Interesting idea BassForever, I like it a lot.
this is mostly nit picking because it's still an incredible game.
- X's buster makes the boss weapons mostly irrelevant, they are under powered in their default form and take too long to charge in their upgraded form. While playing though I looked for areas to use boss weapons and still it comes down to only a few that are of any use whatsoever (Lv1/Lv2 Storm Tornado, Lv1 Flame Wave, Lv2 Rolling Shield, Lvl 2 Chameleon Sting). With the exception of using boomerang cutter to grab 2 item upgrades the other weapons just sit doing nothing outside of boss battles where they trivialize things (most bosses can't even move if you spam their weakness)
This is a problem with charge length and not the weapons. I think that this game is one of the best in the X series in terms of weapon balance and utility, and the length of time it takes to charge weapons/buster to the maximum sort of helps that. Storm Tornado is great but unlike the Xtreme and MHX versions it stays in place for a while before shooting forward, and there's little reason to use LV2 when you have stuff like Homing Torpedo. But it's great for uses similar to Max charged X-buster: long section of enemies, assuming you can keep up with the weapon as it moves. Hitokage brought up Sigma Stage 1, I agree. Electric Spark for the vertical sections, Torpedo for the climb into the fortress, Chameleon Sting has tons of WE and you can just go on invincibility autopilot if you're tired of putting up with BS. The weapons that I think are weakest are Shotgun Ice and Boomerang Cutter but they have situational uses.
And yeah, X series started the thing with bosses where if you hit them with their weakness, they get stunned and become helpless.
BassForever said:
- Vile and Zero are way under utilized in the game, while I do like the emphasis on gameplay with minimal story interruptions Vile and Zero are infinitely cooler that half the characters introduced later on in the MMX story line and it's a shame we don't get to interact with them more in this one. I also always felt robbed that after getting so much stronger I still have to job to Vile's armored form just for Zero to save the day.
I think Vile and Zero were pretty appropriately used for such a story minimal game. Vile was used to perfection IMO, he's not Sigma, but he's strong and him causing Zero's death was good. He's really just more of a nuisance in the later games but he has good capital with the fans, so...eh. Zero was used appropriately too I think. Your point about losing to Vile's armor again is interesting, now that I think about it. Like, I don't think it makes the game dumb, but it's just "really? I got stronger and such, but I can't take down Vile's shitty armor? What's it's made of that I can beat Sigma but not that armor?"
BassForever said:
- Ride armors were horribly under used, especially when you don't get to fight any kind of boss or mini boss in one.
Don't really feel like it's underutilization not to have a ride armor fight against a Maverick, it's just sort of a cool extra bonus is my opinion. IIRC the only fights with ride armor options are Magma Dragoon, Vanishing Gungaroo, and Bamboo Pandamonium, it didn't really matter to me that the other games didn't feature ride armor fights and they might cause stage design and boss fight design issues for some.
The game was good at getting your feet wet with them. In Chill Penguin's stage you can fight off the other Ride Armors and break Igloos to destroy the nests, in Sting Chameleon's stage you can avoid hoofing it over the swamp. I actually don't like Ride Armors in X3, they're just not useful enough outside of getting hidden stuff to warrant the focus the game gave them and the differences don't seem all that meaningful because IIRC there were one or two that were clearly better for the purpose of going through a stage. I suppose they were nice as additional extras.
BassForever[/quote said:
For those who are curious my boss order is
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I always just went with the continuous circle: starting at Chill Penguin and ending at Flame Mammoth. There's a benefit to having Storm Tornado and Fire Wave early as they make short work of minibosses, but I don't personally need them much, and prefer taking out the bulldozer in Armored Armadillo's stage without them. Oh, and the Spark Mandrill miniboss without electricity does make him easier too, so that's another benefit.
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That being said, here are some of my minor gripes:
-Not starting with the Dash. I think it was good that Capcom recognized this and included dashing in future games; not starting with the dash is so inferior because the game just moves so slowly. It may be fun as a handicap not to have it but I get more out of quickly destroying as much as I can.
-Password system. Passwords suck, I like file saving better. =P Future games got this right IMO, even Xtreme, but Xtreme games still screwed it up because passing through an autosave terminal resets your position, which is massively annoying as a gaming experience.
-Did we really need four Energy Tanks?
-Helmet upgrade is useless besides protecting you from rocks in Sting Chameleon's stage and getting the Arm upgrade.