- Publisher: Capcom
- Release Date: Sep 21, 2004
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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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Cheat Code CentralIt's relatively easy and straightforward. It's a great introduction into the turn-based role of the RPG for any newbie or casual gamers.
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Weekly Famitsu8 / 8 / 8 / 8 - 32 gold [Vol 816; 6 Aug 2004]
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A bit short, and to the point, almost like this was an experiment in RPG design from Capcom.
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Pelit (Finland)A traditional roleplaying adventure with Megaman trimmings. [Jan. 05]
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PSM MagazineWhile some old-school Mega-fans may find turn-based fighting monotonous, it definitely works here and the combat system is deep enough to satisfy even seasoned RPG gamers. [Nov 2004, p.92]
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People looking for a solid 40 hour dungeon romp will probably be disappointed in [Mega Man] X Command Mission. Not only is the game short, but it plays like an RPG for beginners.
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I liked it for the good looking eye candy, but simply was not challenged, MMX has lots to celebrate but fails to really turn heads in terms of originality and innovative gameplay.
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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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TotalGames.netAn acquired taste, and well worth renting for a weekend's test play.
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Sticking 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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GMR MagazineIf we could just get a third "Legends" game using this engine, then series fans would really have something to cheer about. [Nov 2004, p.127]
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Official U.S. Playstation MagazineAnyone looking for a sweeping epic with interesting characters or unique gameplay mechanics will be sorely disappointed by what it has to offer. [Nov 2004, p.120]
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Fans of the X series may not be prepared to deal with the turn-based nature of the combat in the game, or the unsettling number of encounters they'll have to endure before the game comes to a climax.
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It's a solid RPG with a good battle system, but it's just a little too familiar to be a great game.
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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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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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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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Random encounters and a turn-based battle system don't make up for what a true, quality RPG offers and CM just can't deliver; a compelling and complex story, deep characters and a real sense that you're making a change in the world you're plopped into.
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Play MagazineThe game is far too linear. [Oct 2004, p.68]
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The license feels more than a little underused, as if it featured Mega Man X and Zero just so that fans of the series have a few recognizable faces to move the game.
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This so-called RPG (cough- cough-) will be of interest only to young children without GameCube's, RPG newbies or beyond-hope Mega Man fanatics that must own all Mega Man branded items.
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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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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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48
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#48 Most Shared PS2 Game of 2004
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User score distribution:
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Positive: 23 out of 34
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Mixed: 5 out of 34
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Negative: 6 out of 34
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Jan 10, 2014
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Apr 26, 2011
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Jan 21, 2016