Mega Man X6

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Mega Man X6
North American PlayStation cover art
Developer(s)Capcom
Publisher(s)Capcom
Director(s)Koji Okohara
Producer(s)Tatsuya Minami
Designer(s)Akiteru Naka
Toyozumi Sakai
Artist(s)Haruki Suetsugu
Composer(s)Naoto Tanaka
SeriesMega Man X
Platform(s)PlayStation, Windows
ReleasePlayStation
  • JP: November 29, 2001
  • NA: December 11, 2001
  • EU: February 8, 2002
Genre(s)Platform
Mode(s)Single-player

Mega Man X6, known as Rockman X6 (ロックマンエックス6) in Japan, is an action-platform developed and published by Capcom. The sixth main entry in the Mega Man X series, it was first released on the PlayStation in Japan on November 29, 2001 and was later made available in both North America and Europe.

The plot of Mega Man X6 takes place during the 22nd century, where humans live alongside fully sentient robots called "Reploids". The game follows shortly after the events of Mega Man X5, in which the Reploid Zero sacrificed himself to help save planet Earth from a global catastrophe caused by series antagonist Sigma. As the world recovers, an entity known as the "Zero Nightmare" (ゼロ ナイトメア, Zero Naitomea) has begun spreading chaos, prompting series protagonist X to investigate. Like past games in the series, players may tackle a series of platforming stages in any order, defeating enemies via precision shooting and gaining the unique weapon of each stage's boss after completing a stage. Unique to this game, X can also use a laser sword for additional close-quarters combat. Zero can be unlocked as an additional playable character through completing hidden, optional stages, retaining his sword-based gameplay from previous games.

Prominent series artist and producer Keiji Inafune was not involved in the game's production, as he had intended the fifth installment in the series to be the last. Critically, Mega Man X6 has received mixed reviews for its recycled narrative and high difficulty derived from poor level design, and is frequently regarded by fans as among the worst games in the franchise. It was also re-released in 2006 as part of the North American Mega Man X Collection for the GameCube and PlayStation 2, and as part of the Mega Man X Legacy Collection 2 in 2018 for additional consoles.

Gameplay[edit]

X rescues a Reploid from the Nightmare virus.

Mega Man X6 plays similar to its predecessor, Mega Man X5. As an action platformer, the game follows the series formula of choosing between eight stages in any order, each culminating in a battle with a boss character whose defeat adds a new unique weapon to X's arsenal, followed by a fixed series of stages that lead to the final boss. Players initially play as series protagonist X, who is skilled at shooting with his X Buster and can now wield the Z Saber in close-quarters combat. Like in previous games, players can find and equip armors to X that give him additional abilities, beginning the game with his Falcon Armor from Mega Man X5, with the new Shadow Armor and Blade Armor being hidden in pieces throughout the main eight stages.[1] Zero can be unlocked after finding and defeating the boss Zero Nightmare and plays with a unique set of abilities, including a more refined Z-Saber fighting style and a double jump.[2]

Mega Man X6 has an increased emphasis on rescuing Reploids over previous titles in the series. Whereas previous games rewarded players for rescues with health or an extra life, Mega Man X6 rewards players with additional parts or other permanent upgrades. Rescuing Reploids was made more difficult in this game with the addition of the Nightmare Virus, an enemy which turns peaceful Reploids into dangerous "Mavericks" when it touches them, thus rendering the Reploid impossible to save. Certain Reploids grant power-up items called "parts", a feature returning from Mega Man X5.[3] Rather than parts being equipped to X's armors, parts are now attached to the characters themselves. The number of parts that can be equipped at once is dependent on the player's rank, which is increased by collecting "Nightmare Souls", small items which drop from defeated Nightmare Virus enemies.[4]

Plot[edit]

Three weeks following the Eurasia space colony incident, the Reploid Zero remains missing in action and presumed dead. As a result of the space colony's impact, Earth's surface has been rendered largely uninhabitable, forcing the human population to take refuge underground. An intelligent Reploid researcher named Gate researching the impact site discovers an unusual piece of wreckage. A week later, Gate loses his sanity as he secretly experiments on the mysterious item, and declares his intention to turn Earth into a utopia for high-class Reploids.

Maverick Hunter operator Alia sends Maverick Hunter X to the crash site to investigate the disturbance. During his mission, he briefly encounters a ghostly being reminiscent of Zero. X then meets a Reploid scientist named Isoc and his nigh-invulnerable subordinate, High Max. They are in search of the Zero-like being, dubbed the Zero Nightmare, which is spreading a dangerous "Nightmare Virus" that causes Reploids to falsely perceive reality to the point of harming themselves and others, turning them into rebellious "Mavericks". Isoc invites all Reploids to join his cause to destroy the Nightmare Virus, and dispatches eight Reploid "Nightmare Investigators" to investigate areas with high Nightmare Virus activity.[5] X follows the Investigators to the suspected areas himself and fights them as they each become infected. After each is defeated, Alia gradually reveals her history as a previous colleague of Gate's; Gate had built the Investigators during their tenure together, but a group of jealous rivals murdered each of them in a series of staged accidents.

Optionally, X can also encounter the Zero Nightmare and defeat it. Following this, the real Zero appears, unaware of how he survived his battle against Sigma.[6][7] Nonetheless, he reunites with X, and rejoins the Maverick Hunters to continue investigating the Nightmare Virus. After this, X and Zero can find and encounter High Max, defeating him in battle.

Following the defeat of the eight Investigators or High Max, X and Zero are contacted by Gate. Gate reveals the item he found at the crash site was a piece of Zero's DNA. The DNA drove Gate insane, and he used it to create the Zero Nightmare, the Nightmare Virus, and High Max to help build his utopia.[8] The Hunters go to Gate's laboratory to put to a stop to his plans. Following Gate's defeat, he confesses he has rebuilt Sigma, who wakes up to defeat X and Zero.[9]

If X defeats Sigma and previously defeated the Zero Nightmare, Zero is alongside X as he rescues Gate so that Alia can try and revive him if she chooses to do so.[10] If X defeats Sigma, but did not defeat the Zero Nightmare, Alia is instead with X at the end, and thanks him for rescuing Gate. Zero is then shown to be alive, but leaves the fighting to X.[11] If Zero defeats Sigma, an unknown scientist seals Zero away for research for the next 102 years, as Zero is worried about the potential of his DNA and believes X can protect the peace in his absence.[12]

Development[edit]

Series producer Keiji Inafune was not involved in the development of Mega Man X6.[13] He had originally intended for the fifth chapter in the series to be the last due to the death of Zero at that game's conclusion. "And so I’d always planned to make Zero come back to life in the Mega Man Zero series, but then X6 comes out sooner from another division and Zero comes back to life in that, and I’m like, 'What's this!? Now my story for Zero doesn’t make sense! Zero's been brought back to life two times!'"[14] Inafune also felt he owed fans of the series an apology for the decision to create Mega Man X6, although the series was "starting to go in a direction out of [his] control" at that point.[13]

Artist Haruki Suetsugu, who had worked on both previous PlayStation Mega Man X games, signed on as the game's primary character designer and promotional artwork illustrator. Suetsugu stated that the development schedule of Mega Man X6 was tight.[13] Gate was one of Suetsugu's favorite designs to the point he was disappointed when he was not included in the next games.[15] As such, he described his designs for the Maverick bosses were "relatively simple", and he took a similar approach to designing all of them: for instance, all of the Mavericks have the characteristic head fins and forehead jewel found on their creator Gate's helmet. The designs for other characters also feature unique traits, including Gate as a "merging of scientists and combatants, High Max as "big and strong", and the DNA-like Nightmare. Due to the events of Mega Man X5, Sigma was specifically designed to be "mess". X's two armors were given different purposes with Shadow highlighting a more stealthy approach at combat and Blade having the look of multiple weapons.[13]

The game was released on November 29, 2001 in Japan,[13] December 11, 2001 in North America,[16] and February 8, 2002 in Europe[17] The background music for Mega Man X6 was composed by Naoto Tanaka. The game also features the opening vocal songs "Moon Light" and "The Answer" by Showtaro Morikubo and the ending theme "I.D.E.A" by RoST.[18][19] All of the game's instrumental and vocal music was compiled on the Capcom Music Generation: Rockman X1 ~ X6 soundtrack released by Suleputer in 2003.[20] The game was not dubbed in any language other than the original Japanese, and the North American and European versions retained the Japanese voice tracks, using translated English subtitles to tell the story. The voice tracks for the cutscenes were removed completely when Mega Man X6 was re-released as a part of Mega Man X Collection for the PlayStation 2 and GameCube in North America in 2006, though the in-game voice tracks are still retained.[21] It became available for Windows via Steam, PlayStation 4, Xbox One, and Nintendo Switch as a part of Mega Man X Legacy Collection 2 on July 24, 2018, worldwide and July 26, 2018, in Japan.[22][23]

Reception[edit]

According to the Japanese magazine Famitsu, Mega Man X6 was the seventh best-selling game in Japan during its week of release at 39,318 units sold.[32] Dengeki Online reported that Mega Man X6 sold a total of 106,980 units in Japan by the end of 2001, marking it as the 109th best-selling game of the year in the region.[33] The game eventually saw a re-release as part of the PlayStation the Best range of budget titles.[34]

Mega Man X6 received mixed reviews, with an average score of 65 on Metacritic.[24] It has often been criticized for a harsh difficulty caused by poor game design,[35][25][30] as well as recycled narrative.[36][28] GameSpot was disappointed by the execution of the Nightmare System and item collecting add variety which would have improved the length and that the graphics are not really even up to the standards set by older games in the series. He still praised the music is good, while the gameplay made it suitable for "hard-core Mega Man fans."[4] IGN found the formula was repetitive but still enjoyable.[30] Similarly, GameZone was positive to the game, claiming that while there was little to no innovation to the formula other than X's new sword, the concept was well executed.[29] Gaming Age found the game challenging to the point players would need to complete it in order to finish.[35]

Among the most negative reviews, Electronic Gaming Monthly gave the game a 3.5 out of 10, saying "I thought I’d sooner see Sasquatch ride a Chimera bareback through the streets than a bland series like Mega Man X last through six installments."[25] GameRevolution said the plot was recycled from previous games, citing Gate's backstory and Zero's return from the dead and felt the difficulty was higher than previous installments despite boss designs lacking the appeal to make the player care.[28] Gaming Age praised the production values for producing visual aesthetic stages with cutscenes retaining good audio.[35] IGN also praised the soundtrack and replay value.[30] Despite mixed feelings to the voice acting and storytelling, GameZone found the audio and theme songs were well done.[29]

In retrospective, 1UP.com referred to Mega Man X6 as "sloppy" citing multiple issues within its design such as repetitive stages and background images.[37] Despite panning the narrative for recycling events from the franchise, Destructoid felt that the gameplay was fitting as other games though also highlighting the poorly implemented Reploid Rescue system as a resulting of forcing the player to save them all to progress through most of the most challenging stages. This led to the writer to call Mega Man X6 the worst game of the franchise.[36] Capcom producer Tatsuya Kitabayashi acknowledged the negative response Mega Man X6 received. Their reaction was that the players would like a "a better, a newer, a fresher Mega Man X game" and thus came up with the sequel having a transition to 3D graphics. He further added "Not so much trying to correct mistakes from the past or dodge problems that occurred with X6, but more working on getting 3D right." This led to development of Mega Man X7 as a 3D game.[38]

References[edit]

  1. ^ "Armor". Capcom. Archived from the original on February 20, 2010. Retrieved May 13, 2023.
  2. ^ "Mega Man X6 PS1 Capcom". Destructoid. Retrieved April 21, 2024.
  3. ^ "Index". Capcom. Archived from the original on March 22, 2010. Retrieved May 13, 2023.
  4. ^ a b c Varanini, Giancarlo (January 9, 2002). "Mega Man X6 Review for PlayStation". GameSpot. Archived from the original on April 14, 2010. Retrieved June 24, 2010.
  5. ^ Capcom (December 2001). Mega Man X6 (Sony PlayStation). Capcom. Isoc: Now, I'd like to call on volunteers! Unite with us, and help our cause! Work for these eight investigators!! Our goal is to wipe out the Nightmare... and to delete Zero's ghost! Come together for our future!! This High Max will lead the mission. We guarantee your safety if you join us. Both Maverick Hunters and Reploids now suffer. Let's preserve our future together! We're waiting for you! Everyone!
  6. ^ Capcom (December 2001). Mega Man X6 (Sony PlayStation). Capcom. X: ... Zero? Zero! You're alive?! / Zero: Huh. So, X is alive, is he? Seems Sigma didn't defeat me after all. / X: But I searched all over for your parts, your signal, but I found nothing, so... / Zero: That is most unfortunate. I hid myself while I tried to repair myself. I had to wait until I was healed. Well, it's been an emotional reunion... But now we must face the Nightmare.
  7. ^ Note: While in the English script, Zero claims he managed to repair his own damaged body, the Japanese script leaves him without any knowledge of what helped him survive. While talking with a Dr. Light hologram, Zero expresses uncertainty in both the English and Japanese scripts.
  8. ^ Capcom (December 2001). Mega Man X6 (Sony PlayStation). Capcom. Gate: I'm Gate. The new leader of Reploids. I aim for an ideal nation of Reploids only. I'm eliminating low Reploids for that. Hee hee hee. / X: You!! Do you realize what you're doing? The Earth can't be fixed without Reploids! / Gate: I know. So this is the perfect time! I can bring a new age just for Reploids. This is my dream. I've been waiting for this... I won't let anybody get in the way. X, I'll give you a special treat since you proved your worth and ability defeating my investigators. I'll invite you to my laboratory. Fu fu fu. No more hiding. I'm sure you'll come even if you know you'll die. I'm waiting for you at my laboratory. Fu fu fu. Bwa ha ha ha ha!
  9. ^ Capcom (December 2001). Mega Man X6 (Sony PlayStation). Capcom. Gate: Kugh. I lost even though I used Zero's DNA... No... Ugh... I should've... analyzed it more... Wa... was there a... fault in the program...? But... ack... this is not the end. I don't... ack... give up so easily... I prepared for this just in case. Ha ha. I really... don't want to use this... I might be destroyed as well, but... I brought back the evil... Si... Sigma... / Sigma: Oh please. I did not die. Nor did I need your help! Now get lost! / Gate: GhaaaaaaaaaaaaaAAA!! / Sigma: HA! N... now it's... just y... you, ha ha! I'm waiting for you! Y... You're finished! / X: Drat! He's back! But he hasn't been restored perfectly. I've gotta go now
  10. ^ Capcom (December 2001). Mega Man X6 (Sony PlayStation). Capcom. Alia: X... Why did you bring Gate? / X: He was your colleague, right? It is an old story, though. Furthermore I don't want to lose any more Reploids. / Alia: I see. ... Gate may not recover but... I believe he can sense your feelings. I'd like to thank you for Gate, X.
  11. ^ Capcom (December 2001). Mega Man X6 (Sony PlayStation). Capcom. Zero: Ha! Right. I won't get beaten by Sigma. The peace will last for a while. There's something I should do now... X, I'll leave the hunting to you for the time being. I'll return when I can. Until then, X.
  12. ^ Capcom (December 2001). Mega Man X6 (Sony PlayStation). Capcom. Mystery Scientist: ... I see. It'll take a while to get rid of this. Even with the latest technology, it's hard to succeed... I'm not really sure if I can fix this completely... / Zero: Don't worry. I must do it before it's too late. / Mystery Scientist: But you haven't had any problems yet... You'll be fine as you are, won't you? It's none of my business, but what will we do in a crisis without you? / Zero: Ha. I'm sorry, but don't worry... There's a superior Maverick Hunter. But I'm scared that I may become a disturbing presence.
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  23. ^ Mega Man X Legacy Collection 1 and 2 launch July 24th Archived 2018-04-11 at the Wayback Machine -Capcom Unity
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