s pretty much this game in a nutshell. Just add Guns ‘n Roses.

X brought the Mega Man formula to 16 bits. X3 let you play as Zero for short periods

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