

Though it followed many of the beats that by now had been well-worn by its many predecessors, Mega Man X6 still managed to feel like a worthy entry in the series, building notably on the ranking system introduced in X5 to make for a more robust and deep gameplay experience. Mega Man X6 was about as good as an unnecessary sequel could be, following the adventures of X as he battles the new Nightmare threat, alongside a hastily ‘resurrected’ Zero. This would’ve been a high note for the series to go out on, but Capcom wasn’t finished with X’s story yet. This made for a more dynamic experience, one which would take a few playthroughs to see everything, and neatly segued into the Mega Man Zero series that was due to begin on the GBA around the same time. Each visit to a Maverick stage costs one hour, and depending on which items are found in each stage, one of two countermeasures can be used to avert the catastrophe.

The story goes that a space colony is on a crash course for Earth, and our heroes X and Zero have sixteen hours to do something about it. Mega Man X5, what should have been the last entry in the series, continued the 32-bit aesthetic of X4 and added in some interesting twists, most notably the addition of several possible endings. Unfortunately, this led to a dip in quality, which makes Mega Man X Legacy Collection 2 feel like the inferior of the two packs, even if it’s still pretty good in its own right. Inafune only intended for there to be five games in the Mega Man X series, but the financial success of the games led to Capcom greenlighting not one, not two, but three additional titles to keep the franchise going. The first five Mega Man X games, while slightly uneven, made for a mostly consistent experience, as they were all envisioned and planned by Keiji Inafune, one of the most influential figures to work with the series.
