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Mega Man X Review - Quickies Don't Cut It

[Watch in a browser with support for 720p60/1080p60 playback if possible!] ----- Stay updated via social media: Facebook ►   / retropoliszone   Twitter ►   / retropoliszone   ----- The original line of Mega Man titles on the Nintendo Entertainment System are some of the most iconic 8-bit video games; they have tight controls, great level design and tons of cool weapons. A new Mega Man game would be released every single year, but many people grew tired of the Blue Bomber around the 4th and 5th installments, with dropping sales figures as a result. Because of this, series artist Keiji Infaune wanted to re-invent the Mega Man formula through new gameplay features and a more mature storyline. Not to be confused with 2010's Mega Man 10, the outcome was Mega Man X for the 16-bit Super Nintendo in 1993: a spin-off of sorts that spawned a whole slew of fresh and different Mega Man experiences. Reboots don't always go too well with people, but Mega Man X is actually loved by many, performed remarkably well with critics and sold over a million copies, so the developers clearly must have done something right. This review will further elaborate on that, and whenever there's a remake or port available of a game, I will always include that, as well. For Mega Man X we have the 2005 remake Mega Man: Maverick Hunter X for the PlayStation Portable, which generally doesn't seem to be appreciated by fans. However, I will give it the full review treatment that it rightfully deserves. ----- Writing, editing & narrating: Michael Hardeman Game creation: Capcom Mega Man © Capcom Sonic the Hedgehog © Sega All music & imagery © to their respective owners

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