Mega Man X8

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Mega Man X8
Developer(s)Capcom Production Studio 1
Publisher(s)Capcom
Director(s)Eiro Shirahama
Designer(s)Hiroyuki Yamato
Artist(s)Tatsuya Yoshikawa
Writer(s)Makoto Ikehara
Kohsuke Nasu
Composer(s)Yuko Komiyama
Naoto Tanaka
Shinya Okada
Platform(s)PlayStation 2, Windows
ReleasePlayStation 2
Windows
Genre(s)Action, platform
Mode(s)Single-player

Mega Man X8, known as Rockman X8 (ロックマンX8) in Japan, is a video game developed by Capcom for the PlayStation 2. It is the eighth game in the Mega Man X series. It was first released in North America on December 7, 2004. The PS2 version, as well as a Windows iteration, were released in Japan and Europe the following year. On December 16, 2015, it was released on PlayStation Network in Japan. It was released for Nintendo Switch, PlayStation 4, Windows, and Xbox One in July 24, 2018 worldwide and July 26, 2018 in Japan as a part of Mega Man X Legacy Collection 2 (Rockman X Anniversary Collection 2 in Japan).[5][6]

The plot of Mega Man X8 focuses on the abduction of a next-generation "Reploid" from the construction site of a space elevator, and the subsequent pursuit of his captors. During the course of game play the motivations of these captors comes into focus, and it is up to the heroes, led by X, to stop them. The gameplay of Mega Man X8 is similar to the other games in the series, in which the player must complete a series of stages. Defeating their bosses will earn that player character its special weapon.

Although Mega Man X8 uses 3D graphics like Mega Man X7, the development team chose not to opt for 3D gameplay, instead opting for 2.5D gameplay. The game was met with a positive critical reception.

Plot[edit]

The story is set during the late 21XX. The Reploid rebellions across the past years continue, seemingly with no possible solution. To escape these troubles, mankind has begun the next generation of research and development by constructing an orbital elevator able to take equipment and handwork to the moon which they seek to colonize. This operation is labeled as the "Jakob Project", with the orbital elevator bearing its name, and a Reploid named Lumine is placed in charge of the project.[7][8] These New Generation Reploids are able to use DNA data to change their shapes. They are the perfect workers because they can change their shape according to a task, and have subroutines built in to prevent them from going Maverick.

Everything seems to be running smoothly until Vile, who has apparently been resurrected from his earlier defeat in Mega Man X3, kidnaps Lumine for unknown reasons.[9] It becomes the Maverick Hunters' mission to rescue him. However, what the Hunters do not know is that Sigma has returned. Contained on every single copy chip in these robots is Sigma's own DNA, meaning that the next-generation 'Maverick-Proof' reploids are in fact able to go Maverick. Sigma seeks to remove the "old generation" and repopulate it with his "children". When Sigma is defeated in his palace, Lumine steps in to take the entire operation over and kill the Maverick Hunters. Lumine gloats to the Hunters that, in order for evolution to take its course, he and his fellow new-generation Reploids must destroy both humans and "obsolete" Reploids. After a massive struggle, Lumine is defeated. When Axl walks up to Lumine's body, however, he is shocked as a tentacle springs from it and damages the crystal on his head. As the three different characters ride back down the Jakob Elevator, Zero wonders if he no longer has to fight now that Sigma is dead for good, while X ponders Lumine's words on evolution. Axl is unconscious, but his shattered crystal can be seen glowing with a tiny fragment of a crystal shard.

Gameplay[edit]

Gameplay of Mega Man X8 featuring X is in 2.5D style with Axl as his ally.

Overall gameplay in Mega Man X8 is mostly similar to previous Mega Man X games and has removed the 3D style from Mega Man X7 in favor of a 2.5D style, although 2 of the stages, namely "Central White" and "Dynasty", are fully 3D. After an introductory stage, Mega Man X8 presents the player with a choice of 8 stages, with a Maverick robot serving as the stage boss. After defeating the 8 bosses, a series of fortress stages open up for the player to complete in linear progression until the final boss is defeated. The difficulty chosen makes an impact in regards to the size of the health bar and if other items can be used.[10]

The player starts the game with access to three playable characters: X, a shooter able to wear multiple armors that can be found hidden in the stages; Axl, a shooter able to transform into enemies; and Zero, a sword fighter able to double jump.[11] Additionally, Zero can equip additional weapons that can be purchased at the store such as hammers and additional swords after finding a certain Rare Force Metal for it, excluding one of the weapons which is only available for purchase upon completing the game with Zero or entering the code in the title screen of the PlayStation 2 version. X8 introduces new mechanics to the game; the first is Guard Break, which can break enemy defenses when enemies are attacked with certain weapons. The second is Double Attack, where the playable character and the chosen partner character perform a screen-filling attack that causes heavy damage to all enemies on screen. Additionally, X's new armor, the Neutral Armor, can be customized with parts that can either form two new armors, or mixed together for different effects. However, mixed parts of armors are not as effective as complete armors, forcing players to choose wisely when building armors.[12]

Two characters can be selected to go to a stage, while a navigator can be assigned to assist the player. Depending on the navigator's qualities, the character will be informed about the stages' hidden paths or boss weaknesses.[11] In every stage, the characters can obtain items that can be used in a shop to buy upgrades.[13] Much like X7, New Game Plus is also available in this game. One of these features is content unlocked under certain conditions from the previous game or by entering a secret code on the title screen of the PlayStation 2 version and then starting the game on Normal or Hard. One example is the three navigators can be unlocked as the playable characters by buying chips in the store after completing this requirement. In addition Cut Man as portrayed in the first Mega Man game can be found as a hidden boss by either having a save file for the PS2 version of Mega Man X Command Mission on the Memory Card or through one of the codes.

Development[edit]

Mega Man X8 was developed by Capcom Production Studio 1. The game's direct predecessor, Mega Man X7, was the first entry in the Mega Man X series to feature full 3D graphics, as well as 3D gameplay. However, as stated by Capcom producer and original Mega Man illustrator Keiji Inafune, the development team chose not to pursue 3D gameplay for Mega Man X8 simply because of its graphical style.[3] Inafune himself was not involved in the production of Mega Man X8, although the game's art designers did consult with him before changing the overall style of the characters.[14] The game's main illustrator, Tatsuya Yoshikawa, was an assistant in X7 and took a bigger role. He was responsible for designing the protagonists, the Maverick bosses, and the newer ancillary cast. Yoshikawa took into account what the characters may resemble if they were toys, and even imitated the joints of Revoltech figures. Similar to his previous work in X7, Yoshikawa wanted the designs to pander to his feelings about the first Mega Man X game while still following his own ideas too.[15] The three main characters were revised for Mega Man X8 as Yoshikawa planned to give them more unique features to contrast their personalities.[16] The new antagonist, Lumine, was given a human-like face rather Reploid to symbolize the concept of a new generation of Reploids. To contrast Lumine's his angel-like appearance, Sigma was instead made to look like a demon.[17]

A Windows version of Mega Man X8 was released in Asia, Europe, and as a download from GameStop in North America.[18] This version can run in windowed mode, in addition to full screen, and includes mouse and keyboard features, although it does support using a controller. The Windows version also features several languages and the possibility to toggle between Japanese and English voices, which can be changed from the main menu or after starting a new game. All of the music and cutscene dialogue is encoded in Ogg Vorbis format.

The musical score for Mega Man X8 was co-composed by Yuko Komiyama, Naoto Tanaka, and Shinya Okada. The 51-song Rockman X8 Original Soundtrack was released in Japan on April 13, 2005 by Suleputer.[19] The Japanese opening theme for PlayStation 2 (also available for PC platform in any regional version, including Europe which had received the North American opening theme in the European PlayStation 2 version) is "Wild Fang" by Janne Da Arc; the band had previously done television advertisement themes for Mega Man Battle Network and Mega Man Battle Network 2.[20] However, the theme was not included in the soundtrack and was even omitted on the game's localization in English for PS2 platform.

Reception[edit]

Mega Man X8 received a generally mixed response based on the 68 score from Metacritic.[21] It was generally praised for returning to a more classic style of Mega Man gameplay and removing the criticized gameplay elements of Mega Man X7.[13][27][22] IGN praised the game for its mixture of 2D and 3D, and its camera system, saying "Thankfully the transition from one plane to another is pretty seamless and isn't the bothersome chore that switches in X7 were. It's an easy and totally acceptable gameplay method and one that should have been used in 2003 to begin with." In comparing the characters, IGN found X and Axl to be the most skilled especially due to how easy is it to find the former's upgrade for his armor but still found the system lacking when compared with Capcom's action game Devil May Cry 3: Dante's Awakening.[26] Although GameSpy praised the improvements of the gameplay as well as the contrast between the three protagonists, the site still felt it had no innovation.[13] GameZone criticized the game design for making X to come across as the weakest playable character when compared to the more useful weaponry from Zero and Axl while also felt that most stages lack appeal enough to revisit them.[28] Though also finding the formula repetitive, Electronic Gaming Monthly liked the new moves the characters can perform and the 3D looks appealing.[22]

Though the narrative was criticized, the visual presentation was still praised when compared with previous games.[25][29][27]GameSpot criticized the game for its level design, which often made the game extremely frustrating to play. They also derided the story, remarking that it "dabbles in a lot of nonsensical anime-style ramblings about things that are of little importance to the actual game."[25] 1UP.com called the story of X8 "dry for bone" but noted the presentation was well executed despite it short length.[27] Gaming Age liked the handling of the gameplay not only for giving the players three playable character but how they are given the possibility of working together. Though the reviewer claimed that the story does not amount to anything despite the simplicity, presentation was well-executed.[29] While GameSpy appreciates whether or not the player can be assisted by navigator, he still called the main story "bad cyberpunk nonsense".[13]

According to Famitsu, Mega Man X8 was the tenth best-selling game in Japan during its week of release at 14,927 units.[30] A total of 35,546 units were sold in the region by the end of 2005.[31]

In comparing the three main characters from Mega Man X8, Luthfie Arguby Purnomo from Studies on Shift noted that X's weapons symbolized his status as a cultural hybrid in contrast to the Western Axl and the Eastern Zero.[32]

References[edit]

  1. ^ Dunham, Jeremy (January 10, 2005). "Capcom's European Plans". IGN. Archived from the original on 2011-06-29. Retrieved 2010-06-25.
  2. ^ Surette, Tim (December 7, 2004). "Viewtiful Joe 2, Mega Man X8 double-team PS2". GameSpot. Retrieved 2010-06-25.
  3. ^ a b c Mega Man X: Official Complete Works. Udon Entertainment. January 6, 2010. pp. 69–77. ISBN 978-1-897376-80-5.
  4. ^ "Mega Man X8". Amazon Germany (in German). Retrieved 2011-07-29.
  5. ^ "Mega Man X Legacy Collections Ship for PS4, Switch, Xbox One, PC in Japan on July 26". Archived from the original on 2018-04-13. Retrieved 2018-04-13.
  6. ^ Mega Man X Legacy Collection 1 and 2 launch July 24th Archived 2018-04-11 at the Wayback Machine -Capcom Unity
  7. ^ Capcom (2005). Mega Man X8 (Sony PlayStation 2). Capcom. Narrator:The endless Reploid rebellions continue. Humans, however, have begun migrations to the Moon, thanks to new technology. This plan is called the "Jakob Project", and an Orbital Elevator was built as part of it. Highly advanced new generation Reploids have been brought to the Moon's surface to work.
  8. ^ Capcom (2005). Mega Man X8 (Sony PlayStation 2). Capcom. Lumine: To protect ourselves from damage during the accident, we had to copy a sturdy Sigma Body. We new generation Reploids enjoy complete and total immunity to all viruses... So even copying something as dangerous as Sigma provides no risk. / X: Who are you? / Lumine: I'm Lumine. I'm the director in charge of the Elevator, and of the Jakob Project. As another part of the project, an advanced generation of Reploids is dispatched to the moon surface in order to work on the project.
  9. ^ Capcom (2005). Mega Man X8 (Sony PlayStation 2). Capcom. X: Lumine!? / Vile: That's right. The Orbital Elevator is under our control now. / X: Just what do you plan to do?! / Vile: It begins now, X. A new world will be born! Ha ha ha ha!
  10. ^ Sepelak, Greg (2004). Mega Man X8 Official Strategy Guide. pg.18. BradyGAMES Publishing
  11. ^ a b "Mega Man X8". IGN. 17 November 2004. Archived from the original on April 9, 2023. Retrieved April 8, 2023.
  12. ^ Rockman X8 Extreme Complete Guide. Capcom. 31 March 2005. p. 45. ISBN 4906582621.
  13. ^ a b c d e Theobald, Phil (December 6, 2004). "Reviews: Mega Man X8". GameSpy. Archived from the original on 2009-09-07. Retrieved 2010-06-23.
  14. ^ Mega Man X Official Complete Works. UDON Entertainment Corp. 2009. p. 221.
  15. ^ Mega Man X Official Complete Works. UDON Entertainment Corp. 2009. pp. 216–217.
  16. ^ Mega Man X Official Complete Works. UDON Entertainment Corp. 2009. p. 219.
  17. ^ Mega Man X Official Complete Works. UDON Entertainment Corp. 2009. p. 218.
  18. ^ "Buy Mega Man X8 - PC". GameStop. Archived from the original on 2009-09-12. Retrieved 2010-06-28.
  19. ^ Suleputer staff. "ロックマンX 8 オリジナル・サウンドトラック" [Rockman X8 Original Soundtrack] (in Japanese). Suleputer. Archived from the original on May 24, 2011. Retrieved April 22, 2012.
  20. ^ Game Watch staff (January 17, 2005). "カプコン、PS2/WIN「ロックマンX8」主題歌がJanne Da Arcの「WILD FANG」に決定" [Capcom, PS2/WIN "Rockman X8", Janne Da Arc's "Wild Fang" decided as the theme song] (in Japanese). Game Watch. Archived from the original on June 28, 2013. Retrieved April 22, 2012.
  21. ^ a b "Mega Man X8 Critic Reviews for PlayStation 2". Metacritic. Archived from the original on 2013-06-05. Retrieved 2013-02-06.
  22. ^ a b c "Reviews: Mega Man X8". Electronic Gaming Monthly. No. 187. January 2005. p. 134.
  23. ^ Freund, Josh (March 2, 2005). "News - Latest Famitsu scores - Meteos gets a 38/40!". GamesAreFun. Archived from the original on June 12, 2011. Retrieved 2010-06-23.
  24. ^ "Reviews: Mega Man X8". Game Informer. No. 141. March 2005. p. 124.
  25. ^ a b c "GameSpot review". Archived from the original on 2009-02-12. Retrieved 2010-02-13.
  26. ^ a b Dunham, Jeremy (December 2, 2004). "Mega Man X8 - PlayStation 2 Review". IGN. Archived from the original on 2011-03-18. Retrieved 2010-06-23.
  27. ^ a b c "Mega Man X8". 1UP.com. Archived from the original on January 13, 2005. Retrieved April 8, 2023.
  28. ^ "Mega Man X8". GameZone. Archived from the original on March 15, 2008. Retrieved April 8, 2023.
  29. ^ a b "Mega Man X8". Gaming Age. Archived from the original on February 13, 2005. Retrieved April 8, 2023.
  30. ^ Freund, Josh (March 17, 2005). "News - Japan: Weekly hardware & software sales for March 7–13". GamesAreFun. Archived from the original on June 11, 2011. Retrieved 2010-06-20.
  31. ^ "2005年テレビゲームソフト売り上げTOP500". Geimin.net. Archived from the original on 2015-06-27. Retrieved 2010-06-20.
  32. ^ Purnomo, Luthfie Arguby (2017). STUDIES ON SHIFT: Game Localization and Subtitling. SFLA Purnomo, L Untari. ISBN 9786026248695. Archived from the original on 2023-04-25. Retrieved 2023-04-08.

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