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Simple sku 245299790_TH-377584628,ps4 mega man x legacy collection ( english zone 3 ),990.00,850.00,14%,THB,อิเล็กทรอนิกส์,เครื่องเล่นเกมคอมโซล,PlayStation,https://th-live-01.slatic.net/original/836f5bbb78780f84d75640b2274e42ae.jpg,//www.lazada.co.th/products/ps4-mega-man-x-legacy-collection-english-zone-3-i245299790-s377584628.html?search=1,
  • Mega Man X Legacy Collection 1+2(PC, PS4 [reviewed], Switch, Xbox One)
  • Developer: Capcom
  • Publisher:Capcom
  • Released: July 24, 2018
  • MSRP: $19.99 (each) / $39.99 (both, Switch does not bundle aCollection 2card)Mega Man X(Collection 1)The first collectionis an absolute monster andMega Man Xis undeniably the biggest draw. This is a compilation of four of the greatest platformers of all time, and in the case of the original that kicked off the entireXuniverse, possibly the greatest.Every time I playMega Man Xit feels like the very first time I picked up an SNES remote and discovered its secrets. It's one of the cleanest platformers ever made with quick responsive controls, a dash mechanic that pretty much set the tone for every platformer after it, and an engaging upgrade system that doesn't fundamentally change the way you control its main character.The far-future setting works so well because it reminds us enough of the era whenMega Manreigned supreme over the genre, but also provides its own spin on things with metropolis-laden backgrounds, new tech, and its own mysteries. Its baddies are more competent without getting into edgy territory, another natural evolution that helped makeMega Manrelevant again for a new era.There's no bloat here -- I can pick upMega Man Xat any point in my life and not feel bored playing it, despite having every single screen memorized.In 25 years absolutely nothing has changed; this is platforming perfection (or as close to it as you can get).Mega Man X2(Collection 1)Smartly Capcom didn't break a whole lot in the sequel.X's locomotion is still fluid and you even start the game with the dash maneuver -- a rare instance of allowing the player to feel powerful at the start of a sequel without going overboard.Every other facet ofX2follows that smart principle of slight iteration. There's more secrets to be found (most of which are a tad trickier to find), there's a hovercycle now, three boss X-Hunters are scattered across the game to give variance to each playthrough, and all of the upgrades are snappier.Capcom even stuck a processing chip (the Cx4) in to push the SNES and add wireframe effects. They tried everything basically, and at its worst its changes are harmless.It's just enough to not enter the aforementioned bloat territory, and likeXbefore it,X2made its mark on the series with its memorable locales.I can vividly recall every single level, from the high-tech security vault of Magna Centipede to the shiny caverns of Crystal Snail. Even with the pressure to keep addingmorethe team took a tempered approach to the series and never went overboard.Mega Man X3(Collection 1)X3begins to approach that line of excess but never crosses it.At this point the little subseries that could has built up its own fanbase, and with that burden comes fanservice. Vile is back from the grave after his defeat inMega Man X, and Zero is now a summonable character with limitations -- you can use him in some levels, and not the entire way through. X can also upgrade himself even further with select uber abilities beyond his normal capabilities -- but only one at a time (unless you get a special upgrade that's basically an Easter egg) -- allowing for more variety from run to run. Again, you can see Capcom's unwillingness to screw with the working formula too badly.Given that it came out just a few months before the Nintendo 64, this is an entry that deserves more recognition.An original SNES copy ofX3is exceedingly rare, so the more versions of it floating around the better.Mega Man X4(Collection 1)It took me alongtime (about a year after its release) to come around toX4, but as I slowly began to pick up on its nuances it grew on me.Capcom had the Herculean task of converting a series that was ostensibly at home on the SNES(I knowX3had PS1/Saturn ports four months later)to the PlayStation. Unintentionally bad anime cutscenes weren't even a new thing -- they were perfectly present inMega Man 8) -- they just went for it again, creatingan early set of memes(prepare yourself!) that turned large crowds off from the new direction entirely.Under the surface of silly accentsX4was an impressive platformer that would continue to redefineMega Manas a whole for years to come. They went with the bold move to make Zero fully playable from the start, without strings, and it paid off. The narrative took a grittier turn, and vocal performances aside, it was one of the first times I was actually invested in aMega Manstoryline. Bringing back the personality of the Mavericks (bosses) in the same vein asMega Man 8was a brilliant move.Amazingly the visual style and gameplay hold up even today, but theXseries would only go downhill from here -- a turn that's conveniently housed on its own collection.Mega Man X5(Collection 2)Excuse me for a moment while I go to bat forMega Man X5. While it's mostly known forvoice actress and localization team member Alyson Court's infamous Guns N' Roses references (which are now gone), there's a lot to like aboutX5.It houses one of the best soundtracks in all ofMega Manfrom the talented trio of Naoto Tanaka, Naoya Kamisaka, and Takuya Miyawaki. You can swap between Zero or X whenever you want between stages. Ducking, a staple concept that's was extremely polarizing at the time, is in, and adds new nuances to boss fights with an additional movement ability. The overarching narrative, which was supposed to be the culmination of the entireMega Mansaga, has an air of finality and tension to it, complete with multiple endings.Its main strike against it is that several stages are bland and lack the unique punch theXseries typically brings. You could really see Capcom running out of steam here in real time even if the engine was still running.Mega Man X6(Collection 2)The story of howMega Man X6went into production can only be described as unfortunate. The father of the character, Keiji Inafune, had given Capcom so much since he and his team crammed for the original NES series, and as eventual payment,X6was greenlit without his involvement. Remember, this is after he had given us his definitive end to the series inX5. Oops!While a disjointed story isn't going to make or break aMega Mangame, this series of events spilled over intoX6as a whole, which leaned far too hard on borrowing existing ideas and made them worse. That saidMega Man X6is far from unplayable. It has its moments (fighting a half-insane rebuilt Sigma is pretty incredible) and several levels are impressive by any measure. LikeX5several themes encroach memorable territory, likeCommander Yammark's chill stage musicthat sounds like it would fit in aPure MoodsCD.The real damage wasn't done untilX7rolled around.Mega Man X7(Collection 2)Igetwhy Capcom felt the need to force 3D elements intoMega Man X7so it didn't fall behind the times, but it just wasn't good enough for the 3D platformer market at the time as it had been surpassed before it was even out. It's even worse by today's standards.Capcom went the way of Sonic Friends by adding in Axl: a character that would eventually become more fleshed out inCommand Mission(which isn't part of either collection, sadly), but felt largely pointless here. Axl's sluggish lock-on gun is painful to use, and Zero's melee style is slightly more engaging. Mega Man X, the titular character that you can start off with in every game...is gated behind a collectathon. The hits keep coming!It hasn't aged well in just about every respect. An option to skip the slow-moving frequent in-game cutscenes should have been available in this collection and the pain of having to watch them again after a death is unreal. Heck, it almost would have been better if there was a blank menu option instead ofX7. The experiment went so poorly that Capcom backpedaled with the improvedX8.Mega Man X8(Collection 2)You get an immediately sunnier vibe starting upMega Man X8. Every bit of dialogue can be skipped for one, the UI looks better, and the flow is so much quicker.Oh, and all three characters are available from the start, the 3D bits (with a few exceptions) were removed in favor of full 2.5D platforming, and there's some attempt at innovation with team-attack supers. The way Capcom completely undid every stumble fromX7is poetic.Even with that in mind you can see the desperation in moves like bringing back Vile again, a classicXcharacter that had been retired sinceX3.The Maverick (boss) roster, which had started to decline ever sinceX5, is still stuck in a murky mire of unmemorable designs.X8gets unfairly lumped in withX7, but as a result of this collection (and the previousXcollection on PS2 and GameCube), it can make its mark on history again.A very small, quiet mark.X Challenge and extras (Both Collections)If you happen to loathe some specific bits of any game you can swap to Rookie Hunter Mode at any point, which reduces damage and in some cases neuters spikes and pits. There isn't an instant save state function but you can save after every level (in addition to the password system fromX-X3). That's all small potatoes -- expected fundamentals from a compilation.But you really have to hand it to Capcom for including the X Challenge conceit -- a full blown boss arena mode -- on top of the usual gallery content (which is fantastic and informative, littered with text on top of artwork). There's a handful of stages with two bosses each, which are battled at the same time. You get to load up with three weapons first (in addition to your standard X-Buster, or, if you choose,justyour X-Buster) and swap between easy, normal, and hard difficulties with no strings attached. It's the enhanced boss gauntlet mode I've been wanting since the start of the series.I think what I love most about it is the juxtaposition of the character models from later series entries with the very early 1993 spritework of the originalMega Man X. It works far better than it deserves to, and Capcom managed to hand-pick enemies that are not only thematic, but mesh mechanically (it's fun getting knocked into an ice breath from Chill Penguin by a Frost Walrus slam). Likewise air-dashing over bosses or locating brand new weaknesseswhere it wasn't possible before (because those upgrades didn't exist in their games) makes these decades-old games feel fresh again.Keep in mind that this mode spans both compilations, so even with the several lackluster choices in the secondX Collectionyou're still getting X Challenge. While it's clear that Capcom tried to think of every possible way to help sell the second pack when the first compilation sells itself, it's a valid addition nonetheless. Just don't get too excited for all the pageantry -- the rumored story is basically nonexistent.VerdictMega Man X Legacy Collection 1: 10/10Mega Man X Legacy Collection 2: 6.5/10
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