Mega Man X3 Review - Quickies Don't Cut It
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Mega Man X1 is the Super Nintendo classic almost everybody's played, being the most financially successful and well-received, but I personally think Mega Man X2 is the superior game. To me it seemed to be a smoother, better-crafted experience, mainly because it isn't as arbitrarily difficulty as its predecessor, though the music isn't nearly as memorable and the weapons are disappointing. That said, while X2 didn't get the same amount of loving attention as X1, it performed well enough for Capcom to start developing the third title, so after another twelve months, Mega Man X3 was released for the Super Nintendo on December 1st, 1995. Some critics gave X3 a positive review, praising it as a solid send-off for the 16-bit era, but others had grown tired of the formula, complaining it's the same game yet again, or even noted sluggish and sloppy design overall. Because the Super Nintendo was slowly but surely losing popularity with the then-recent rise of fifth generation consoles, ports of the game for the Sony PlayStation and Sega Saturn, boasting anime-esque FMV cutscenes and a re-arranged Red Book Audio soundtrack, came out on April 26th, 1996. This 32-bit version got even more flack than the original, with one source calling Mega Man X3 the worst Saturn title out there. Even fans of the franchise generally consider this swan-song of the SNES trilogy, not necessarily a bad game, but inferior to the previous installments from what I've gathered, so could it be that Capcom was losing it already with the third X game?
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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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