There is much talk going on between levels, and the game's narrative seems quite lofty. Breaking up the monotony are small mini-encounters, which serve to infuse a bit more action into the game's often lengthy narrative sequences. Of course, when they're defeated, you adopt a version of their power, which use you can use in your further adventures. Most of their forms are basically bestial, and their powers more or less reflect this there's a bear cyborg, a whale cyborg, and a sort of evil Pegasus-like cyborg, among others.
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Though, when compared with the unique bosses found in the non-X series games, the Mavericks, as X5's bosses are called, seem a bit tame. Players reared in the 16-bit era will know the drill well. Success depends on being able to blast enemies efficiently, being good at executing tricky jumps, and learning enemy patterns. The stages themselves are fairly large and for the most part linear while there are no true hidden paths to be found, there is usually more than one way to overcome the obstacles on each screen.
The stage layout is classic Mega Man-each boss has his own domain, which you must penetrate in order to ultimately face him in a one-on-one duel.
Both characters make use of the power-ups dropped by defeated bosses.Īnyone familiar with 2D action gameplay will know just what to expect from Mega Man X5. As Mega Man, conversely, you'll find it useful to pick your foes off from a distance, occasionally charging the mega-buster for a larger blast. If you play as Zero, your strategy will probably revolve around his three-hit combo, which requires you to rush in very close to your enemies. Mega Man (or X, as he's called in the series), on the other hand, behaves more or less like he has for years-he jumps, he shoots, and he can even affect a Princess Toadstool-like float, thanks to his magnetic boots. Zero can swing a plasma sword with as much finesse as Strider Hiryu, not to mention absorb the powers of his defeated enemies.
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In Mega Man X5, you assume the role of both the Blue Bomber himself and an android named Zero-the X series' recurring costar. Capcom's latest effort, Mega Man X5, is no different. Luckily, for fans of that style, Capcom's grasp of 2D design is quite solid-few of Capcom's 2D Mega Man games end up disappointing. The games, to this day, adhere strictly to the 2D action platformer routine, which Capcom apparently feels is still relevant. Each installment in the far-reaching series seems to build on the gameplay formulas established by the original game, though none really attempts to challenge the series' roots. Capcom's 2D Mega Man games haven't changed a great deal in the past 14 years.