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Mega Man Xtreme 2 - A Spinoff with Soul(s) | Trav Guy

Mar 06, 2024
2001 was a pretty good year for video games. Nintendo fans would get the melee clash of their Super Smash brethren and Sonic fans would get a new entry to their series. Metal Gear Solid 2 predicted the future and we even saw the emergence of some new IPs that have become mainstays in the minds of gaming fans to this day Halo Devil May Cry conquers Bad Fur Day Animal Crossing, but we, Mega Man x fans, we were about to ride a rollercoaster of a losing streak for the blue bomber starting with one. of the worst selling games in the

mega

man

xtreme

2 series released for gameboy color, weren't we already on gameboy advanced at that time?

mega

man place?
mega man xtreme 2   a spinoff with soul s trav guy
A Game Boy Color game in the 21st century, a sequel to Mega Man E

xtreme

, plus a portable Mega Man. x adventure pulling bits from the first two work on transferring what worked from those first two games and bringing them to the portable console, since although the series new title for them alone rockman x2

soul

erasure or mega man extreme game was mega man , the game is not at all a sequel to the first extreme, but rather a prequel of sorts to mega man x4, although that is really only explained by the inclusion of iris in her first canonical appearance, which is nice. cool, i was hoping this would be used as an opportunity to develop her relationship with zero before the guy almost aerith oh iris iris that's kind of interesting, she's relegated to mission control a similar role to aelia in x5 which is a little disappointing to say the least, although its updated design i understand series illustrator haruki setsugo i hope i pronounced that right uh he said he was more than happy to update iris for the Game Boy spin-off feeling like he hadn't been given enough screen time in x4, but I guess he didn't really have much say in the writing process because she doesn't in this game and if I'm honest I think her art in the game clashes a little when she puts one on next to each other.
mega man xtreme 2   a spinoff with soul s trav guy

More Interesting Facts About,

mega man xtreme 2 a spinoff with soul s trav guy...

With these x5 recycled mugshots, although it could just be me, although along with Iris come two new antagonists to the series who continue the medieval theme established by extreme1's antagonist, that's a strange thing to keep consistent between the games, but hey, I'm everything. that's why berkana the witch and her right hand man gareth okay i don't mean no one watching the video is called gareth but what a stupid name for a former villain here x let me introduce you to your The new enemy Carl Gareth was there too planning to have a lion at his side, concept art of which exists which Tsutsugo was quite proud of, but unfortunately it was scrapped and after seeing the writing for this game, it's pretty easy to see why, although the design was recycled. sigma's final form yes sigma is behind everything in the game no wonder someone familiar with the series could have seen it coming from a mile away but it's still a shame gareth and brikana have almost no story and eventually get thrown out the window because sigma at home, but I'll talk about him later because the ultimate reveal that sigma is behind everything is locked behind the third campaign of the game, like mega man xtreme 1, to get the experience complete mega man xtreme 2, you will need to finish three.
mega man xtreme 2   a spinoff with soul s trav guy
However, the completed campaigns, unlike the first game, are not divided into difficulties and are instead handed over to our individual x and zero hunters, culminating in the hardcore mode which combines both campaigns into a single adventure after finishing each. individually. I'm not a fan of this approach but I understand that you need to improve your game somehow, it's understandable if not forgiving, however it offers a breath of fresh air with half of the game's mavericks relegated to x and the other half to zero, which makes these two almost completely different. campaigns until you reach the fortress and even then they offer different final bosses to the two and once you reach extreme mode you can freely switch between the two hunters whenever you want something that would be popularized in mega man x7 and x8.
mega man xtreme 2   a spinoff with soul s trav guy
It's hard to believe this was originally implemented in this game, however it does cause some issues. I'll get to them in a moment, but first let's start with our favorite blue bomber and delve into x's campaign sometime between the events of reports x3 and x4. of reploids on an island of Lagooz begin to go offline and become shells of their former selves with maverick hunters x and zero sent to investigate the island's reploid research bath. At the beginning of x2, okay, x and zero mentioned that these were Mavericks they had previously destroyed, so is this the same factory from x2?
Don't get your hopes up, there's no imposing mechanism at the end, but we get it, oh Jesus, it's okay. I'm not going to show much of this fight in action by doing damage, the screen flashes rapidly white and I'm not ready to give anyone epilepsy, but it's easy enough, although its design is more suited to a fortress boss than a opening boss. but maybe it's just me and with his death it becomes immediately clear that this game will follow in the footsteps of the previous extreme game and take its story too seriously. The humans encounter Gareth bragging that he is the one who stole the reploid.

soul

s and that he will happily fight the maverick hunters if we destroy his eight resurrected mavericks, but then iris claims that a reploid's dna is like a human soul.
I can understand a reploid having dna style programming that tells their body how to repair itself. if they have some kind of auto repair bar healing system like x and zero, they certainly do, but what the heck is a blueprint of your body? Something similar to the soul of a human. Are there even humans left in this universe? Anything that's a Disney movie, I can just assume this is the result of bad localization because if it wasn't obvious that the game's grammar is all over the place, it's clear that the translations and localizations were rushed or at least sub-par. of the budget, maybe they thought the term dna soul sounded good. and I agree but this explanation is dumb but yes there are our four rebels they even have a couple of x3 bosses for good measure and in something I would consider heresy in the original game I like to start with the neon tiger for no reason other. reason then he was nerfed to hell and back and is ridiculously easy to start Buster, although his stage is where the game starts to show signs of falling apart for me, the first half of the stage is almost completely original borrowing the hornet enemies from x4 , but this segment is so bland that it has an overabundance of leaps of faith over bottomless pits.
I'm not a fan and then for good measure it immediately translates to x1, million stinkers stage. Okay, okay, it's not a terrible segment and we even get the x2s. rabbit right armor yes it's called rabbit eg2 no idea why but with its ability to float some of the geometry of the level had to be adjusted so the stage had some minor adjustments and it's okay you even need the right armor to float. get the heart tank even though the rayclaw has nothing on the original race splash this sucks oh boy we have a x1 boss and hey this stage is pretty faithful to the original and i actually like some of the changes that were made to it.
The stage splits into two paths halfway through and the sinking ship still results in an optional otoboros miniboss that informs you with a chest armor pod instead of a heart tank and they even took extra steps to place a ladder right above you to take you back. I like the main path, it's a really nice change, the heart tank has been moved to a sort of port area just above the waterline, something that wasn't the original game and I always felt like something should have been hidden here, like this hat kudos to xtreme 2 for creating that dark childhood memory of reality, the octopus itself is a bit tricky, although you can use rayclaw to cut off its limbs similar to the boomerang cutter in the original game, but here it just goes crazy and He jumps shooting rockets as if he were playing earthquake.
Jesus Christ, hey, remember the charged storm tornado move from x1, that big vertical vortex, yeah you get that from the octopus in this game, which I thought was a weird choice, but I guess it makes sense given the suction move from the octopus, that's okay, I can make that connection and Absolutely destroy the flame mammoth, okay, it's time to meet the villains, this is where we meet the main antagonist who is not sigma berkana and with very little fanfare, where it turns out that her motivations are something that she wants to see x and zero defeat the resurrected mavericks. to collect data on them and use the stolen DNA souls to become stronger and that's all she wrote.
We aren't told the main villain's plans, even when Sigma is revealed, we aren't given even a hint of what drives these two, but rather whatever they are. The villain will play his game and will be forgotten once the game is over. Words of credit. This is a pretty good recreation of the original Flame Mammoth stage, although maverick deaths don't influence other stages, so you won't have a choice. than playing through the stage without even an inch freezing, although if I'm honest this was only a problem during my playthrough on extreme mode, I'll talk more about that in a moment, but yeah, it's not a bad stage at all, the heart of the subtank.
The tank and armor pod are all in their original locations, even the xbuster upgrade, although it's the x3 xbuster upgrade that I have some issues with. I would be fine with this on the surface, two charge shots that once collide split into multiple beams and scatter in multiple directions is a cool concept and I think it worked even at x3, but here for some reason they remove the projectile that It moves horizontally, so you'll only hit targets on a diagonal path and if you ask me, this is pretty stupid. This was one of the key reasons I disabled auto fire in the options for at least some parts.
Yes, I'm playing with autoload and autofire as long as it's built into the game and you're not using any kind of external hardware. or program i have no problem using auto fires bite me and yes this is the only subtank you get for your ride where for some reason x and zero only get a single subtank to take on their campaigns although you can have both at the time. In hardcore mode, this never really became an issue for me, although I rarely found myself in a position of desperately needing to refill the subtank before reaching the fortress, at least so I guess it's okay.
Jesus Mammoth doesn't even hesitate at the start of the fight jumping at you off screen like that, thankfully the rest of the fight is a piece of cake, both with and without his weaknesses, somehow it's more surprising how much the simulated tornado absolutely with him in this game you still get the fire wave upon defeating him, although it's exclusively the charged variant rather than the flamethrower we're all used to again. I never used this outside of a couple of weaknesses and getting the armor capsule and tiger stage it's just the x1 headbutt which I swear is only used to get the Buster upgrade. in the mammoth stage and yes, despite being a hodgepodge of armor pieces, it uses the second armor from the x2 visually, which I'm fine with, it's a nice looking armor set and it's better than the x3.
I tend to visit the Volt Catfish stage pretty early in the race to get the leg upgrade because I see mega man xtreme 2, unless you've done something catastrophically wrong, it doesn't have a dedicated dash button, so before you get the leg upgrade, you can only run in one of two ways, double-tapping forward, which still retains your momentum, allowing you to do a running jump. or take a note from its predecessor and hold it while pressing the jump button, which I wouldn't have a problem with if it didn't kill your momentum before jumping. This running method is only good for moving towards theleft and right and can't.
It's not conserved by a jump, which means that if you need to do a quick, reactionary jump, you have to use the double-tap method and that extra half second it takes to double-tap, although it's incredibly rare that it can cost you your life. , the leg parts, however, avoid this. at least a little bit by granting you the air dash activated by tapping jump back into the air and conserves your momentum with the dash once the dash ends, that's nice, I like it, but it feels more like a crutch for the bad game design. game. Instead of just giving you improved movement, I can now hear you writing saying that the board at x1 also feels like a crutch.
Shut up, you're wrong. The game is clearly designed to allow you to get by without the board and it is impossible to miss it. the base game so you have it when you need it in the fortress, if you don't believe me go play x1 and do the last relaxed penguin scenario, it's not. almost as difficult as you think and to prove that it's not that difficult here There are the eight stages making cold penguins last condensed in about 10 seconds, okay, let's go catfishing, no, your eyes are not deceiving you, this is a x3 toxic seahorse stage, not catfish. although we have the catfish theme and not the seahorses, which is a shame, the toxic seahorse theme is one of my favorites from x3, but it's not a deal breaker, although I feel trapped, which is A decisive factor is the second half of this stage, as well as the first. half the stage is a pretty faithful recreation of the original stage with the board boots armor capsule taking the location of the heart tank, but where did they move the heart tank?
I hear you ask reluctantly. I hate this. I want the name of whoever thought of it. design this level and mail them a shipment of in-stock Intel coolers. The first encounter with these torrents of water isn't that bad, it just pushes you back and if you react fast enough you can wall jump from these spikes, it's not that bad though, it's the only one in the game like this. and from this point the torrents become electrified which means they are instantly killed and guess what the heart tank of this level is that is hidden behind a detour where it is almost impossible not to be killed by the electrified torrent now if I know what what you're doing, this segment is pretty short and not a big deal, and I guess it's nice that you're introduced to this level mechanic with a non-instant elimination variant and I think a mechanic like This wouldn't be so poorly received if it weren't out on a console that is prone to screen crash, but here this is terrible and I wish the team would make some original obstacles that weren't because of the screen crash, but since the team seemed like they didn't really care too much about this game to begin with, I doubt we would have gotten anything better anyway, catfish is easy, just jumps around like an idiot, although I liked that it had a cool special intro, no, no, you.
Tonight you will swim with the other catfish. You can try thunder, a move I think I only used for the final boss of x's campaign. It's not a terrible move. I just prefer to stick with my destroyer with the four mavericks from x dealing with Gareth's taunts. The hunters will be waiting for you at the reploid research lab confirming that this is not the same location as x2, I believe, and the hunters give chase after Iris expresses some concern. Oh damn, I never realized you unlocked player switching here. I thought you only had that in extreme mode.
Wow, okay, it's strength 2 of x1, but I can understand it. It's a shame it's not using the original music and is using the x2 fortress theme, but that's still pretty cool. uh oh, change to a boomer. kawanger-esque section near the end, but I actually like it, I like this use of recycling, although Vanguard is back and his sprite wasn't adjusted at all for the lower resolution, so it's huge compared to x, It's weak to Rayclaw, which is. It requires you to get uncomfortably close, but even with that he falls pretty quickly, so we go from the second strength stage of the first game to the first strength stage of the second game, that's not confusing at all.
This stage loves the instant death of him. hazards and navigating around them during this downward vertical segment is a headache due to screen crunch. There's also this really awkward fire cut lava flood segment near the end, something you don't experience at all before this like x, but the lava. itself doesn't do too much damage and you could probably increase the damage through all of this if you wanted but I wouldn't recommend it because of the sphinx tank god what a terrible boss he's not that bad with zero but if you're if you go in as x , then you better be prepared for one of the worst bosses in the entire franchise.
You have this awkward platform that you have to use on the side because that's the only way you're going to deal damage to the top of the head plus it's a game of luck with very little emphasis on skill and if you manage to get stuck underneath from this platform while he rushes you, which I guarantee will happen at least once, you better restart because there's nothing you can do and if you make it out alive, you're going to take a lot of damage. I ended up restarting the scenario so I could replenish my resources. I led with a giga smash attack to get some free health and then prayed to Inafune to let me live, which didn't happen.
It didn't help because it didn't work in this game. This fight took me over 30 minutes to beat and that's by abusing save states, making this one of the two segments of the game where I really wish I understood how the parts work. Yes, I had a It was a moment of peace of mind. I didn't realize that it was necessary to equip the workshop parts. I thought they were just applied passively, that's my fault and there were so many things that could have made it obvious I wasn't using them. but i never realized it but learning this changed my opinion on the game outside of the sphinx tank and the sigma fight in extreme mode not really but i will talk about it near the end with one stage left you get a bit of teasing from any soul eraser you're about to fight exes who are berkana who the hunters haven't officially met yet and x doesn't want anything to do with her telling her to shut up the moment she shows up, geez, don't you want at least win? a little information on her before you tell her to leave like this, idiot, this is another stage that has different paths depending on the character you bring to this point and since this is x's campaign, I'm going to take x's route , which I really wish I didn't have to because this section has a big emphasis on using the upward aerial dash to progress.
Oh yeah, I don't think I mentioned that you get the dash boots x3 so you can run up in this game. It will be important in a moment, but not only will you have to use it to progress and platform over this instant death hazard, but you will also have this electric catfish stage water that will make your life a pain. It's a short section, so as long as you have a bit of good luck or genuine skill, it doesn't linger too long, it's welcome, and while we're on the topic, I'm really not a fan of this approach to level design. , one thing I loved about some of the best x games. is that you are never forced to upgrade your hunters, sure upgrades make your life easier and more enjoyable, but you will never be in a situation where you are stuck just because you forgot a part and if the game requires a part later it is impossible not requiring the optional board boots in quotes in order to continue just annoys me.
This will be something I touch on more as we progress through the X series, so I'll be sure to keep my ramblings here. to a minimum, but with some time and a little patience, you'll eventually reach berkana, the final boss of x's campaign, and she's actually not that bad of a boss fight, she'll shoot these a and b projectiles at you, which will she will disable the respective buttons if you get hit and if you need to get hit by one make sure it's the one that disables your destroyer because it's much easier to avoid her follow up attack if you can still jump but other than that she just flies sideways to the side firing projectiles and occasionally spiky balls that roll on the ground, but you can destroy them.
It's actually pretty easy, although she reacts pretty harshly to being hit by the lightning claw despite taking no damage, so that's a little strange. I'm going to summarize the ending of x in five words. I wonder what zero is doing, oh boy it's time for zero to be the closest we'll get to a x30 post in a pre-x3 world and oh no good, once again this is probably the result of However, the limitations of the hardware don't excuse how miserable it is to control. To start with the positives, Zero can use his saber while walking, something he couldn't otherwise do until his solo series on the Game Boy Advance.
He also starts off with his Air Dash, which is nice for the same reason I wanted it so badly in x's campaign, but that's where the positives end. First of all, look at that range. I understand this is a result of the limitations of the sprites. I understand, but you have to get out of the way. too close for comfort to do any damage with this guy and by the time you get his special moves all his moves that use energy draw from the same energy pool, imagine if x only had one ammo pool that all his special weapons drew from If you ran out of ammo with one, you ran out of ammo with all of them, this wouldn't be a problem if Zero only had one or two special techniques that used ammo, but no, most of his moves use a little bit of energy and it's easy. activating one accidentally since they still have action commands, not good, have you ever played Deus Ex Invisible War?
His campaign opens the same as X's and even has better dialogue when the two hunters meet halfway through the mission, it suits their characters much more than X's. However, the zero campaign path is a little strange since x's path looks a lot like x2's original stage, they had to come up with something original for scratch and it really feels like babies first mario maker level with the enemy placement and geometry of the maverick skull level was also a little more complicated because you have to get close to his face to deal damage, but so far, despite zero's terrible range, his current mobility made it a little easier than x, but that's going to change later in the campaign.
Gareth appears yadda yadda yadda woah four more mavericks Blast Hornet has possibly the most original setting in the game but that's not much of a compliment, it incorporates those bug helicopters from the beginning of x3 and it's cool to see them during the game but they're just platforms in place of enemies and I found that quite disappointing and this stage also has one of the most confusing heart tanks in the game, at least in my opinion, if it weren't for the level loads you could just jump in and take a leap of faith but If you try, you will finish. to exit the screen and be killed before you can get to that part of the level you need to take this moving platform to the right to activate the rest of the map to load and then you can grab the heart tank.
Words cannot describe how. I don't like this very much and speaking of level loading, there is a point in the stage where to progress you need to kill three of these turrets in the last part of the stage, but if you do it before going right first, you will be completely outside the armor capsule until you replay the scenario, to get the armor capsule you need to use a downward slam move on a wall which doesn't make sense, I guess it's because it's the tunnel rhino's ability and you need to use exercises to achieve it. Through walls is weird, the mini boss is cool, at least it reminds me of the turret mini boss from the Storm I stage, but this time you need to shoot one of the four big red lights to take it down while these hornets respawn.
He had the soft block. on me during my extreme mode, maybe because he has two vulnerable turrets at once and the game just couldn't handle that hornet, it was pretty easy until he decides to rush you instead of flying back to his corner, aside from possibly the most strange. in the game with a disappointing boss and a special move that I don't think I ever used during the rest of the game. Oh boy, another boss x3. I hope you like rocks that hurt you even when stationary. I think the stage has a pretty nice right armor section, there are cracks in the ground that lead to the rest of the level if you jump over them, but if you manage to avoid them you will be rewarded with a heart tank.
Also, these right armor grunts here could be so good. Well they'll just be turrets, they just sit there and look at youclumsily all the time, very cool, you can find the armor capsule at the bottom left of this area that requires the lightning attack, yes it's just called lightning and guess what the lightning bolts are randomly so wait. the beam to hit the wall you needed to destroy is a game of patience and sounds good, oh yeah, I guess I haven't mentioned how weirdly cool it is that Zero has light capsules this time, I think it's a world first. series unless you count the black capsule zero at x5, although the abilities he gets are pretty underwhelming, the head and foot parts allow him to break blocks and the chest halves damage, all pretty standard stuff, the part arm in arm, however, allows for a great falling in love, which yes. a lot of damage, but once again it comes from that shared ammo pool god, what a terrible idea, this stage is also where that lava pool we saw in the second stage of the fortress comes in, once again you could just increase the damage through it, it does not. it hurts a lot, talk about not hurting a lot, tunnel rhino, omg they nerfed you, he still runs left and right, but when he does his drill shot they skip that bottom third, giving you enough room to run under him even when you're too close. his pinch mode isn't as threatening with the rocks he kicks being slow enough to dodge, they definitely adapted to the lower screen size with this guy but they may have been overcorrected just a little, you get the punch of drill you need for the armor pod and hornet stage and maybe deal a little extra damage to the bosses, but that's too risky for me, it's not that bad of a stage, a scaled down recreation of its original x2 stage, the heart tank is still stupidly hidden behind this wall in the At first I'm still not a fan of it, although it's at least consistent with the subtank residing in its original location, the light capsule is even decently hidden and resides where it was the hunter x door in the original level and the ending was replaced with this elevator segment where you navigate around instant death spikes, but you have enough space and breathing space that it's not a problem and even the boss fight is a recreation decent from the original, his beams aren't in a set pattern and instead hit your current location and his seeds now only spawn a spike with the final seed, which are interesting changes, but hey, it's a pretty nice fight, short and simple oh god it's a ride hunter level, although it's more like the x4 and 5 ride hunters than the original which means there's no turning back and as a result the heart tank doesn't require as much trial and error, thanks.
Gosh, although the ending is too similar to Volt Kraken's ride chaser ending, also jumping and then pressing the attack button completely kills your vertical momentum. You have to attack and then jump to get these pillars closer to the end, not the other way around. I'm not. I'm a big fan of that, but it's workable and yes, pressing the attack button does a running move, you can't fire projectiles, although I think the ground segments are even worse. Firstly, wind generators are instantly removed, it is not too difficult to navigate. them, but god it's just terrible, there are no telegraphs, you just need to get the rhythm right, luckily the moment is pretty short and it's pretty hard to miss the light pod, man I know why it's gone, but I really miss the rocket at the end of the level, damn it ostrich, it's not too difficult, a step down from your x2 fight, the arena still extends beyond a single screen, but not by much, and your charged sonic cutter is much more easy to evade by trying to hit him with his weakness, though a lot. like the Tunnel Rhino light pod is a pain in the ass and just not worth it.
You get the dash ability from this, something I thought I had been doing the entire game, but no, it's a move that's activated from the menu and only from the menu it doesn't input action, it damages everything in front of you and yes it requires stamina because Gareth outsmarts the hunters for the second time and yes the strength is the same as Firstly, you can hit your back by attacking your front, which gives you a little more breathing room. Thank goodness you still need to get too close to feel comfortable dealing normal damage. so you better pray you brought enough special weapon energy because if you handle it right you can spam the ostrich's dash ability and make a pretty easy job of getting the guy in and out of menus to attack like this, gotta I have to make sure I'm preparing for the commando mission review, once again, brakana is revealed and sent to zero to go deal with gareth and zero's half of the scenario is much easier than x's, although again this is because zero doesn't have to deal with the dash up, so we have a more forgiving level design.
I really like the color palette used in blues, purples and yellows. It's all very nice to look at and Gareth is actually a challenge, in a good way, he puts up a shield, which if it weren't for that, would probably be the easiest boss in the game, but it conveys his movements unlike almost all other bosses in the game. I felt like I was fighting a really challenging boss and not just a mess of shitty code and like x Zero's ending is him admitting that x is capable of defending himself whether he likes to admit it or not, even though it's been that way canonically for the last few two and a half games, although there is a reason for these mediocre endings, the real ending is hidden behind.
Extreme Mode I'm not going to recap the events of these joint campaigns because there are hardly any changes and the few things that are changed are questionable or just plain bad To start with the positives, you have access to character swapping right from the start. However, which is awesome because of how much better x is than 0 once fully powered up, I only use 0 as my damage sponge and x as my boss killer, however this leads to my biggest complaint of the mode where you only use the hunter to engage when you finish hitting a boss he gets that boss's special weapon instead of giving you the special weapon for both x and zero, which means that if you kill the wire sponge with x you don't You will be able to get the light capsule in the rhino stage of the tunnel.
I want, unfortunately, to start a new one. file, this also removes you from the hadook and shoryuken at the end of the game, although I don't think I would have needed it, this is such a terrible design choice and for the life of me I can't think of any reason why the developers thought it was a good idea besides the filler that punishes the player. This is simply terrible. The fireballs in the flaming mammoth stage also kill instantly for some reason, which is annoying, but I didn't find it too offensive. In addition, the octopus is thrown normally. this aggressive in extreme mode once gareth and barcana are defeated in extreme mode sigma finally shows his ugly face implying that we woke him up but he has also been watching us that is not contradictory he even says that burkana took things too far and glad we took her out ok tell me how far is too far for sigma to bomb an entire state no ok but souls fortress stage 4 is nothing more than a boss race yeah we have a boss race bosses, interestingly this is a rare instance where the rematched bosses are fought in their original arenas, this could be a result of storage limitations, but I don't hate it and although I think it's a strange choice, using the background of the Cyberpeacock stage is an interesting touch, although I think it's strange that sigma gets the Peacock background while berkana. and gareth get x4's sigma's background that feels backwards and after our rematches it's time for our final fight with sigma reusing his x2's neo sigma form and this is quick if it weren't for the unresponsiveness of the controls, I'd say I have a pretty good challenge here, although despite my complaints I was still able to come out of the fight relatively unscathed after a few tries and finally Sigma Beast, possibly the worst form of Sigma in the entire series, now the design is quite tight, but the fight, oh.
OMG, first of all, his sprite is huge and he doesn't use background elements like the extreme sigma wolf, which means this guy doesn't animate at all, instead telegraphing what he's about to do with palette shifts and the Screen flickers instead of animating them, which is fine in theory. but in execution you can't hurt him every time he turns pink and you're just sitting there and trying to survive and chances are you won't and that's even if he telegraphs his movement sometimes he just doesn't, this is where I made the unfortunate discovery that you need to equip the pieces, but even with the upgraded double destroyer and d-barrier, this fight is terrible, it's terrible, you have to launch yourself up to hit his chest with a charge shot at least four times, assuming you have the buster fully upgraded and then launch a charge shot at the neo sigma inside of which if I can congratulate this boss for anything it's that I love being able to see sigma's previous form inside the super form, it's a really nice touch , even if it's just to save space, is a positive example of the system's limitations, it still has a pinch mode where it will shoot beams that must be launched under fire and a large laser from above that can only be avoided with a little bit of preparation time and a rush that I swear is impossible to avoid Now yes, I am aware that this fight can be completely ruined by the ultimate destroyer in this game, which turns all of your shots into charged shots that, when combined with rapid fire, they are just crazy and jeez I wish I had done it.
I knew it before because this deserves to be deceived, not to say that the parties are deceiving you. It took me over 30 minutes to beat this guy and that's with save state spam. Yeah, I abused save states with this guy and anyone who can beat this guy without saving. The states or the ultimate destroyer deserve a purple heart. You know, they could have used this as an opportunity to see what sigma had been up to before his events in x4, but no, he was just dead again and the ending we got was just yay, reploids get their By the way, Colonel I might be angry about this even though there's nothing in the game that mentions the response force other than the emblem on the iris suit.
Oh my goodness, I didn't enjoy Mega Man Xxtreme 2 and even though the game is certainly more profitable in comparison. To the extreme, I would say that in this context less is more. I'd rather have the safer, less broken xtreme 1 experience over this dumpster fire experience any day, at least when it comes to completing the game, zero sucks and It's not fun to play and the original content created alone It's not fun or well thought out for this game, and while there are certainly glimmers of hope in the unique runners, the potential falls flat when you add in the level design and final boss. the mix I started this review hoping it would be a palette cleanser for my next project after this mega man x6 video thinking it couldn't be as offensive as that game and after playing mega man x6 and getting all the endings I could I don't think I'm saying it, but yeah, I think I'd rather play x6 than this.
You know, the strangest connection is that the Japanese commercial has the x6-themed moonlight playing over it even though x6 isn't coming out for another four months. I guess I just had to use whatever music they had around you.

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