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MegaMan Xtreme 2: Soul Eraser

Started by Double, March 21, 2006, 04:36:24 PM

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Double

March 21, 2006, 04:36:24 PM Last Edit: May 03, 2008, 01:26:29 PM by Phoenix Magnion


Ah yes MegaMan Xtreme 2, an odd game as it's referenced in MegaMan X6 which implies it is cannon despite the fact several things in it make little sense. Anyways, this one at least tried to have some new content.

Gameplay: The gameplay of Xtreme 2 is unique to say the least. There is now an X and Zero mode. In each mode there are 4 heart tanks and one sub-tank, (Sub-tank energy is saved when you save by the way). After beating your four bosses you can go to the fortress stages, at which point you acquire the ability to switch between X and Zero by hitting pause and the selecting the right icon (ironically a precursor to later X games). In xtreme mode you have the ability to do that from the start. However unlike the PSX X games, only one character can learn a boss weapon which will force you to ration them, and is stupid. The currency system is back and you can buy shit from Iris. Finally, in direct contradiction of X5, both X and Zero can get upgrades from Dr. Light (seriously WTF?).
18 out of 20

Music: Like the predecessor, 8 bit arrangements of the various X1, X2, and X3 tracks. A funny note is in the Japanese version Launch Octopus and Flame Mammoth's stage themes were switched, oppsie. Anyways the quality of the sound in this game is better than its predecessor but still raped a bit.
10 out of 15

Translation: There are a few bad translations here and there. Nothing as bad as the predecessor it seems though.
6 out of 10

Length: Following the format of the previous game, you have your two modes with 4 bosses each and then the fortress stages. After beating those two modes you can unlock the Extreme mode, which is slightly longer. Finally you can unlock the boss challenge mode which lets you fight the 8 Mavericks in a typical Teleport Room setting (in addition you can challenge the 8 Mavericks from the preceding game). Overall it's pretty decent in this category.
13 out of 15

Rehash Factor: Capcom still rehashes here, although they try to conceal it this time. Flame Mammoth and Wire Sponge's stages are slightly changed versions of their SNES counterparts. Certain stages contain sections from other stages, i.e. Neon Tiger's uses the second half of Sting Chameleon's from X1, Volt Catfish has sections of Toxic Seahorse's from X3, and the first two fortress stages have sections from X1 and X2 respectively. The bosses have some slightly new attacks, and some give X different weapons this time around. Although Capcom does rehash quite a bit here, at least they tried to have some new content here. The abrupt reuse of Velguarder as a Fortress boss does strike me as odd however.
7 out of 15

Plot: Cloned reploids that have been infected with the Maverick Virus to ensure they will become Maverick, I could have sworn there was a similar story about cloned Hitlers. While being a tad cliché, it isn't as cheesy as the Computer from the last game. The addition of Iris as a navigator does explain where Zero and her met, but seems a tad cliché as well. The fact that you know who turns out to be in charge if you play Extreme mode is also not surprising.
7 out of 10

Difficulty: Fairly decent, some bosses are extremely cheesy like the second Fortress boss. Overall it isn't too bad however.
13 out of 15

Total: 74/100 = 74 %

While, it has some new content, you'd be better off playing X1, 2 and 3, as they are better games anyways.

Positive: The boss challenge mode can be fun.

Negative: The Ride Chaser sections in Overdrive Ostrich's stage.