Mega Man X: Command Mission

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Preview

By Daniel Bloodworth, INACTIVE

August 21, 2004

Mega Man X breaks into the RPG genre and brings a few new friends with him.

A riot begun by the Liberation Army has our hero, Mega Man X, infiltrating the Giga City Island in hopes of stopping the uprising. Command Mission places the familiar MMX characters, including MMX, Zero, and Axl, into an RPG-setting for the first time. As with most RPGs, players walk around 3D environments and talk to other characters to gather information. Strangely enough there don’t seem to be any platforming elements whatsoever, considering the game lacks a jump button.

As with many RPGs, much of the strategy comes from putting together a winning team. In addition to Mega Man X, Zero, and Axl, MMX: Command Mission introduces four new characters: Cinnamon, a healer; Marino, a ninja; Masimo, an axe-wielder; and Spider, who carries playing cards. Spider’s card-carrying skills involve both Gambit-style throwing attacks and a super attack that involves getting the best possible poker hand to determine damage.

Battles are a mix between both real-time and action elements, slightly similar to the battle systems in the Mario RPG series. Capcom is highlighting three fighting modes: Party Hookup, Action Trigger, and Hyper Mode. Party Hookup allows you to use both main and sub-weapons simultaneously. Action Trigger lets you attack in real time, bursting out rounds within a short time frame. And there’s Hyper Mode, which gives your characters an extra edge in battle when they need it most. In addition, you can deal out a ton of damage with deadly Final Strike moves.

Upgrading your characters will be accomplished through the game’s unique Force Metal system, which augments standard weapon and armor purchases. Force Metals can be used to upgrade everything, including weapons, abilities, and attacks.

Mega Man X: Command Mission comes out later next month, but expect import impressions from PGC very soon.

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