We store cookies, you can get more info from our privacy policy.
GC

North America

Mega Man X: Command Mission

by Mike Sklens - August 24, 2004, 8:07 pm EDT

X takes his first steps in a new RPG mission, read our impressions to find out how he's faring so far.

Megaman X: Command Mission, or as it’s known in Japan, Rockman X: Command Mission, takes the characters of the popular Megaman X franchise and puts them in an all new RPG adventure. Thanks to our friends at Lik-Sang, we scored an import copy of the Japanese version.

Being entirely in Japanese, with the sole exception of the title screen menu, the game isn’t the easiest import game to play though if you don’t understand the language. While you may be missing out entirely on the story, the gameplay is still pretty entertaining on its own. For a briefing on the game’s plot, check out our new preview. These impressions will focus mostly on the combat.

Command Mission’s battles appear randomly, and this is the actual truth. Sometimes it will seem like forever in between battles, and other times you will be starting another fight just seconds after finishing the previous one.

Three characters may be used in battle. Each character has three weapons (one main, two sub), plus an Action Trigger. Weapons are customizable and new ones are acquired throughout the journey. Sub weapons must be used before main weapons, as firing a main weapon is the last action you can take with a character. Sub weapons consume Weapon Energy, which is this game’s equivalent of mana. WE is replenished at the start of every turn. Unlike main and sub weapons, Action Trigger attacks (which require at least 50% WE) require some sort of player interaction. Some of these are quite simple, like holding and releasing the A button to charge up X’s Megabuster. Others are more complex. Zero’s Action Triggers involve inputting button combos, similar to Sabin’s Blitz attack in Final Fantasy VI. Spider’s has you playing poker, trying to get the best possible five card hand, which will then determine the type of attack and how much damage it does.

Outside of battle there’s not much else to occupy yourself with. Characters are scattered about the dungeons, but without understanding the language it’s not very useful or entertaining. Items are also dispersed in the dungeons, and X can snag them by dashing into them.

The battle system is a fair amount of fun; however, there really isn’t a lot of drive to play the game without the story to string together all the things that happen in the game. Therefore, Megaman X: Command Mission should really only be imported by those who can understand the language. Everyone else should wait for the English version to be released later this year.

Share + Bookmark





Genre RPG
Developer Capcom
Players1

Worldwide Releases

na: Mega Man X: Command Mission
Release Sep 21, 2004
PublisherCapcom
RatingEveryone
jpn: Rock Man X: Command Mission
Release Sep 29, 2004
PublisherCapcom
Got a news tip? Send it in!
Advertisement
Advertisement