Megaman X5 Playthrough : Super-Electromagnetic Lab (Volt Kraken)
Stepping into the second stage down the list brings my playthrough to Volt Kracken's stage a decently lengthen stage with decent puzzle elements an incredibly frustrating opening if your not used to how the Ride chaser works and having a nasty cheap death where the stage starts before the ready text has left the screen, jarring start and personal difficulties with it aside it certainly works decently as a way to spice up gameplay and with it being both at the start and over quickly meaning even if you don't like it you won't have to deal with it all that much... unless your trying to collect everything as the section has collectible orbs that are needed to open a door that leads to an armour part for the Falcon armour and with how you need all the armour parts of an armour to use any of them means the entire armour is locked behind that door which really sucks as if you started as Zero in the opening stage you are locked out of any armours for X for almost the entire game.
Moving on from the Ride Chaser frustrations the rest of the stage is has a focus towards puzzle elements than either platforming or taking out enemies though both are certainly present, the stage's main gimmick are it's tether switches that when hit move towards there socket with the puzzle so to say is figuring out how to get them into their sockets at the same time and while it's not too difficult you do have to put a little thought into what your doing and it can seem much harder if your still agitated from the Ride Chaser .
The Boss for the Stage Volt Kraken is a delight to fight with a number of electric based attacks starting with the Tri-Thunder that fires a single beam towards you along with two more towards both the ceiling and the floor that leave behind an electro-ball that travels around the wall for a bit that you'll need to watch for while avoiding his other attack including firing a line of sparks that is avoiding by using the block that spawns in the room and he'll often electrify the ground forcing you onto the walls that may or may not have an orb moving around it all of this would make him a pretty decent boss however to really force you to move around the room he'll chase after you trying to inflict touch damage turning the fight into a makeshift platform gauntlet as you make use of X or Zero's mobility options to avoid damage while wearing him down leading to a very satisfying fight that is challenging while being completely fair.
Link to the Ride Chaser Difficulties as I felt my gameplay is shoddy enough without half an hour of falling down holes : https://youtu.be/QLu6O3ZJ4Gk
TimeCodes
0:00 Start
8:43 Volt Kraken
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