![]() ![]() Not that I personally had issues with the switch in difficulty in the first place, but still, three games in to X, it was time to turn up the heat a little, and Capcom did. The level design is a step up, finding hidden items involves more enjoyable exploration, and the difficulty is a lot closer to what fans of the original series were expecting when X first debuted. You’ve still got the three optional bosses to defeat here, but the whole approach to that is more sensible and doesn’t detract from the flow and pacing of the game - how you go about selecting levels for Mega Man games is pretty tried and true, and X2, for all that was good about it, certainly and unnecessarily upset that rhythm. Second is how it managed to succeed in the ways Mega Man X2 did not fully manage, by refining some of the ideas that game had for moving on from and iterating on X. For one, it was the last of the 16-bit Mega Man X titles, the final Super Nintendo release in the franchise, with the rest making their way to 32-bit systems like the Playstation and Sega Saturn, and eventually the Playstation 2 - Nintendo would still have spin-off titles like the tactical Command Mission on the GameCube and Mega Man Xtreme on the Game Boy Color, but as for mainline games? X3, released in 1995, was the end of the line. ![]() Mega Man X3 is a fascinating turning point for the series for a number of reasons. Previous entries in this series can be found through this link. This column is “Retro spotlight,” which exists mostly so I can write about whatever game I feel like even if it doesn’t fit into one of the other topics you find in this newsletter.
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