Voost Kain
Banned
I played the collection version but also managed to find the original PS2 version (which is actually worse) at a thrift shop a couple weeks ago. So I've played through the game 3 times (played Axl and Zero only for the first PS2 run and got X on the second before the 8 bosses were beat, plus the initial run on the X collection)
When people think of bad games, people bring up Marios Time Machine, Big Rigs, Sonic 06, Bubsy 3D, Irritating Stick, Stolen, and many others. But Mega Man X7 is a game that seems to often get a pass despite the fact that it is one of the worst games put out. It's especially strange considering this was a major entry into a long-running franchise and one of the Capcoms earliest real 3D games.
Mega Man X7 is poorly made and broken. Here are some bullet points:
Of course that's just my opinion. maybe someone here believes that it's nowhere near as bad as what I, and some of the post-release reviews say. Maybe you have the opposite opinions. Let us know!
When people think of bad games, people bring up Marios Time Machine, Big Rigs, Sonic 06, Bubsy 3D, Irritating Stick, Stolen, and many others. But Mega Man X7 is a game that seems to often get a pass despite the fact that it is one of the worst games put out. It's especially strange considering this was a major entry into a long-running franchise and one of the Capcoms earliest real 3D games.
Mega Man X7 is poorly made and broken. Here are some bullet points:
- Mega Man X7's PS2 release literally lies to you on the back of the box by having X in the intro stage which isn't actually possible (they did that in X5's GH and X6's normal PS1 box as well with having normal X in the intro stage, so this seems to be a habit.)
- Mega Man X7 has collision masks that will count as crushing damage along several walls in the game, so running against a wall can actually kill you sometimes since the game will occasionally consider you in "crushed" status.
- With Axl and Zero, if an enemy with a strong attack hits you, you will be immobilized and knocked back until you hit the ground. This is problematic when you're on small platforms over instant death pits or water since it means, if you get hit, you're guarantee to lose a life. With X, his Body armor can prevent this. Not only that, but regular X without armor can "sometimes" take a hit as well without knockback. Which I'm pretty sure is a glitch.
- The Camera snapping while you're wall climbing immediately switches your momentum in the direction the camera just snapped to, leading you to lose your grip and having to reclimb, or it will have you falling into a pit/lava.
- Rescue Reploids in X7 can be killed by pretty much anything on screen. Generally though you, the character, can shoot through them since there's no friendly fire. However, in what I figure to be a bug, sometimes your shots do kill rescue reploids, just because the game decided it wanted to I guess.
- Sometimes Rescue reploids are killed by an invisible force you don't even see.
- Bosses sometimes have invincibility frames that aren't even visible. Making Boss fights glitchy, longer than they need to be, and unfun.
- Red tells you in the story that "Axl is still young" yet reploids don't "age" in this universe. (yet.)
- Red Tells X/Zero/AXL he rigged "the place to self-destruct" and then the next final levels all take place in the same place that apparently exploded. Somehow.
- When you add a power-up part to a character, the game continues to explain what parts do every time you slot one in.
- Rescue reploids sometimes give power-up parts, but onlyto the characters you use in the stage will get them. This means that you can permanently give characters you don't want to use parts because you have to. Creating an unbalanced team. This also create an issue when you want to play as X, because you get him later in the game and you likely already gave 70% of the power ups to Axl and Zero.
- Sometimes when you're X, when you charge your buster and release to fire, nothing will come out. No, there's no reason for it, it's just a bug.
- Sometimes when you're X, and have Zero as a teammate, there are times when you switch between them where X will take more damage because the game thinks you're playing as Zero instead of X, yet all the attacks and everything are still X's. Only the damage resistance is changed.
- Splash Warfly, a boss in the game, can glitch out if you attack him as he is "guarding" and will be invincible the entire fight.
- Sometimes if an enemy attack is on screen, and you switch the camera to where the perspective of that attack is in front of a rescue reploid on screen (but otherwise would be nowhere near the rescue reploid) the game sometimes treats that as damage, and kills the reploid off. I'm assuming this is because sometimes the game makes the collisions for an attack the screen instead of the actual bullets or lasers. Which is I don't even...
- Burn Burn Burn, to the ground, Burn, Triformation, Burn, Burn to the ground, WOOHOO burn, Triformation, wohooo burn b-b-burn ground.
- Click this link for punks
- Ride Armors in this game, unlike previous titles, are actually weaker and less useful than going through stages without them.
- Half the weakness weapons don't work like weakness weapons against the bosses that are weak to them.
- Sometimes if you use explosion close to walls or objects in the Air stage it will kill you. I don't know why, but that's a thing.
- Sometimes you can shoot through walls and objects at enemies the "lock-on" system targets. Sometimes it doesn't. What determines when it can or not? Nothing, in fact, sometimes both happen with the SAME object.
- The "lock-on" system is basically auto aim, so while you can technically switch targets if there are multiple targets around you, the marker will automatically target any new thing that comes near you making the system completely broken. Your "lock-on" system also targets random robots, and projectile weapons so you'll be shooting at everything EXCEPT what you actually want to shoot..
- When I think of collecting time bombs, clearly you use a motor vehicle to run them over. Which stops them. While one may say this may be more of a nitpick than a real issue, keep in mind that if you go too fast for the camera to keep in synch with your motorbike as you run over a bomb it will not register as you running over the bomb and you won't "collect" it in the games eyes.
- Some enemies have shields that require you to use a weapon that can break the shield or you have to wait for an opening. But sometimes, if you attack several feet away, the game will consider the shield non-existent despite the animation showing up.
- There are many areas where things will kill rescue reploids before anything even shows up on screen. A great example is when you get to part two of the Air stage and a giant fuck you laser that's not even close to avoidable sweeps and knocks you down. The kicker is, there's two guys on the left wing of the ship you're on and they are both dead long before you even start moving forward. The only way to save them is to hug the right side of the screen as soon as you're dropped on the ship, so that the game doesn't consider the rescue reploids on screen, then run up to the laser canons, they'll permanently stop firing for no real reason and will spin around in circles because I have no freaking clue. Then and only then can you go back to save them. What?????????
- Sometimes, you'll see a rescue reploid on the screen and not know there's an enemy 1 foot off screen that will immediately kill them before you see them. Wonderful.
- Despite the characters being the same models in 2D and 3D mode, Zero's sword slash in 3D standing still is not the same as his 2D. In fact, his range decreases by nearly half. Sometimes, 3D Zero's sword swing glitches, especially if you switch teamates often, and you'll need to go right up to enemies to hit them.
- Sometimes Zero glitches out mid swing, and moves forward as he's swinging, and you can't control him until his combo is finished so there are times you'll attack an enemy right into a pit. Lovely.
- Sometimes Zeros saber will just go through enemies. Sure, the hit animations will be there, but it's lying to you. You can actually count the amount of times it takes to kill an enemy and notice it's one or two more times to kill. This is something that happens often in Gunagaroo and the Jungle stage. Where the game lies to you making you think you hit an enemy, but it really took zero damage. Lol get it? Zero, Zero damage? Sigh.
- Axl has a special ability called the Copyshot. How it works is, when you kill an enemy. the finishing blow must be a copyshot bullet and not ammo from his regular gun. When done this way, an orb will drop which will allow Axl to transform into that enemy for a short period of time. The Copyshot is incredibly weak, and it takes many hits to kill an enemy with it, so most people get the health down with the regular gun first, then fire copyshots to kill the enemy. But very often throughout, the game will for no reason treat copyshot bullets as normal, and nothing will drop for the whole stage until you leave and return to the stage or reset the game.
- In Tornado Tonions stage, there are block platforms that appear and disappear. One of them has a health increase item inside of them. So you'll have to wait on the platform until it degenerates and fall to grab the health upgrade. That's perfectly fine, a basic puzzle. BUT FOR SOME REASON, there are times when you do this as X, and only X, the game bugs out, and now you fall through every single Block platform in the level until you restart the level or reset. Lovely.
- The whole plot of this game is nonsense, as it's about Axl running away from a group of vigilante gangsters called Red Alert, led by the leader named Red, yeah it's lazy, and RA forces the Maverick Hunters into some pointless contest, to see who gets Axl even when none of the hunters actually want Axl. The terms of the contest is that RA would release mavericks they had held captive and whoever kills them first wins. Issue with this is Axl during boss dialogue treats the Mavericks like family members, and they do so in return which makes zero sense, and in other cutscenes they are treated like Reds friends, and as if they were part of RA, but that's not possible because the 8 stage bosses ARE the mavericks and that's confirmed in the game, in the manual, and in dev commentary so whoever wrote this was clearly drunk.
- Occasionally, you'll go through a stage and get to the end thinking everything is fine. You see Alia go over the list of reploids you rescued and you realize that maybe 1,2, or a few that you are sure you got are missing. That's because sometimes the game doesn't register you rescuing some reploids for some reason, and this can be verified by you going back INTO the stage and seeing those reploids you rescued in the same spots they were before, making you have to rescue them TWICE.
Of course that's just my opinion. maybe someone here believes that it's nowhere near as bad as what I, and some of the post-release reviews say. Maybe you have the opposite opinions. Let us know!