As a heads-up, this review will make a lot more sense if you’ve read our review of Volume One.
Though Volume Two doesn’t have as many quality titles as its predecessors, the two stronger installments that it contains, alongside the impressive amount of side-content, make it a decent package for fans and gamers interested in Mega Man, even if X6 and X7 are present.
Mega Man X Legacy Collection: Volume Two
Developer: Capcom
Price: $24.99 individually, $39.99 for Volumes One and Two
Platforms: PS4 (reviewed), Xbox One, Nintendo Switch, PC
MonsterVine was provided with a PS4 code for review.
It’s pretty universally agreed upon that the first few Mega Man X titles are the best in the series. While I’d say that there are certainly some gems from X5-8, it’s fair to say that Volume Two of the Mega Man X Legacy Collection had an uphill battle in terms of winning people over. And while I’d recommend getting Volume One if you can only choose one of the collections, Volume Two still contains some incredibly strong platformers. It just happens to also contain X6 and X7.
It might be a bit controversial to say, but I think Mega Man X5 is easily one of the best installments in the X series. Vastly different from the games that came before it, X5 wasn’t afraid of trying out new ideas; a quality that has helped it age rather gracefully as part of this collection. The ability to crouch makes you think about each level in entirely different ways, as does being able to play as Zero or X easily on any level. The (renamed) Mavericks are all well-designed and have diverse but fitting stages, featuring some of the best music Mega Man has to offer. While the “limited days” mechanic is divisive, I like that it allows for different endings. Removing X4’s god-awful voice acting was a good choice as well, and is still much appreciated as a palette cleanser. When I previewed the collection at E3, I noted that the Switch version made the text in X5 look messy and difficult to read. I’m not sure if it was an issue with the E3 build or with the Switch version, but I’m happy to say that the issue wasn’t present in the PS4 version, as the text was clear and legible.
X6 is a bit of a dud. The X series was supposed to end with X5, which is quite apparent once you start the game. The story drags with thanks to its poor pacing and stilted writing, though the Japanese voice acting is a welcome change from X4. You’d think that being able to use the X-Buster and Zero’s saber would make gameplay more exciting, but it barely changes anything at all. Stages feel drawn-out and bland, and the aptly-named “nightmare” mechanic that barrages you with obnoxious stage effects, visual handicaps, and environmental changes. The idea behind it is creative, but it’s so terribly executed that it makes replaying X6 a pain. It’s preserved well, like the rest of the games in the collection; it’s just that the preserved game still isn’t great. Nonetheless, X6 is still leagues ahead of X7.
X7 is just as awful as it was fifteen years ago. If anything, it seems worse because it’s part of a collection with infinitely better games. X7 hops between barely functional 2D sections with horrendous 3D segments that simply don’t work. You can play as X, Zero, and the new character Axl. Though they have different weapons, all three characters control with the weight of a wet noodle. Movement is sloppy, combat is clunky and imprecise, and levels are designed seemingly to do nothing but infuriate players. The story is boring, the animation is stiff and lifeless, and the voice acting is as bad as X4’s. A couple songs are catchy, and the idea of Axel (not the way he’s portrayed) is alright, but that’s about all there is to like about X7. Like X6, it’s carried over to new consoles perfectly; it’s just that the game being carried over is awful.
X8 managed to fix a lot of X7’s issues, but its post-launch rarity meant a lot of people never got to play it. The Legacy Collection is definitely the best (and for most, only) way to do so, and I’d highly recommend it. X8 focuses on 2D gameplay once again, and nails it as a result. Switching between Axl, X, and Zero on the fly is far more satisfying because of how different each playstyle is. Having to open enemy shields using upward slashes or powered-up shots is a neat idea that adds a bit of strategy into the game in a way that doesn’t dilute the incredibly enjoyable platforming that Mega Man X is known for. The story is strong, the voices are leagues better than in X7, and the Maverick designs are a lot of fun. Though the animation is still a bit stiff, it’s a minor complaint when everything else in X8 is such a step up.
X Challenge Mode is carried over from Volume One (and is still fantastic), while the Museum is filled with content from X5–8. It’s just as full of side-content as Volume One, with plenty of concept art, music, and in-game information for each title. The different filters, wallpapers, and Hunter Medals are also present, with different wallpapers and Medals based on X5–8 replacing those based on X1–4.
The Final Word
Though X5-8 aren’t as highly regarded as X1-4, a couple of the titles in Volume Two are definitely worth playing, especially for Mega Man enthusiasts or fans looking to experience the entire series. Alongside its library of enjoyable side-content, X5 and X8 make Volume Two worth grabbing, even if it can’t live up to the first Volume’s overall quality.
MonsterVine Rating: 3.5 out of 5 – Fair