Reviews from

in the past


This was actually my first experience with Megaman X. It was a good experience.

crazy that this is better than almost every other X game barring 1 and 4

Mega Man Xtreme 2 has to be one of the more ambitious titles in the Game Boy's library, and a top tier game for the system. It's certainly a heck of a lot more complex than the original Xtreme, but that comes at a price. While I think this one's the better game, it is undoubtedly a more flawed experience.

Xtreme 2 seems to push the GB to its limits both in terms of performance and control, so it never comes out as smooth as a home console game. Air dashes can happen when you don't want them to, and to my dismay, they added X3's buster upgrade (which already only half worked in that game and is worse here).

The two campaigns now have you playing as either X or Zero, which is neat both gameplay and story-wise. I'll say that the game feels much more balanced towards X, making Zero feel lacking or unequipped to deal with some challenges, but that may just be me.

Bosses are where it gets the worst. There are some awfully cheap mf that feature the poorest coding you'll see in any MMX game, particularly some end-game bosses. Berkana and Gareth are cool tho, certainly cooler antagonists than Zain and whatever the other guy's name was in Xtreme 1. Most bosses also get new attacks in extreme mode, which I wish were standard in other MMX games, at least for the refights.

While Xtreme 2 has a lot more to offer than the original, I also found it to be a more frustrating experience. Its ambitions are admirable tho, so I'm comfortable rating it highly.

Mega Man Xtreme must have sold pretty well because Capcom decided to pump out a sequel less than a year later. Mega Man Xtreme 2 seems to be a fairly polarizing title because depending on where you go, fans either consider it considerably superior or inferior to the original. I went in with somewhat optimistic but tempered expectations because although Xtreme wasn't exactly a good game, you really could only go up from there. Unfortunately, director Koji Okohara and his team at Capcom proved me wrong.

Xtreme 2's story is a bit...odd, to say the least. A group of Mavericks, led by Berkana and Gareth, known as the Soul Erasers is going around erasing the "souls" of innocent reploids and using them to increase their power. Apparently, reploids possess something known as a "DNA soul" which is comparable to a human soul. The weird science-fiction terminology confuses me, and the game, being a portable platformer, never really bothers to take the opportunity to elaborate further. Antagonists Berkana and Gareth aren't given any motivation beyond "we want MOAR POWER" and of course, Sigma was behind it all, intending to use the captured souls to repair himself after the events of Mega Man X3. It's rather odd how X and Zero have no qualms with using captured Maverick souls to create upgrades, despite that being exactly what Berkana and Gareth were doing. I can see Zero feeling indifferent, but X would at the very least question it. The plot is somehow both simplistic and confusing at the same time, but hey, it's a platformer for the Game Boy Color, it's not what I started the game for.

Shino Okamura served as the game's lead designer, and I can't help but wonder what went wrong. The game proposes some interesting ideas, bringing in the shop from Mega Man 4 GB and allowing you to play as Zero, but these are either poorly implemented or simply functional. Playing as X is generally the same as the first game, but Zero is just infuriating. His saber has a very small range and his special weapons all share the same bar, meaning you can only use them once or twice before you're out in totality. Why did they do this? X's special weapons work normally so I don't understand the reasoning here. I criticized the original game for copy-pasting levels from the SNES games, so Capcom decided to create entirely new levels based on the first three SNES games, and in theory, I'd consider this a major improvement. The main issue is that the level design is perhaps some of the worst in the series, filled with instant death traps right offscreen and enough electrified walls to make Mighty No 9 cry like an anime fan on prom night. At most it's acceptable, but at worst it is infuriating. Xtreme 2, similar to the first game, also requires you to complete it multiple times to see everything it has to offer. Normally, you'd pick X or Zero, and you'd play through the game as normal, with the story or special weapons differing, but fundamentally it'd be the same game. However, X only gets to fight the first four bosses and to fight the other four, you have to replay the game as Zero. If you want to fight the true final boss, you have to replay all 8 stages plus the fortress stages. This tedium is why I dropped the game and due to its plethora of game design issues, I do not intend to try it again.

On the contrary, Capcom's art team was firing on all cylinders. The art direction was led by Haruki Suetsugu, who was responsible for all of the original designs. The game impresses from a visual standpoint, with detailed sprite work and fluid animation. Backgrounds are more detailed compared to the original and character portraits are expressive. Berkana and Gareth are cool designs and it's a shame they're not in a better game. The game also does give a good sense that X and Zero are actually working together, as they interact frequently throughout the stages. It still suffers from somewhat garish colors, but most games on the GBC do.

The game's soundtrack was composed by Toshio Kajino and Mitsuhiko Takano, and consists of no original music whatsoever, simply music ripped from the SNES games. However, the music more closely resembles the originals this time around and it serves the game quite well. I do wish they were a little more ambitious, but what's here is good.

Mega Man Xtreme 2 is a game that I went into with optimism but came out with spite. Capcom had every opportunity to turn the framework of Xtreme 1 into a pretty solid platformer, but due to a plethora of questionable game design decisions, it's just a painful chore to play. The story is weak, too, but the visuals and soundtrack are strong. Not recommended, even to Mega Man diehards.


amazing but why did they remove the dash bind

É quase a mesma coisa q o anterior, mas agora temos o Zero como jogável, por isso, 7!

why do you have to play it as zero to play every maverick stage

This game is interesting. It’s better than the 1st one. Gameplay wise there’s more to wrok with, and There’s an interesting story, and zero is playable. It’s definitely worth checking out once in your life and not worth really checking it out again.

I wish X4 was more like this game.
Controls are rock solid like the SNES mmx games.
The 8-bit remixes of all the SNES stage themes go away harder than the original songs.

Can't wait for Gravity Circuit.

Xtreme mode should have been the game itself instead of first making us do 2 separate campaigns. Also the controls are pretty janky overall... Pretty good for gameboy color I guess but not good when compared to other X games. This is completely skippable.

(Like with Xtreme 1, I emulated this because fuck using a tiny ass Game Boy to play this game)

X1
X2
X3
X4
X5
X6
X7
X8
Xtreme

Mega Man Xtreme 2 is overall a pretty significant step up from Xtreme 1 in all aspects, but it still kinda falls flat in some others. This game is pretty much solely remembered in general for its continuity elements (i.e. that this is the first canonical appearance of Zeros love interest Iris prior to the plot of X4 or that the main event in this game, the Erasure Incident gets referenced in a line of dialogue from X6), but I'll touch into the plot in a later paragraph because for a portable game there's some hint of ambition here.

First notable point aside from the continuity is the fact that Zero is a fully playable character in this game while in Xtreme 1 he was kinda just a support character that X could summon to do a screen nuke or something. Fortunately his moveset pretty much stems from his playable appearances in X4 & X5 rather than in X3, so you can expect blisteringly fast and precise gameplay with his Z-Saber. He also still gets new techniques from bosses which are occasionally needed to grab collectibles. However his Z-Saber has the range of a fucking toothpick (compared to the PS1 games it feels WAY shorter) so you really have to get up close moreso than those games, and unlike X5 he doesn't even have his Buster, although you can attribute this to the limited amount of buttons on the Game Boy, so it is understandable. Not much else to say about playable Zero here as the rest of what I have to say ties into the next paragraph.

Next point of discussion is the progression. It's handled in the same manner as Xtreme 1 (fight 4 mavericks, beat the fortress stages, fight another 4 mavericks, fortress again then do Extreme Mode which has you do all 8 mavericks before doing the fortress), but this time they do something unique with it. At the main menu you can pick to play as either X or Zero which puts you into a new save file. Once you go through the fortress for the first time, you start the second half of mavericks as either Zero or X depending on who you picked on the main menu. This helps to freshen the experience, as you go from one distinct style of gameplay to a whole other style of gameplay, so you have to adapt again once you get to that second half. Furthermore, you have more incentive to go through Extreme Mode this time around, as not only does this allow you to tackle any stage as either X or Zero, but the true final boss (spoiler alert: it's Sigma) is locked behind it. However, in some godforsaken decision, only the hunter who lands the finishing blow on a maverick in Extreme Mode gets the special ability (say you beat Wire Sponge as Zero in Extreme Mode. He gets the Lightning technique while X gets jack shit). Fortunately if you still want all the collectibles then you can negate this by... fighting each maverick with whoever fought them previously (so have X fight Neon Tiger, Launch Octopus, Volt Catfish and Flame Mammoth while using Zero for Wire Sponge, Blast Hornet, Overdrive Ostrich and Tunnel Rhino). And because you have to decide who gets the Life Ups like in X5 it comes off as being a punch in the face to players who wanted to try doing a stage with a different character, especially once you factor in that some collectibles become impossible to get if you do a stage as the wrong character.

This then brings me onto my next point; the level design. Like with Xtreme 1, all the stage bosses in Xtreme 2 come from the SNES X games. I spoiled this in my last paragraph, but this time there's a few bosses from Mega Man X3 in the mix, including Neon Tiger, Volt Catfish, Blast Hornet and Tunnel Rhino. However, not all of the stages are ripped straight from their original games as they do a few things different, in some cases even going for an entirely new gimmick such as Neon Tigers stage having you go through a dense woodland akin to Sting Chameleons stage from X1, or Blast Hornets stage having you scale a fleet of aircraft akin to Storm Owls stage from X4, or Volt Catfishs stage being moreso based on Toxic Seahorses stage from X3, and they play with this pretty significantly, as in a few sections you have to avoid large waves of water which eventually become charged with electricity, making them go from simply pushing you back to being a straight-up OHKO upon contact. These are the kind of fun twists on the level design that Xtreme 1 was sorely missing (also Blast Hornets theme in this game is based on the PS1 version of it as opposed to the SNES version, thought I'd add that on).

Something else Xtreme 2 does well is the items. The usual 8 Life Ups are here alongside only 2 Sub-Tanks, and X & Zero both get their own separate sets of armor capsules to improve their abilities. X gets his Second Armor back from X2, complete with the vertical air dash from X3, and let me tell you, having an air dash makes getting Flame Mammoths armor capsule a total joke. Zeros armor isn't anything major to write home about, but the extra defense is nice to have. Again just beware that in Xtreme mode if you do Wire Sponge or Tunnel Rhino as X then some of Zeros armor capsules become impossible to obtain, and doing Flame Mammoth as Zero makes one of Xs armor capsules impossible to get, and because of a point I'll bring up later, it's important to balance out the heart tanks among both of them.

Next up I wanna talk about the plot, because as I mentioned in the intro, despite being a Game Boy title (and a Mega Man X game where the plots are generally hit or miss), there's an actual effort to be found here. If you care about spoilers for a 22 year old game for some reason, skip past this paragraph. Anyway a new phenomena known as the Erasure Incident has been occurring in Xs world, where innocent Reploids have been losing their spirits, essentially being left as empty husks.. X and Zero travel to the Laguz Island where this event originated from, and supporting them in this mission is none other than IRIS from X4, allowing us to see what the Maverick Hunters relationship with her was like prior to the Repliforce conflict from that game. It's then revealed that the ringleaders of the Erasure Incident are Berkana, a reploid designed to resemble and fight like a witch (also the only other female antagonist in the mainline X series aside from Iris), and Gareth, who resembles and fights like a knight. For most of the game they seem to be doing it on their own accord until you get to Extreme Mode where it's revealed that they were just doing Sigmas bidding. Predictable, but the new duo of antagonists are pretty cool and unique. A pretty solid plot overall, not unlike X4s dumb plot, but that's for a review at another stage. Also as I mentioned in the intro, this games plot gets referenced in X6, albeit only on a single line of dialogue.

Going on from that is the bosses, most of which which have received a few changes such as Neon Tiger losing the ultimate i-frame attack he loved to spam in X3 when he was at low health so you could barely damage him, or Launch Octopus overall feeling slower than he was in X1 alongside him no longer recovering HP if he caught you with his tornado. Those are the only real major ones with all the other ones not really changing the fight that much. The new bosses are all pretty neat as well, Berkana in particular stood out to me as she takes away some of your controls in a few specific attacks while still letting you use tools to survive her onslaught. The Sigma battle is pretty unique as well as not only is it an entirely original body, but it forces you to use both X and Zero to defeat him, something I'm surprised is only done for this single fight, and it's not even something that gets done in Mega Man X7 and X8 which brings back the switching mechanic (post review note: I forgot that X8s Sigma battle forces you to do a teammate switch to get out of a hard knockdown, but that's only a single instance of it). But then on the other hand you have the fucking tank boss in the second fortress stage, which makes Gate and Nightmare Mother look like nothing when it comes to discussing the worst Mega Man X boss IMO. At the start you have enough space to dodge exactly (1) attack before it closes in on you and strips away that breathing room while onslaughting you with projectiles. And because its attacks hit like a freight train, you have no other choice but to tank its hits and hope its health bar goes down before yours does. You can knock it back as Zero, but it only works for so long as it continues to pelt you with projectiles. And you have to beat this fucker THREE TIMES to get the true ending. For me its the worst Mega Man X boss by a landslide and it isn't even close, so it sticks out like a sore thumb when bringing up Xtreme 2s bosses.

Another gripe I have is that the wall jumping controls still feel pretty clunky. Sometimes X or Zero won't even move while I'm holding down the D-Pad and I have no idea why. That's the only real gripe I have with the core-gameplay, and it didn't really become a serious problem that much throughout the playthrough.

In the end, a pretty good step up from Xtreme 1 with having quite a few original ideas and an ambitious plot, as well as a (flawed) implementation of playable Zero. However fuck having to do the worst boss in the series 3 times to get the true ending, as well as having some pretty fucking janky wall jump controls (although this was present in Xtreme 1 too). It's serviceable enough as an actual Mega Man X game let alone a portable experience, so I can recommend this more than Xtreme 1 as it isn't a COMPLETE rehash of existing content.

I honestly might bump this one up a bit more cause I remember thinking it's actually quite alright and then not remembering most of the experience. Somehow they made a better playing Zero for this than X3.

A significant step back compared to the first game with some ambitious ideas that I ultimately find poorly excecuted.

I made it to Sigma but quit there because I'd spent all game leveling up X but the fight forces you to use Zero at times and there was NO WAY I was beating the fucker at the state he was in.

Se você não quer dar uma chance para o primeiro xtreme, esse vale a pena o seu tempo.

lowkey one of the best X games, and also my very first mega man game

É muito bom, me surpreendeu. Como colocaram isso no GBC mano wtf.

Dunno how to feel about this one. It's such a weird game having a mixture of X1-X3 but then having zero play as if he is between X3, X4 and Xtreme 1(half his weapons are the awful selection screen ones). It even has callbacks to the original Xtreme which is nice.

May have just been spoiled by the other X games but I can't see this as anything but just ok.

ok this game is very good and the gbc renditions of the x2 soundtrack are amazing

Two campaigns and just a blatant improvement over the first Xtreme. More unique characters and better graphics. This game is what I would consider peak GBC action. If you love Mega Man than check it out or if you love the GBC. But why would you love the GBC?

While the levels are unique, compared to the first Xtreme game, they're both visually and mechanically more messy. Still, a very enjoyable novelty.

Actually original levels this time wtf?!?!? That being said they still aren't great and this game is still on the Gameboy. I do think playing as Zero is pretty cool though. Also the parts system isn't stupid convoluted like in X5 but the parts you can get are kind of stupid broken.

I swear, I really wanna like this game, and for the most part it is pretty damn fun, but for every change for the better compared to Xtreme 1, they add a questionable design choice. It's impressive however how much they were able to adapt from X4 into a gameboy game of all things, and the original levels are a definitive plus.

An improvement over the first Xtreme game, but still really held back by the system it was on


Recently replayed this and it's a big upgrade from Xtreme.
A handful of new bosses and stages.
There is one down side to this. One of the new bosses (Isaz/Spinx Tank) is the worst boss in any Megaman game it is just frustrating to deal with.

The 8 boss stages are remixes of the originals instead of just ripping a small section from the SNES stages like Xtreme did.
You can now play as Zero and even have his abilities similar to X4. You also get a armor set for Zero (just upgrades ATK/DEF).
There is a somewhat interesting story this time.
There's also a boss rush mode that lets you choose between the bosses from the first xtreme or this one.
Plays pretty well overall considering the hardware it was on.
Would have loved to see these Xtreme games continued on better hardware.

MOSTLY a noticeable upgrade from Xtreme, but I still noticed the jank with the controls is still there. Pressing A in mid air to airdash is really nice and it's cool that zero's playable now but man what were they cooking with those final stages. I usually don't find myself bothered by screen crunch or offscreen hazards in handheld platformers but christ they have offscreen insta kill spikes up the ASS in this game.

Mais interessante do que eu presumi que seria. Assim como a maioria dos Mega Man portáteis, ele reutiliza conteúdo dos jogos de console. Mas, felizmente, ele pega um pouco do exemplo dos melhores games do robô azul nas telinhas e adiciona seu próprio conteúdo original por cima, manifestado em sua maior parte nos níveis. Alguns estágios são apenas versões remixadas de jogos anteriores, mas outros são bem originais. Blast Hornet, em especial, me parece ser um estágio completamente novo e é bem bom.

Mesmo nos níveis mais idênticos ao visto originalmente nos consoles há ainda uma novidade notável: você pode completá-los com o Zero! Refazer estágios de MMX2 e 3 com ele é um sonho que meu Eu Criança certamente tinha e vê-lo realizado, mesmo que numa versão portátil meio capada, é bem legal.

Infelizmente, fora os níveis, o resto é tudo reaproveitado de jogos anteriores... E nem sempre de maneira otimizada para a tela pequena do GBC. E, pior, ele repete a encheção de linguiça do primeiro Xtreme de te obrigar a zerar o jogo no mínimo três vezes para ver tudo o que ele tem a oferecer. Não obstante, é melhor que o primeiro Xtreme, e uma bom platformer portátil para se jogar em sessões curtas.

Gostei mais que o primeiro, mas não tá muito alto não. É basicamente o 1 só que mais interessante, mas ainda tem alguns bosses insuportaveis, e esse tem um level design muito quebrado e frustrante as vezes.

O mais legal é poder jogar com o Zero, apesar da gameplay dele ser MUITO chata nesse jogo, mas ainda é daora jogar com ele, e a parte gráfica sempre impressiona, porque os Xtreme são bem bonitos mesmo, uma bela adaptação dos de SNES.

Dito isso, esse jogo não tem muita coisa que me faça querer voltar pra ele sinceramente. No máximo jogar e fazer o 100% pra fazer um vídeo, porque de resto, acho que nunca mais encosto nos Xtremes.