Mega Man X: Command Mission
GameCube- Publisher: Capcom
- Release Date: Sep 21, 2004
- Also On: PlayStation 2
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The game seems unpleasantly short, however ' in less than sixteen hours of play I had cleared six of the game's ten story chapters.
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With its abundance of cool unlockables, neat customization options, and strong amalgamation of strong RPG battle systems, I can easily recommend it to Mega Man X fans who are tired of being disappointed and are willing to try a little something different.
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Being an exceptionally linear game, there's relatively little in the way of extras, though if you were fond of killing things there are some costly armors to shoot for.
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This turn-based RPG is a great adaptation of the series, but as a stand-alone game it may have a hard time holding its own.
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TotalGames.netAs long as you don't want to be blown away with an audio-visual feast adventure fans will really enjoy it.
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Weekly Famitsu8 / 8 / 8 / 8 - 32 gold [Vol 816; 6 Aug 2004]
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The transition to the more measured pace of a turn-based battle system is handled surprisingly well, and while the game is too short and too simplistic, there's still a good time to be had here for Mega Man X fans.
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It's uncharacteristically short for an RPG, but those Mega Man action junkies have short attention spans.
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Nintendo PowerPowerful Hyper mode and Force Metals make the turn-based battling fun. [Dec 2004, p.144]
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GameProSticking to a basic and virtually flawless RPG format isn't necessarily a bad way to introduce X and his frieinds to a turn-based style of gameplay. [Nov 2004, p.156]
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Electronic Gaming MonthlyWhile the crisp graphics and energetic battles work well, the dungeons are a chore and the plot is you usual Mega Man X bluster - weak in a five-hour platformer, unbearable in a full-length RPG. [Nov 2004, p.138]
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While it may not stand up to the 'Final Fantasies' of the genre it's still worth considering - especially if you're after a quick RPG fix before the next big release.
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Game InformerFor all the cool special moves and boss fights, the heart of any RPG is the story. Sadly, Command Mission doesn't just fail in this area; it is a discotheque fire disaster with no survivors. This game's plot isn't merely bad - it's embarrassing and painful. [Oct 2004, p.128]
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It's a heck of a lot better than the recent batch of Mega Man X games. If you're looking for a hardcore RPG experience, pass on this, but Mega Man fans should appreciate the change of pace.
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Only the most fanatical of the Blue Bomber's followers or younger players will be remotely interested in this game.
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Nothing else holds up to the visuals -- not the music, not the script, not the gameplay. Seriously, it's like you've managed to combine the worst bits of your own games along with the most annoying excesses of Japanese RPGs and came up with something so indescribably bland as to defy logic.
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It's a capably constructed RPG, to be sure, but it's hard to explicitly recommend Mega Man X: Command Mission to anyone who isn't already a fan of Mega Man or RPGs. If you're a little bit of both, chances are you'll dig it immensely.
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Play MagazineThe game is far too linear. [Oct 2004, p.68]
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The battles, generally speaking, are similarly mundane; they are long, drawn out affairs that are less about strategy and more about exchanging blows with the enemy until either your party members or the enemy team expires.
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netjakCapcom used the only good idea they had for a RPG featuring the Blue Bomber with the Battle Network series, and even that is running out of steam. Mega Man X: Command Mission was poorly executed in every stage of development, and it's hard to imagine even die-hard fans of the series enjoying this title.
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Even with superstrong "Hyper" mode and customizable weapons, it took everything we had to not fall asleep on our controller.
Awards & Rankings
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57
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69
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#69 Most Discussed GameCube Game of 2004
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User score distribution:
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Positive: 18 out of 30
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Mixed: 5 out of 30
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Negative: 7 out of 30
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Jul 21, 2016
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Feb 13, 2013