Review by Simplicio

"Capcom redeems the X series"

In the year 2001 Capcom produced 2 Megaman X games. Megaman X5 and X6 were generally good but weren't spectacular. Both didn’t introduce much to the series and it is clear that Capcom has been slacking off. Does this game redeems the X series? Read on to find out.

Introduction
When Capcom first announced that X7 would be a 2-D and 3-D game many fans were worried and angry. Megaman games were traditionally 2-D side scrollers and many feared that Capcom was taking the game in the wrong direction. After playing the Japanese version of the game I decided to write a review about Megaman X7.

Gameplay - 10
The new 2D/3D system used for this game that many feared was very enjoyable. It was just like playing Crash Bandicoot with a buster. The game normally plays in a 2-D environment but without warning the camera goes behind your character and before you know it you are playing in 3-D. Pressing L1 and R1 can rotate the camera. Overall this game plays very similar to what you would expect from a megaman game.

Capcom also introduced the ability to bring 2 characters to each mission. Although it was used in Megaman X-treme 2 it was a still a great idea nonetheless for Capcom to use it in Megaman X7. Megaman X7 features many devices that appeared in previous Megaman X games. X begins wearing his standard blue armour but as you progress you can find four capsules created by Dr. Light. Finding a capsule would give X an armour part for his leg, body, hands and head. Finding all would make X wear his traditional white armour. The ride armour also appears in one stage and gamers can also use the ride chaser after its absence in X6.

There were however some flaws in Megaman X7. The player couldn’t always control the camera in 3D areas. Only boss fights and a few other areas allowed the gamer to control the camera. This made the fight against the first mini boss in Splash Wayfly's stage really frustrating. The game also plays at a slower pace when compared to the other Megaman X games. Unlike previous X games where you can charge, keep dashing and blowing up mavericks, dashing and running in X7 is painfully slow and it takes X way too long to charge up. Axl's shape-shift power sure it is something creative but it is pretty useless (other than to save several hostages.) The copy shot deals very little damage yet it takes quite way too long to charge. It is also difficult to attack the mavericks until the are nearly dead before copy shooting them. Showing the mavericks health might make copy shitting much easier. The only enemy that I found worth transforming to are those flying mavericks for flight ability and Mets for invulnerability.

The ability to use 2 characters was good but more could have been done with it. Although I haven’t beaten the game yet, I noticed that this didn’t play a large role in Megaman X7. Since Axl & Zero can double jump and hover and X & Axl are long range fighters they should have made it so that there are some gaps that can only be crossed by the Zero & Axl and some puzzles that can only be solved by long range fighters (Like a switch to open the maverick door can only be activated by shooting it). Perhaps there were more puzzles in the later levels that require both characters to be used but most of the mavericks’ stages could be completed without switching characters.

Story - N/A
I don't speak Japanese but I have read what the story is about. Capcom also bought back the anime sequence, which was absent in Megaman X5 and X6. The anime sequence is beautiful and can help introduce the story. There should also be no worries that this game is more like a movie because Capcom only made 2 cut scenes.

Graphics - 8
During E3 of 2002 Capcom should some pictures of Megaman X7 and they were unpleasant for the eye. After one more year of development during E3 of 2003 the screenshots and movies of X7 looks far more impressive. Megaman X7 follows the cel-shading bandwagon and is cel-shaded. The game background looks wonderful but the character themselves looks all right. Sure the graphics aren’t outstanding but graphics aren’t what makes a good game. there are plenty of games that have graphics better than Rockman X7. The music was very fitting for each stage but none of them is actually too memorable.

Sound – 8
Megaman games generally featured many great songs and tunes. The music found in different levels of Megaman X7 was appropriate for each stage. However they aren’t as unforgettable as past megaman games music. The voice acting used for Megaman X7 was excellent. Although I didn’t make out a word each character were saying they all sounded the way I imagined them to sound like. Zero’s voice sounds deep, calm and like a warrior who fought many battles.

Replay value - 10
A new Game + ability. Unlike Rockman X5 and X6 gamers who aims to collect everything (A 100% completed game) would realize that there are parts, hearts and energy meter extension that can be found. In both X5 and X6 you can never get X and Zero to have maximum health and Weapon Meter. However with the new Game + ability gamers can now play the game again with all their previous power ups so it is possible to power-up all three characters to their fullest potential.

PROS
-Allowed players to bring 2 different characters to each stage.
-New Game +

CONS
-Camera can’t always be controlled
-Game plays at a slower pace when compared to other megaman games.
-Shape shifting wasn’t all that useful
-Capcom could have improved the co-operative function.

Final Recommendation
In conclusion I give Megaman X7 a 9. Capcom has really put a lot more effort in this game compared to X6 and although there were some flaws, the game is still enjoyable. If you aren’t a Megaman fan I advise that you should rent it but if you are a Megaman fan this game wouldn’t disappoint you.

Reviewer's Score: 9/10, Originally Posted: 10/17/03

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