AwesomeMonstar wrote:Gamerforlife wrote:
The music was great. Zero intro stage theme, the music during the fight against the Colonel, there was some really good tracks in that game. Boss fights were all well balanced and great. You could beat them all with skill or by using the right weapon. The fight against Magma Dragoon is one of the most memorable fights in the series. It was like fighting a Street Fighter II character and the fight was even cooler still when using melee-oriented Zero. I think that boss fight was made for him. I had no issues with the level design either.
I think MM X 4 was the last great MM X game, though MM X 5 was respectable and MM X 8 showed Capcom sort of getting back on track, but it was too little, too late.
I think what you're getting at is the game is pretty good with zero. I'll agree with that. I was pretty amazed at how well the levels worked with both characters. Some bosses, like magma dragoon, also kicked ass. BUT the x campaign was far too easy, the level design was bland and lost the awesome vertical aspect of the series prior, and most zero bosses were IMPOSSIBLE unless you chose a certain boss route. Cyber peacock was damn near impossible to kill with your bare bone zero, storm owl all but requires the double jump and sword flip, and final sigma was pretty ridiculous when played against with zero. X 5 brought back that vertical aspect to a degree, made zero battles a little more fair, and while the music still wasn't too cool, it was improved (remix of x water stage most noticable). X4 isn't a bad game, it's just a rough transition stage that led to a far better x5. x6, on the other hand is so INCREDIBLY bad. I have no clue what went wrong there.
I've beaten the game with Zero without using any of the bosses' weaknesses and with no heart tanks or E tanks. It's very do-able. Zero was all about skill and speed, unlike X who was slow and strategic. That's why I liked playing as Zero. He was playable in every installment afterwards, but MM X 4 got the ball rolling so it holds a special place in my heart for that.
You don't need the double jump for Storm Owl. You can do a normal jump and just barely grab the edge on the platform above you. It takes a bit of skill and timing. Then you just slashed him whenever he came out you. If you properly timed your three hit strike, you could nail him with the third slash just as he came onscreen, hitting multiple times(since Zero's third slash is a multi-hitter and does the most damage). Cyber Peacock was easy. You stick to the wall, dash jump off of it when he comes under you then move back towards him in mid-jump and strike him. When he starts doing the homing missiles, you get under him, dash to the wall, dash jump off the wall over them and attack him. Final Sigma is quite do-able too. His attacks all follow a pattern. MM X 4 was easy with both characters once you knew what you were doing, but I like Zero because he has a faster response time(because X had to keep charging his gun shots all the time). Plus, the battles against the Colonel and Magma Dragoon felt like all out duels with Zero, the way they were meant to be. Fighting them with X's gun just didn't feel right.
X5 was a step backwards. You had no control over how the story played out, which was annoying. Plus, Capcom got cheap and didn't give us any anime cutscenes. That cut scene that plays out in MM X 4 before you fight Sigma with Zero was AWESOME and got me so pumped for the upcoming battle. MM X 5 was still a great game though. I think most people agree that MM X 6 was clearly rushed and a noticeable drop in quality. MM X 4 was the last game in the series that I felt Capcom really went all out on. Anime cutscenes, playable Zero, two story modes, revamped graphics and sound. Everything after felt sort of half-assed until MM X 8, which bought the series at least a little bit of respect from fans.