Better Than Nothing - Episode 02: [AD LIB MOANING IN PAIN]
Originally recorded: September 4, 2016
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The reason I decided to play MMX6 was simply due to the fact that, despite all of the vitriol heaped upon it, I didn't really hate Mighty No. 9. Now granted, I didn't particularly love it either, but it was decent. There was some potential, mostly squandered by some really weird decisions -- in terms of base gameplay mechanics, level design and even throughout development. It's kind of funny looking back: so many Kickstarters that didn't hit their initial release window are slowly cutting out versions for platforms that are clearly nearing the end of their lifespans and I have to wonder if MN9's botched launch had anything to do with that.
The level design in this game is abysmal. It's bad enough that somehow the base gameplay mechanics somehow managed to degrade within the year it took to develop this after X5. Of course, perhaps the most baffling aspect of this game would have to be High Max. Whose bright idea was it to incorporate a boss that can only be harmed by special weapons in a game where said weapons can only be acquired by defeating bosses and most of the levels can be completed in a non-linear order? Couple that with the game's weird continue system -- which just essentially gives you infinite lives -- and if you manage to run into High Max without a decent weapon (or any weapon at all!), you essentially have to run through all of your lives and pray that you don't accidentally choose to continue, because that will just start the whole mess all over again!
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