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Mega Man Xtreme 2 Review

by Zachary Miller - June 3, 2014, 7:11 pm EDT
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8

There's a lot to digest in this GBC sequel.

I really liked Mega Man Xtreme, and I have similar feelings about this sequel, the final entry in Capcom’s “Mega May” series of Virtual Console releases. Everything you loved about MMXtreme is still here: remixed levels and Mavericks from not just two but three MMX games, upgrade capsules, and great graphics considering the hardware. But MMXtreme 2 layers on even more neat stuff: the ability to play as Zero, a “Parts” shop where you can equip X and Zero with enhancements, and a Boss Rush mode with all the Mavericks from MMXtreme 1 thrown in for good measure.

Like MMX, the unlock structure is a little wonky. In X mode, you play as X, face four Mavericks, then enter the new bad guy’s facility with the ability to switch between X and Zero. Next, you play as Zero, face four different Mavericks, then enter the new bad guy’s facility with the ability to switch between X and Zero. Finally, in Xtreme mode, you can constantly switch between the two at all times, but you’ll have to divvy up the Heart Tanks and Master Weapons! This makes Xtreme Mode somewhat strategic and potentially more difficult. The new bosses—Gareth and Berkana—are interesting final bosses (you’ll need to get through Xtreme Mode to see Sigma), and most of the Mavericks provide challenging encounters except the oddly toothless Neon Tiger and Wire Sponge. Buying and equipping Parts can really have an effect on X and Zero’s performances, too. You can even craft an “Ultimate Buster” for X if you skip his Buster Upgrade and focus on buying additive Parts.

I do have some issues with the game. Zero isn’t intuitive at all. About half his moves must be activated on the selection subscreen, and the other half use Up + B or Down + B (while on the ground or in the air). I had real issues getting X to fire Fire Wave and use Giga Crush. I’d press B but he wouldn’t fire. This wasn’t a problem with other weapons, so be aware of it. The final stage of the final boss facility is painfully unfair, with difficult jumps and instant death-dealing walls and floors. Use Save States generously. It’s still a great game, though.

Summary

Pros
  • Lots of replay value
  • Mavericks span the first three MMX games
  • Parts system is interesting and can be exploited
  • X and Zero are both playable
Cons
  • Some of X's attacks don't always register
  • That final stage
  • Zero's moveset is unintuitive

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Genre Action
Developer Capcom
Players1

Worldwide Releases

na: Mega Man Xtreme 2
Release May 29, 2014
PublisherCapcom
RatingEveryone
jpn: Rockman X2: Soul Eraser
Release Dec 25, 2013
PublisherCapcom
RatingAll Ages
eu: Mega Man Xtreme 2
Release Sep 11, 2014
PublisherCapcom
Rating7+
aus: Mega Man Xtreme 2
Release Sep 11, 2014
PublisherCapcom
RatingGeneral

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