Reviews from

in the past


Bom, mas eu odeio a espada do Zero nesse jogo

ehhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh great ost!

Qual a necessidade disso ser tão difícil?! Sofri horrores, pelo menos o game não é ruim, é apenas injustamente difícil. Se prepare pra se frustrar, e nem ao menos ter a sensação de recompensa, após vencer algo. Por que no fundo você vai saber que o sofrimento vai so continuar

depois do x4, eu joguei muito esse, eu gosto bastante dele, pra mim ele tem o melhor lobby theme de todos os x4.

i am genuinely asking, what do you WANT me to say?



Rock Man X6 is where I'd been told the series really started to feel the pains of the absence of the original team, and it along with X7 were games I'd really been looking forward to in terms of seeing for myself just how bad they were. What awaited me was something I'm not sure I could've expected, at least not in this form, as it's both a game that greatly frustrated me as well as one I ultimately enjoyed more than I thought I would. It took me around 8 hours to complete the Japanese version of the game (with my in-game play time clock around 4 hours).

X6's story ret-cons the ending of X5's story quite heavily, as X5 was originally intended to be the end of the storyline while the Rock Man Zero games were its tacit continuation. However, for the most part, that really doesn't matter. Of course Sigma is back, but this the reploid scientist Gate is unwittingly aiding in his revival. It all ends up to the whole usual "stop the super reploid fascist while cursing the need to continue this fight" song and dance that the series has become very familiar with by now. It's accompanied, however, by a return to having voiced cutscenes, though not animated cutscenes, and that's extra nice as (for convoluted reasons I find difficult to care about) Zero is back again, and his reunion with X is really sweet. It's a story that does what it needs to, as basically every X game's story does.

The most important part of the story, in regards to the gameplay at least, is in regards to the new Nightmare Virus that's ravaging the globe. It's both driving reploids mad in the same way that the Sigma Virus did, but it's also causing observable phenomena that ranges from a phantom Zero taking pot shots at you, to fiery meteors raining down from the sky, to (by far the worst) stages plagued with darkness save for a couple of rotating spotlights that illuminate your view. These nightmare effects only affect stages when they're glowing red (which can be reset by visiting and exiting another stage) or upon a return to a stage, and they make some stages damn near unplayable with how vexing and difficult they make things (particular the darkness one). They're by and large a not very creative and quite vindictive way of making the game harder than it needs to be while not actually adding that much in the way of design, so in a way I kinda have to respect just how clever a design solution that is, albeit for a design choice that categorically makes the game a worse experience to play.

And that sort of "clever yet definitely bad" design plagues a lot of this game. The stages are for the most part fine, although the bosses are pretty easy once again. However you still get the errant stage, such as the one with the junk crushers, that are brutally hard for a normal non-fortress stage, and the fortress stages themselves are really brutal at times in ways that feel ridiculous. You can mitigate the difficulty by collecting pieces of the two sets of special armor found in this game or by using Zero (who must be rescued via a semi-randomly occurring event at certain secret locations in certain maps), but that presents its own problems outside of those pieces often being very hard to collect due to how difficult those nightmare effects make returning to past stages.

Like in X5, you need to collect health upgrades and parts to augment your abilities beyond just the new armors, but there's a new twist added to that that's technically an improvement but adds its own new slew of significant problems to the mix. One nice thing is that the boss level system has been cut back to be no longer dynamic but more of a signifier of how tough a given boss is compared to others, and honestly even calling it a "system" isn't terribly appropriate compared to calling it a simple aesthetic choice. Now, the parts you can equip between missions are found spread among the 16 injured reploids that are found in each of the 8 base stages, with certain reploids holding certain ones. Many of them hold nothing but an extra life for your trouble, but some do hold those special upgrades, and it's often worth going out of your way to look for them and try to rescue them (I rescued all but two or three during my own playthrough, myself). They're not often evilly hidden, but they're an extra thing to look out for either your first time or on return trips to a stage, granted that does mean that for some you'll need to brave those awful nightmare effects for some of the more well hidden ones.

However, not all is happy in Reploid Rescue Land. First of all is that they're under threat quite often by special nightmare bot enemies, who will permanently kill a reploid should they touch it, and you'll have to load a save and retry the stage in order to get another chance at rescuing them. While most of the most important reploids holding upgrades aren't in mortal peril (you actually NEED the very well hidden jump upgrade to beat the game as X, but that one is perfectly safe from harm), some are, and those parts they're holding can be lost forever if you aren't quick enough to save them. Granted most parts aren't that useful and only a handful can be equipped at a time, but still, it sucks to lose stuff like that because you didn't know a reploid who needed such quick action was upcoming in the stage (and some are VERY tough to rescue from death simply by design of the stage).

Additionally, these nightmare bots also contribute to the Hunter Rank system this game has. Abandoning the more speedrun-style grading system from X5, the Hunter Rank in X6 is determined entirely by the amount of Nightmare Souls you collect from these fallen special enemies, and you'll need a LOT of them if you want max rank. The thing is that max rank actually matters quite a bit, as how many of those findable parts you can equip at one time is determined by that rank, and you're gonna need to grind a LOT if you wanna equip more than two at a time (which is plenty, but three or four is certainly preferred). This is even MORE of a problem when you consider that X and Zero don't actually share Hunter Ranks, so you'll need to grind with BOTH if you want either to be usable. This is even MORE Of a problem when you consider that in addition to the health upgrades found in stages, extra health and max weapon energy upgrades are also given by rescued reploids, and those are ALSO exclusive to the character who picks them up, so if you've been using X the whole game, Zero is going to be damn near useless even IF you put in the time to get him to a respectable (let alone max) Hunter Rank, and that's extra sucky considering some of the harder platforming (as mentioned earlier) and boss encounters are far easier with Zero than with X, that is if the right character happens to be upgraded accordingly.

I briefly mentioned the bosses earlier, but I need to go into a bit more of that now because it's a point worth elaborating on because holy heck does the game deserve it. In yet another weirdly self-inflicted wound, one of the game's best bosses is the first fight against a new rival robot called High Max, but he's only found in a secret boss room. However, not only are these secret boss rooms easy to stumble into unintentionally, but High Max can actually only be hurt by certain special weapons, making it very possible that you'll stumble into him while looking for Zero but not have any of the special weapons that can hurt him yet, so you just have to game over and pick another stage (or another path through that stage) instead. This is also combined with his second fight, and the stage leading up to it, being BRUTAL in their difficulty, and all of the fortress fights in general are some really not fun levels of challenge in the level of endurance they demand from the player. This game's bosses are split between brutally hard and pitifully easy with only two or three bosses in between, and it's a problem that's pretty bad even for a later Rock Man X game.

Really one of the only good features of the game is the presentation, which has nicely given a step up since X5 with the addition of the animated stills for cutscenes and VA since that game. Though the story isn't that important, it's still competently done and entertaining for what it is. This game also continues the trend of later X games in making continues effectively the same as extra lives, with this game having a really forgivingly implemented checkpoint system that counterbalances a lot of the more mean design choices in a way to make them tolerable. They even cut down on all of those mid-mission calls from home base by making them optional, which is another nice change. The music is also pretty good, with the end credits song in particular being such a bop that I actually got it to listen to on my MP3 player X3


Verdict: Not Recommended. I'll fully admit that, despite all of the trials and tribulation this game put me through, I genuinely like this game better than X5. It's definitely not a better game, but it's just such a fascinatingly flawed and dynamic experience that it has utterly captivated my attention in a way that X5 could just never hope to do. It's definitely a game most people won't enjoy, and for very good reasons, but it's a badly executed game that I regardless enjoyed a fair bit, and although I can't really recommend it, I think X6 will always hold a weirdly warm place in my heart for just what a horrible mess it is XD

This game is objectively bad but I love it

No inicio achei este uma das esperiencias mais frustrantes que eu tive com um jogo, desisti mas passado muito tempo voltei a dar outra oportunidade e para o meu espanto, este jogo consegue ser até melhor que o x5.

lixo. irritante. não entendo por que existe.

The only reason i gave this game a half star is because it fucking ended

This review contains spoilers

Hearing the game being talked about in such a negative connotation over the years, I was hesitant to even think about playing this entry in the Mega Man X series. However, truth be told, I actually didn't dislike it as much as I thought I would.

Now, don't get me wrong, I still overall didn't like playing this game, but there were many aspects of it that I thought were big improvements from the previous entry in this series. First of all, unlike X5, Alia won't interrupt your gameplay every two seconds to explain something really obvious to you; her tutorials are now optional.

The backtracking has also been improved a bit, as there aren't many sections in the stages that require a certain armor to obtain certain items, fixing the issue I had with X5 where many of the heart pieces weren't obtainable as Zero. Now, the heart pieces can be evenly distributed between the two playable characters.

I also think the gameplay is much faster here than in X5, as the two new armors in this game, the Blade and Shadow armor, feel less like gimmicks to obtain items and armor parts and more like additional tools to help you get through the stages easier. For example, the shadow armor has the ability to get across spikes, so it's really helpful in a stage like Metal Shark Player's. However, unlike X5's Gaea armor, the Shadow armor feels really fun to use and isn't slow and clunky.

There are a lot of other things I liked about X6 as well, such as the music, the ideas in its story, making parts slightly easier to obtain by having to save reploids, and some aspects that make the game so broken sometimes that it makes it more enjoyable.

That last point, however, brings me back to this: even though X6 improves a lot upon what X5 did wrong, I still think X5 is the better game. First off, many of the stages in this game just aren't fun to play. With the exception of Rainy Turtloid's stage, a pretty good level where you traverse through acid rain to try to get to each healing pod as fast as possible, all of them end up being at best kinda boring (i.e. Blizzard Wolfang's level) and at worst fucking awful (i.e. Ground Scaravich, Metal Shark Player, and especially Blaze Heatnix's abomination of a stage (WHO AT CAPCOM THOUGHT IT WAS A GOOD IDEA TO HAVE TO FIGHT THE SAME DONUT-SHAPED BOSS 4 TIMES IN ONE LEVEL?!!))

The bosses in this game are also a mess. Most of them are pathetically easy because they either don't have very interesting patterns or they can easily be cheesed with Zero. (This is what I was mostly referring to earlier when I said the game is so broken sometimes that it becomes enjoyable; Zero breaks the maverick boss fights in this game due to his dash-cancelling technique, and it's honestly the most fun I had while playing this game) Some of them, however, are just straight up annoying. No better example than the last three bosses you have to fight before facing Sigma; the less said about them, the better.

There is also nightmare phenomenon, which activates randomly on the maverick's stages and makes it so random effects occur on them, such as parts of the screen becoming pitch black, a silhouette appearing at random to attack you, parts of the ground being covered in ice, and other frustrating elements. This is honestly the worst part of the game for me. It's so annoying to be playing one of the stages in this game, which most of them already weren't that good to begin with, and to have these random effects occur that make the game even worse than it already is. It gets even worse when there is such thing as the nightmare virus, an enemy that appears ad nauseam in the stages to try and either swarm the player or, worse, try to infect the reploids you need to save. And if they so happen to infect a reploid that has an item that you wanted, then GUESS WHAT?! THAT ITEM IS LOST FOREVER! AND THE ONLY WAY TO GET IT BACK IS IF YOU RESET YOUR GAME AND DEFEAT THE NIGHTMARE VIRUS BEFORE THE SAME THING HAPPENS AGAIN! WHAT DO YOU MEAN YOU'RE NOT HAVING FUN?!

As for the story, I think it has a lot of good ideas, especially the one where Alia and Gate, the main villain of the game, have a relationship with each other that is shown throughout the game, but the problem is that the translation for this game is awful, probably the worst it has ever been. A lot of the lines in the english translation just don't make sense, and as a result, it leaves players like me confused as to what's happening. I recommend looking up J's Reviews's video titled "Learning to Love Mega Man X6"; it's a great video where he explains the positives of X6, and he details the story of the game better than I ever could.

If I had to describe X6 in two words, it would be "artificial difficulty". So many parts in this game feel like they're hard because the game designers didn't play test them. As a result, I can understand why so many people detest this game and even call it their least favorite game in the series. For me, though, I think the game has many things to appreciate about it, such as the improvements it made upon X5, the new armors, the ideas in its story, and other positive things I mentioned in this review. Yeah, I had to put up with a lot of bullshit, but honestly, in the end, I'm glad I played X6. It's such a broken mess of a game that I kinda respect it in a way.

Next time, however ... pray for me.

IRMÃO VAI TOMA NO CU QUE JOGO DIFÍCIL DA PORRA EU USEI SAVE STATE MESMO IRMÃO FODA-SE CARALHO O LEVEL DESING DESSE JOGO É UMA DESGRAÇA PUTA QUE PARIU

After going through four stages filled with the game design decisions of all time, i don't have it in me to see what the other stages have prepared. I don't wanna think about the last stages. this game euthanized that dog in me.

Very bad game, with a horrible level design, and an unfair difficulty.

Um jogo peculiar que eu gosto e você aprende a gostar

Lo disfrute más que X3, eso no quita que es un mal juego con ideas mejores que las de X3 desgraciadamente.

Ya desde X5 se notaba cierto empeoro conforme a lo planteado en X4, pero este juego lo lleva a otro nivel con un diseño de nivel horrible y una dificultad injusta, si logra ser medio disfrutable es por la jugabilidad de X y Zero y su soundtrack de allí el juego apesta mucho (y eso que no hable de su historia)

Objectively speaking, this game has some of the worst boss and stage design I've experienced in my run of the franchise.

And yet as I'm playing, there's something about how insane and rage-inducing it was that it circled back to feeling exhilarating.

So do I like it or hate it? In a way, I felt both.

End-game is horrible without the Shadow Armor though, no question about that.

Todo mundo ficou chocado com o retorno do Sigma? O cara me volta como chefão todo quebrado pela metade, nem ele aguenta mais!

Mega Man X6, despite its flaws, stands as a masterpiece and my favorite in the series. It boasts cool bosses, epic music, and surprising replayability. Even glitches add to the fun, turning frustration into amusement. Its unique charm sets it apart as a true gem.

Pasable! Ya no sabian ni que inventar el diseño de jefes y niveles se siente raro! Y sigma no fue dificil.

Played the Japanese version of Rockman X6.

I almost gave this game 3 stars, because I actually really enjoyed most of my playthrough. My main issue is that I really did not like the way this game controls. On top of really spotty wall collision that caused me to grab walls when I just wanted to get on a platform, X's new Z-Saber is annoyingly bad. There's ways to circumvent it (dash cancelling sword swings or shorthop sword swings), so it wasn't a HUGE issue, but why was it done like this to begin with? Is the idea that X is just inept with the Z-Saber since he doesn't know how to use it when it's only been 3 weeks since X5? I mean I suppose that makes sense, but they actively chose to retcon the timeline placement of the game from 3 years to 3 weeks. 3 years could've been more than enough time for X to use the Z-Saber as well as Zero could, especially considering he's used it in X3 already before.

But I know the REAL reason why they made it bad. They wanted to justify bringing Zero back as a playable character, and if X and Zero both have the same Z-Saber, but Zero just has a worse Buster, then the optimal choice is to play as X. I don't like the idea of making something bad on purpose for "balancing" reasons. It's a single player game, it hardly matters as long as there's challenge in other ways.

Until the very end of the game when I decided to try and grind the last couple of souls I needed to see the Alia cutscene and get the last few Armor parts for the Shadow armor, I actually didn't have that bad of a time. I really like Gate and the Nightmare Investigators a lot, both as characters and as fights. Though I was a little confused WHY I was supposed to dislike Gate for any reason other than creating the Nightmare Virus. X says that he didn't use his power for good, and that's why Alia got ahead despite him being "better", but as far as I can tell, Gate pre-virus did nothing wrong? The Repliroids he built were jerks sometimes, like Blaze Heatnix, but the majority of them were unfairly treated. Shieldner Sheldon and Commander Yanmark especially made me sad with their backstories. I have joked that X is an agent of the state multiple times in the past, but no game until now made me feel super seriously about that as this one. Anyway, he's cool, and so is High Max. Even Dynamo comes back with a great boss theme. He actually feels more impactful than he was in X5. I enjoyed fighting the bosses.

The issue is more that a handful of stages, and especially certain stages WITH specific Nightmare Effects (Zero Virus on Blizzard Wolfang, Rainy Turtloid with the blackout, and Metal Shark Player period) are REALLY poorly designed and extremely frustrating. I guess I got lucky on the order I decided to visit stages in that I mostly had no problems until I went out of my way to try and get enough Nightmare Souls to equip multiple parts. The Nightmare Effects are a cool idea, I just don't think they were executed very well. It's like a different take on the same idea as the time limit and RNG of X5, which I liked. I like that the game tries to experiment further, but it didn't work for me.

Nightmare Viruses are annoying only because they take way too long to kill. It isn't until the end of the game that you can get the Shadow Armor with Ultimate Buster to have a strong, multi-hitting Z-Saber to kill these guys easier. They move way too fast, they only have a hurtbox on their upper half, and they infect Repliroid civilians PERMANENTLY, meaning you can lose upgrades forever without save scumming.

Otherwise, it's like. Kind of an improvement over X5? But for every step forward, it takes a single step back, and the bad parts of this game heavily outweigh the negatives of X5. It's not as irredeemably terrible as some people made it sound, but I appreciate what it does right and hate what it does wrong lol.


this game is like having your balls kicked over and over for 5 hours straight with some of the best music you've ever heard playing the background

Playing this game makes me feel like I'm losing my mind.

Only play this if you hate yourself.
If you think it can't get worse, trust me, it will get worse as it advances.

Mega Man X6 is the final game in the PS1 Mega Man X trilogy, and one that wasn't even supposed to happen in the first place, as it was behind Keiji Inafune's back, as he originally conceptualized X5 as the last X game, before moving on to the Mega Man Zero series.

This game is... a lot of things, but let's start with the positives first.

First of all, the soundtrack is fucking amazing! It feels like with this trilogy of games, the OST just got better and better, and there's a lot of tracks in this game that just get you pumping!
Additionally, there's an option to turn Alia off (for the most part), so that's nice!

Okay, now for the bad stuff. Wow, that was quick.

Mega Man X6 is filled with a lot of stupid level design decisions, constantly making you deal with a shit-ton enemies and hazards that make this game feel more like a ROM Hack than an actual official product.

And the Nightmare effect does not help things.

Hey kids, wanna play Commander Yanmark's stage in the dark? Or how about having to deal with more blocks to destroy in Metal Shark Player's stage which, may I remind, is constantly giving you shit because the stage is filled with crushers that can instantly kill you?

Even if a stage isn't affected with a Nightmare Effect, it may still have very annoying shit to deal with, like in Rainy Turtloid's stage, where there's constant acid rain that chips away your damage.

And that's not even talking about Gate's Fortress, where it's flat-out impossible to beat it as Normal X without any additional parts!

There's also the game's baffling English localization, which is filled with bad grammar and typos. It made me laugh a lot though.
"I could now create perfect and the strongest Reploids"
- Gate, 2001

If you play this with Ultimate Armor X or Black Zero (which I did), you might have some fun with it (emphasis on the some), but bottom line, this game is a frustrating mess, and if I can only really enjoy it when I cheat... there's something wrong with it.

All in all, Mega Man X6 is only for the diehards that really want some bullshit hard Mega Man action.