Name(s): Mega Man X3 / Rockman X3 / ロックマンX3
Developer(s): Minakuchi Engineering
Publisher(s): Capcom
Platform(s): SNES / PlayStation / Saturn / PC / Mobile
Genre(s): 2D Action Platformer
Release Date(s): December 1, 1995 (JP) / January ?, 1996 (NA) / May 15, 1996 (EU)
Related: Mega Man X / Mega Man X2
Originally Published: October 3, 2012 (9:07 am EST)
So, here’s the last of the SNES Mega Man X games. Out of the first six games, this is legitimately my least favorite. It’s got the same gameplay of the first two games but lacks the good stage design. The stages of X3 are very large with little placed in them to fill out that huge space. This fucks with the pacing and makes the game a lot duller. This is an X game, so that’s quite a thing to screw up on. Uh, gameplay additions. Well, there’s the addition of a variety of Ride Armors or something. I can’t remember the details, because I played this one the least over the other games, but who gives a shit about Ride Armors, anyway? X3‘s music is a downgrade, too.
This is also the first game where you can play as Zero, but that description feels too generous. You can call Zero once per stage and he’ll come in and replace X. His stats are akin to X after getting all power-ups, and he plays the same way, only using his Z Saber for his fully-charged attack. I just want to use Zero because I think he looks cooler, but he’s just a temporary, powered-up X.
Zero can’t even be used for a full stage. He’ll leave at any mini-boss or Maverick, and X will come back to replace him for the stage’s remainder. Even calling Zero feels like a waste of time. And that’s what Zero is in this game: a wasted idea. Fortunately, Capcom came up with a better way to implement Zero in Mega Man X4. Also, if you lose while playing as Zero, he’s dead and gone forever. In case you needed even less of a reason to use him.
Not only does X3 offer nothing significantly innovative to the series, but it misses a lot of the subtle aspects of previous entries’ stage design. While I normally say that even a Mega Man game with lesser stage design can still be fun to play because of the strong gameplay loop, X3 is kind of an exception. The large gaps between enemies and lack of obstacles lower the level of action and make it kind of boring. X3 is a decent game, but nothing more—a decent game that was obviously phoned-in.
Thoughts From My 2014 Playthrough of Mega Man X3
Originally Published: May 12, 2014
After beating Skyblazer, I started Mega Man X3 because it’s the last I have to beat of the SNES trilogy. I never finished it before because I remember it lacking in comparison to the previous two, and my opinion hasn’t changed. It’s still fun because the core Mega Man formula is so good, but I wonder if I’ll feel like returning to it. I’ve beaten three Mavericks so far, and I’m collecting power-ups after getting Tornado Fang. The music isn’t as good as the previous games. I think there are more less enemy types, and the stage backgrounds are dark and dull.
Five mavericks down now. I swear the new Buster almost feels like a handicap. Air Dash, on the other hand, just makes the game more fun.
Defeated Byte with the right weapon, but not Vile or Bit. What a pointless feature. Looks like I don’t get the Z Saber, but oh well.
I can beat Sigma’s first form without getting hit, but the second is pretty difficult. The aiming is so awkward. You have to aim slightly above his head to hit him. Getting a clear shot without the orbs in the way takes patience, so my charge shot might hit a higher level, especially considering emulator input lag.
Mega Man X3 is done. Kaiser Sigma became easier once I realized he’s easier to hit with regular charged shots than the Hyper Cannon. I feel the same way about the game as I did before. Out of the first six X games, it’s the weakest one. The SNES game engine is stronger than the PlayStation era’s, but at least those games had interesting, weird mechanics and Zero as an actually distinct playstyle.










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