Mega Man X: Command Mission, known as Rockman X Command Mission in Japan, is a spin-off game in the Mega Man X series. It was released in 2004 on both the PlayStation 2 and the Nintendo GameCube, making it the second-to-last game in the Mega Man X series to be released. Unique to the series, it is an RPG featuring turn-based combat and an extensive story. It plays quite similarly to Capcom's signature Breath of Fire series in a number of ways, due to the shared development team. Chronologically, it is currently the Mega Man X game set furthest in the future, taking place sometime in the twenty-third century (22XX time period); however, it is also set in an alternate timeline outside of the main storyline of the Mega Man series. The Gamecube version let's you link up to Game Boy Advance so you can use the GBA as a treasure hunter locater. The PS2 version contains a Mega Man X8 Demo.
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The combat is the bread and butter of the game since it's what you'll spend 90% of your time doing. I would say it's decent and requires a bit of strategy. Stat buffs and debuffs are really ambiguous and I never fully understood or took advantage of them. Hyper modes are neat but they feel weird to me since they're limited but the game expects you to be using them constantly.
I like the new characters a lot but they're underutilized story-wise. Spider debatably being the only exception. I'd die for Marino.
Simply put, the combat is fun, every character feels vastly different thanks to the action trigger mechanic which has you doing special inputs or little minigames to do a more powerful attack (think special moves in Mario RPG) along with the hyper mode mechanic which makes your character more powerful for a set amount of turns, sure towards the end of the game I just stuck with a team of X, Zero and Cinnamon (especially once I get the secret hyper modes) but it's still fun to experiment with such a large cast of characters.
Also I'm a massive fan of the X series so that helps too.