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Review of Mega Man X7 on PlayStation 2

by Chucky Chucky photo Oct 2003
Cover image of Mega Man X7 on PS2
Gamefings Score: 5.5
Platform: PS2 PS2 logo
Released: 14 Oct 2003
Genre: Action, Platform, Third-person shooter
Developer: Capcom Production Studio 3
Publisher: Capcom

Introduction

In a world where robotic rebellion is all the rage, we find ourselves in the seventh installment of the Mega Man X series, aptly named Mega Man X7. Released back in 2003 for the PlayStation 2, it attempted to mix 2D platforming with the trendy 3D graphics of its time. A noble quest, fraught with failures that make you wonder if the developers were aiming for a nostalgic high five or a faceplant instead. Spoiler alert: they got the latter.

Gameplay

The gameplay in Mega Man X7 is like trying to blend oil and water while blindfolded. The levels are a mix between the classic 'shoot everything that moves' and some awkwardly implemented 3D sections. You start by choosing from two characters, Zero with his sabery goodness, or Axl, who is trying too hard to be the cool new kid. The game has you rescue captured Reploids while collecting chips, which are basically power-ups that you can't deactivate. Great, nothing like having a power-up permanently stuck to you like an annoying ex. The addition of Axl's unique 'Copy Shot' ability allows for some, let's say, creatively questionable gameplay quirkiness. This lets Axl transform into certain enemies after shooting them-a mechanic smooth as cheese-grated nails. Whether you love it or hate it, good luck figuring out this confusing control scheme while dodging 3D obstacles that appear to be designed with an IKEA instruction manual. Character switching adds a layer of strategy, though it's akin to pick a lesser evil when one character feels significantly weaker than the other.

Graphics

Visually, Mega Man X7 is about as coherent as a toddler's crayon masterpiece. The leap to 3D has its shining moments-like when you're jumping through beautifully rendered levels and feel glorious, albeit briefly. However, the game's graphics struggle to maintain that level and plunge into a realm of disheveled proportions that look akin to Alien and Predator having a bad high school reunion party. It's a graphical upgrade that feels like an awkward uncle trying to fit in at the family barbecues: it's a transition that everyone knows isn't going to work out.

Conclusion

While Mega Man X7 aimed to rejuvenate the series with fresh graphics and new character mechanics, it stumbles like a toddler on roller skates trying to walk through a Lego minefield. With disjointed controls, uneven character viability, and a confusing presentation, the game often feels caught in the identity crisis of a mid-2000s console. It's not that there aren't glimmers of enjoyment here; it's just buried under a heap of well-intended yet poorly executed ideas. So, if you're curious, dust off that old PS2, but don't say I didn't warn you-it's a wild ride, and not the fun kind that ends with cotton candy and a dizzy spell.

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