Mega Man X3 | IMPERFECT Perfection

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This video was brought to you by NordVPN, who  is giving my audience an enormous discount on a   2 year plan plus four more months for  free by going to Nordvpn.com/jsreviews   or by using the promo code jsreviews as seen  on screen. 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Like I said, the first   link in the description and the pinned comment.  Having said that, let’s get on with the show.   Mega Man X3...is a strange game, one  of the strangest I have ever played.   When talking about this game, we are talking about  a game released for the Super Nintendo in late   1995 and early 1996, the fifth console generation  was already on it’s way and we have this game on   the less advanced hardware. This game...which was  released after Mega Man 7, the 16 bit continuation   of the Classic Series, confirming that Classic  Mega Man wasn’t going anywhere, these two could   co-exist at the same time. Paving the way for more  Mega Man sub-series’ to be released alongside the   classics and X games. X3, of any X game, is the  one with the most versions released each with   their own unique elements that we will dive into  later. Mega Man X3 is most certainly the worst of   the 16 Bit Mega Man X games for several reasons  that shall be explored before this video is done.   With all that said, Mega Man X3 is another one  of my favorite games ever made, just like X1,   X2, and X4. Spoilers for the X4 review, I  guess. But anyway that’s what we’re here   to explore today. Mega Man X3 is a strange game,  one that I love to death. So, without further ado,   let’s discuss the imperfect  perfection...of Mega Man X3.   Similar to X2, X3 opens with a backstory  only...this one goes on a little too long and   isn’t that exciting, but regardless...the year is  21XX and a major change has taken place. A Reploid   Scientist named Dr. Doppler created a cure for the  Maverick Virus, which I guess the games haven’t   really specified up to this point, but many  Mavericks go Maverick because of a computer virus,   alternatively called the Sigma Virus since that  floating head thing is the embodiment of it.   Dr. Doppler’s achievement causes a town to  be built in his honor called Dopple Town.   But Dr. Doppler turns evil and now has eight  new mavericks under his command as he launches   an all out assault on Maverick Hunter HQ as Mega  Man X and Zero need to rush back and defend it.   This intro stage is another fantastic one for  all the same reasons as the previous games,   but the standout moment is when X gets captured  by a fellow maverick hunter turned maverick and   to save him, you finally get to play as Zero for  the first time, who obliterates this guy in one Z   Saber swing. But the functionality of Zero is  something we can get back to way later in the   video. Once the stage is over, X and Zero need  to head into Dopple Town and defeat the eight   mavericks working for Doppler before taking on the  mad scientist himself. Two stages in, you will see   that Dr. Doppler sends out Bit, Byte and Vile  Mk. II to fight against you, and that, surprise,   Sigma is behind the whole thing. But again,  these are all things we can get back to later.   By X3, you should be familiar with the formula.  We have eight new mavericks to face and you pick   them in any order. In X2, I talked about the  game adding the Dash to X’s default moveset   and the impact that had on the level design. In  X3, when asked about what has changed when it   comes to playing as X between games, the answer to  that is genuinely nothing. X has no abilities or   buffs at the start of X3 that he didn’t have in  X2. Although, the dashing damage boost has been   nerfed to no longer work on bosses, but still  works on enemies. I guess that’s a change.   While nothing has changed about playing as X  himself, that’s not to say there is nothing unique   about Mega Man X3 because this game tried to up  the ante in numerous ways, but to start simple,   let’s discuss the level design. Originally,  I was going to say that the level design is   a total downgrade from the previous games because  this game doesn’t really have much in the way of   the set pieces that X1 and X2 had, especially  X2 since that game had the dash at default.   It’s definitely true that X3’s level design  is much more straightforward than X2 since   there will be many segments of you just going  forward and trying to blast whatever stands in   your way. But when looking at the level maps of  X3, I think there was serious potential here.   I think the most well designed level in X3 is  Toxic Seahorse’s stage. The first big moment of   the level is this vertical shaft where you have to  dash jump between the walls to make it to the top,   along the way there will be enemies positioned  on the opposite side you need to deal with,   and enemies in the air to get in the way while  you also deal with with the rushing water coming   from the sewer pipes. I think this area is the  peak of X3’s level design as it takes advantage   of the X series gameplay pretty well. The rest of  the stage is also really good as the mid portion   has two paths, one you need a ride armor for,  and the other you can run along the ground of.   But in many other stages in X3, verticality is  not put to good use like in Blast Hornet’s stage,   Gravity Beetle’s stage or Volt Catfish’s  stage where there is that verticality,   but you just have to ride elevators up and down.  This can be bypassed with the leg parts of the   third armor that I will get into in a moment, but  other than that you just have to stand there and   wait. I think many stages in this game have good  moments like the conveyor belts of Blast Hornet,   the ending set piece of Blizzard Buffalo where the  storm is affecting your control but you can knock   it out by destroying the storm machine, I like the  ending of Volt Catfish where you have to carefully   move around the electric panels and the enemies,  or this part of Crush Crawfish where you blast the   generator of this ship that turns the whole thing  on it’s side and you have to climb up the area.   My point is, there are a lot of highs in X3’s  level design, the game just doesn’t take advantage   of every opportunity to do something interesting  like X1 and especially X2 did. Then there is a   smaller problem with X3 needing you to take leaps  of faith and just hope enemies won’t be waiting   for you, or worse, spikes or something like that. So the level design is overall...a mixed bag,   but then there’s the item game, probably the  most important part of Mega Man X for me.   X3 is a very complicated game in this respect. As  usual, you have four sub tanks to find and heart   tanks and four new armor pieces. The third armor,  where the leg parts are the best the series has   seen thus far. It allows you to air dash like  in X2, but now you can dash upwards as well.   Just by saying that, I am sure you can  imagine the ways in which it would be   useful. The arm parts still allow you to charge  up special weapons and get an extra charge shot,   but this one is not as good as X2. Here, you can  still fire two charge blasts, but if they combine   you get this screen wave thing that doesn’t  do nearly the amount of damage on bosses that   X2’s charge shot did. Also, is it just me, or does  this arm cannon look like a vacuum to anyone else?   The body parts reduce the damage you take and when  you do take damage a shield is released around you   that further protects you. And lastly you have the  head parts. This displays a map of the stage upon   starting that shows you the locations of secrets.  Now this I think is interesting, since they have   been trying their best with each game to give  the head parts a useful function, this is their   best attempt thus far, however, it has problems.  I mainly don’t like the fact that you can only see   the map when starting a stage. That, and it’s hard  to say where you are in relation to these red,   blinking squares. Here’s what I think they should  have done. The SNES’ X button does not do anything   during any of these games. Maybe if you pressed  it when you got the head parts, that would stop   the action and release the map and it would have  a blinking blue square which shows your location   in relation to the collectibles. I think that’s  a great solution that would make the head parts   much better than it is now. Besides the map, you  also can see which items are located in the stage   on the world map, a very handy thing, I’d imagine. But here’s where things get tricky. X3 still has   10 more collectibles, now that we have gone over  the usual suspects. Let’s start with the four ride   armors. Those beefy walking, punching tank things  from X1 and X2. In those games, you’d find them,   you’d punch some stuff and that would be that.  Now, you collect them and can use them in stages.   The Chimera Armor is the same as the one in X1,  you dash around and punch. The Kangaroo Armor is   like the one in X2 with a charged attack, only  it can’t fly now. Instead, the Hawk Armor flies   and has rockets on board. The Frog Armor being one  that can traverse underwater...and nowhere else,   basically. This is required for the higher route  in the underwater portion of Toxic Seahorse’s   stage that I mentioned earlier. So you can choose  one of four ride armors when these capsules show   up. What’s wrong with this? Well, the baffling  design choice is that you can collect the last   three I mentioned, but you can’t use any of them  until you find the Chimera Armor in Blast Hornet’s   stage. Why would they do this? I just cannot  think of a single reason to design it like this,   it limits the freedom and the exploration of  the game, for no good reason. To be honest,   I don’t really even use these when they come  up, I just collect them because you have to.   But if that seems convoluted, then you get the  Enhancement Chips where things really stop making   sense. So there are the four parts of the third  armor we talked about, but the other four stages   house pink Dr. Light capsules, each one enhances  one part of X’s armor. The head parts allow you to   regain health while standing still, the body parts  further reduce damage, the arm parts give you the   hyper cannon, where you can shoot charge shots  without charging and The leg parts allow you to   double dash. As in, you can air dash and then  upward air dash, it’s actually pretty useful.   All of these are actually pretty cool, but you  can only use one at a time. This isn’t the end   of the world, but then you get the first Doppler  Stage where if you collect all eight heart tanks,   all four sub tanks, all four ride armors, all  four regular light capsules and DON’T collect   ANY enhancement chip, you jump down into this pit  at full health and you will find the Golden Armor   which grants X all FOUR enhancement chips.  Now, this is an interesting system on paper,   you can take short term benefits or wait  for long term benefits. Not a bad idea,   but the game just does not communicate this to  you at all. Making the Golden Armor something most   players would just never find without a guide,  especially since the map thing from the head   parts doesn’t even work in the Doppler Stages.  The game design in X3 is just ass-backwards,   as you can probably tell with all these new  systems that don’t really get fleshed out   and are poorly explained. Another one of those  things would be Zero as a playable character.   In the pause menu, you can press R and then  select Zero as the player character. However,   he’s just not that good. His health bar is bigger  than X’s, but so is his hit box, making him a   bigger target with slower movement. X is better  for just about everything. Now, you might say:   “But Zero’s bigger health bar and powerful  Z Saber surely must be useful for bosses?”   Well, Zero can’t fight bosses, or even mini  bosses because X will just say “I’ll take   this one Zero” and the game will force back  into being X. Once the mini boss is done,   you can’t even switch back to being Zero. It’s one  time per stage. If Zero was put in to be a pure   novelty, rather than a functioning gameplay  element, I guess I must say job well done,   but I just think it doesn’t make any sense,  because Zero is basically useless since he   can’t collect anything, can’t fight any bosses  and when he dies, you can never select him again.   I just don’t know where they were coming  from with a lot of these decisions.   I was on the subject of bosses a moment ago,  which brings us into that conversation. Honestly,   I think many of the bosses in this game have  interesting patterns. You will get a Tunnel   Rhino who just rams back and forth, and a Blizzard  Buffalo who spends a lot of the fight off screen,   but others like Gravity Beetle and Blast Hornet  will have these attacks that are pretty fun to   dodge while dealing with the boss themselves,  like when Gravity Beetle fires two gravity   wells on screen that you need to time your wall  clings alongside. However, the problem is that   the boss attacks are very readable, I mean, super  predictable. So to combat the bosses all being   really easy, the damage output from basically  everything in X3 is super high at the start. This   is what allows a boss like Gravity Beetle to kick  your ass, if you make the smallest of screw ups,   you will probably lose most of your starting  health bar. Seriously, a boss like Neon Tiger has   some really slow ass animations and wind up but  if you get hit by it you are basically screwed.   Of course, once you throw weaknesses into the  mix, then all the difficulty goes out the window.   But that was only one example, almost all of them  are like this. You know my stance on this, it’s   just extremely broken. Like I said, if a weakness  makes your win a literal guarantee, regardless of   how much health you have, then there is a problem.  Why even fight the boss at all at that point? But   I will say this, the special weapons in this game  are fantastic. Offensively, you have weapons like   Triad Thunder or Spinning Blade which tear into  enemies with massive damage. Defensively, you have   weapons like Frost Shield which makes enemies  drop health in the SNES version of the game,   and a weapon like Parasitic Bomb which holds small  enemies in place, allowing you to slip past them.  But I am getting off topic. The sheer amount  of collectibles in this game might make you   wonder what the Least Backtracking Route  in X3 looks like. Back in 2015, this was   actually the hardest one to figure out, because  I could identify ways in which you could do it,   but then it was a matter of execution. The run  goes like this...Tunnel Rhino, Blizzard Buffalo,   Blast Hornet, Neon Tiger, Toxic Seahorse,  Gravity Beetle, Volt Catfish, and Crush Crawfish.   With you having to backtrack to Tunnel Rhino  for the upgrades you missed in his stage.   Then collecting the Gold Armor in Doppler 1.  There actually is some room for variety here   because you could do Neon Tiger third, and even  Toxic Seahorse forth, but this one just works   the best for me. In 2015, the challenge with this  run was that you had to beat Blast Hornet and Neon   Tiger without weaknesses, and even Tunnel Rhino as  a starting boss might give you trouble. I am very,   very used to them all now, but still I really  spammed the Wii U’s restore points system when   trying to learn these bosses because they hit  like a truck, which potentially could jeopardize   the whole thing. But on the flipside, that also  made this my favorite one to do. In this case,   I was overcoming a great challenge by figuring out  X3, transforming this game from one I did not like   at all my first run, into one of my favorites. But  that story can wait for the end of the video. This   game being one of the main reasons I wanted  to do least backtracking runs of these games,   because the weakness run of X3 is a madhouse.  For this video, I did several runs of this game.   When I did the run on Playstation, I did the  weakness order that begins at Blizzard Buffalo.   By the end of this run you have to backtrack  to several stages in order to pick up some tiny   collectibles you missed, like the heart tank in  Gravity Beetle, the ride armor in Toxic Seahorse,   the body parts in Volt Catfish, the Ride Armor  in Crush Crawfish and the list goes on and on.   The amount of time you spend on this is  so worthless that I tried to come up with   something different, and here we are today. When actually collecting stuff in X3, there’s   another problem. The game doubles down on X1  needing a particular upgrade for many later ones,   when X2 allowed you to get almost everything  without some other upgrade. In X3, you start with   Tunnel Rhino in my route, because you need his  weapon to get the Heart Tank in Blizzard Buffalo’s   stage, which is where the foot parts are. You need  both of those things to get the Arm parts in Neon   Tiger’s stage, which is then required to get the  Body Armor in Volt Catfish’s stage, his weapon is   then required to get some other upgrades. The game  uses the same items repeatedly to get multiple   upgrades, and at that, getting these often feels  very arbitrary. Like the heart tank and head   parts in Tunnel Rhino’s level are gotten via you  smashing the ground with a charged Triad Thunder   when the thing in your way is a rock held by rope.  Wouldn’t you think Spinning Blade would do the job   better? Or even, Acid Burst? Who is going to think  of this? Or the Heart Tank in Gravity Beetle. It’s   blocked by these crates, but if you simply beat  Blast Hornet’s level, it just...won’t be there.   That’s what I am talking about...super arbitrary  stuff like that affects the design of X3.   Now that we are about halfway through the video,  you might be wondering how the title could be true   with all that I have said. And...all I will say  is that the conclusion will explain everything.   In the meantime, let’s get back to the game  and talk about something else I brought up   at the beginning. The fact that there are a  bunch of different versions of this game.   At the top I mentioned that X3 was a game for  the Super Nintendo released in 1995 or 96,   depending on the region. This was around the  time of the jump to the next console generation,   the Playstation, Sega Saturn and Nintendo 64,  although that last one doesn’t matter here. Capcom   decided to release Mega Man X3 on the Playstation  1 in 1996 in Japan and 1997 in Europe, an American   port was apparently planned but never saw the  light of day. In terms of what had changed, in   regards to game design, absolutely nothing, Mega  Man X3 on the Playstation is the same game it was   on the Super Nintendo. What has changed are the  little cosmetic details. First, the game uses the   technology to have better graphical effects like  a higher degree of transparency on this water or   these clouds, and they implemented FMVs in place  of the opening, a cutscene before the intro stage,   a cutscene showcasing the maverick you are  about to fight before their stage, and other   cutscenes at the end of the game. Besides that,  they replaced the entire soundtrack with a CD   Redbook version. In terms of music, I know this is  a hot take, but X3 is absolutely top tier for me,   in both versions. Starting with the SNES  soundtrack, it is absolutely up my alley.   Many have complained that I love the X3 music, but  give a lot of heat to the soundtrack of Mega Man   Zero 4 on Game Boy Advance. I don’t really  feel like I am contradicting myself here,   I just think the GBA didn’t have the tech to  do Zero 4’s music any justice. But with X3,   I think the instrumentation works for me because  of how it can mix in those high pitched sounds   as well as the low pitched ones, so I don’t  really get annoyed by any of the sounds in   this game. I enjoy the entire soundtrack, in  spite of how criminally short the loops are.   The soundtrack on PS1 is equally good. For X3,  you’d expect the music to be all head bangin’   guitars, but the PS1 music often doesn’t take  that approach, leading to an interesting sound   across the board, while still producing  bangers for the likes of Toxic Seahorse.   Now, Doppler Stage 1’s remix is a crime against  humanity, but other than that I really like   the music here. But if you really want some  bangin’ Mega Man X3 remixes, amongst other   Mega Man tracks, check out Lenny Lederman.  I have been a subscriber of his for almost a   year now and his remixes never fail to impress  me. So really, check them out if you haven’t.   Anyway, the PS1 was not the only console to  receive X3. Said Playstation port was also   released for the Sega Saturn in Japan and Europe.  This one actually got some pretty bad scores,   but when I played it, I was kind of surprised it  wasn’t really doing anything terrible the other   ports weren’t doing. Well...ignore that jittering  X, I just assume that is my emulat...console   screwing up the graphics. I always heard  the Saturn Port was super slow, but I can   only conclude that it must be the European version  running at 50hz, because the Japanese version ran   just fine. The Saturn version does add these tacky  borders on top of the game, and that’s because X3,   as an SNES game was natively 8:7, something the  Playstation was able to handle, as well as other   bizarre aspect ratios like the Crash games. Your  CRT would just stretch the image to the normal   aspect ratio. The Saturn, didn’t have that ability  to handle different aspect ratios, I guess...so   they put a border in to fill the space. The  Saturn version does have a save feature though,   so that’s neat. Said save feature made it into  the Windows 95 version of X3, the first 5th gen   version of X3 that actually did reach the States,  and I even own it. I can’t play it at the moment   since my current PC doesn’t have a disc drive,  but like I said it comes with the save feature   and an easy mode that lessens the damage you  take from enemies and bosses. The weirdest   version of X3 is this bootleg version of it that  got released on the Genesis...and...oh god, every   time I revisit this as a joke, I always forget how  puke-inducing this “version of X3” is. So...forget   I said anything. The 5th gen version of X3 was  given mainstream access to western players when it   got included in the PS2’s Mega Man X Collection,  which is how I first experienced this version,   and the typo in the Blizzard Buffalo cutscene  where his name got spelled...Bilzard Buffalo.   The 2018 Mega Man X Legacy Collection included  the SNES version though, so if it matters to you   which X3 you play, I figured I’d mention that. But last and certainly not least, is Mega Man X3   The Zero Project, a rom hack of the game developed  by XJustin3009X, I have been singing the praises   of the Zero Project for years now, and what’s  great is that the project has only gotten better   since 2016 when I did the original X3 review. The  final release came out a couple of years back,   and I have no problem saying it is absolute  perfection. What the Zero Project offered   before was a version of this game where Zero was a  fully implemented playable character who can fight   bosses, collect heart tanks and dr light capsules  and all that. Now, many more changes have been   made to make this the definitive X3 experience  as Zero can no longer use Light capsules,   to keep in continuity with the later games, but he  starts with a double jump and the ability to smash   these rocks in Tunnel Rhino with his Z Saber. This  completely blows the item game of X3 wide open.   Because of this, you no longer need to  backtrack to Tunnel Rhino’s stage at the end,   and in fact you can get the Head Parts  as the first armor piece. The Head Parts   also got an upgrade that halves the special weapon  ammo that X uses, when Zero’s doubled at default,   really highlighting the idea that Zero is more  powerful than X at the start, but X becomes more   powerful later. You can then go to Neon Tiger  and get the arm parts via Zero’s double jump.   Look at this...X can’t achieve this at all in the  original game. X’s arm part charge shot is faster   and more fun to use, some items are given more fun  ways of getting, the ride armors can be used after   collecting one, regardless of whether or not you  found the Chimera armor first… it’s improvements   like that which allow you to just enjoy X3  more than you ever could in any other version.   The Zero Project is a perfect Mega Man X  game, and I have no problem saying that.   Showing how close X3 is to being that, but the  game just fumbles on it’s new ideas, but luckily   a fan was able to step in and give such a perfect  rendition of X3, even including a save feature   and a new game plus option. I cannot recommend  the Zero Project of X3 enough, it’s fantastic.   Kind of a shame the X2 version got cancelled,  but I understand why, he had been doing the X3   project for years and you just get burned out, I  imagine. Although it is funny, what was done for   Zero Project of X2 got released, and I played it  as soon as it did, I forget how far back this was,   and this is actually what taught me how dumb my  raging at X2 for not having a reward for beating   the X Hunters was. I mean, it’s playable Zero,  which is nice...but...it doesn’t really change   much about X2, and it shows you, there wasn’t much  to change, the game was pretty damn cool already.   Back to the main game, you know the drill, we’ve  done all the stages, gotten all the upgrades,   it’s time for the final levels. Doppler’s  fortress in the center of Dopple Town. I already   let the cat out of the bag on the first one of  these Doppler levels housing the Golden Armor,   The Zero Project allowing Zero to gain  access to his Black Armor from here,   like the Ultimate Armor Capsule in X5. At the  end of the stage, you get one of two bosses.   If you killed Bit and Byte in the Maverick Stages,  you fight this boss in the garbage disposal,   but if you didn’t kill Bit and Byte, they  team up in a new form. But I guess that begs   discussion of Bit and Byte. Throughout X3 you  will repeatedly find these empty boss rooms,   and the purpose of them is that this is  where Bit and Byte will try and jump you.   It’s not totally random how this happens. Bit will  be the one you face first, in any of your third,   fourth or fifth stages. So in my route, any  stage between Blast Hornet and Toxic Seahorse.   Byte will then do the same in one of the last  three stages you play. To beat them you just   need to use the X Buster, but that will cause  them to run away. To kill them you need to use   one of their two weaknesses, Frost Shield or Triad  Thunder for Bit, Tornado Fang or Ray Splasher for   Byte. In the Zero Project, it actually is random  which one of them you will face, but if you play   any one of Tunnel Rhino, Blizzard Buffalo, Volt  Catfish or Neon Tiger as your first two stages,   you will have the fire power needed to finish  either one of them off. These two don’t affect   the game like the X Hunters did, which is a bit  of a shame since like I said last time, I thought   that system added a lot to the last game in terms  of risk versus reward and exploration. Here, it’s   just another system to throw into the X3 mix. But  then you get stage 2, where there are two versions   of this level. If you beat Vile Mk2 in the  maverick stages, then you get this clean Doppler   Stage 2 with the toughest enemies in the game. But  if you don’t, the stage is trashed and you have to   fight Vile here. I usually don’t bother facing  Vile in the maverick stages because I think it’s   more climactic at the end of the game. But if you  do, Vile is hidden in secret spots throughout the   game and when you find his secret capsule you get  warped to his area where you will then fight him,   same rules from Bit and Byte apply, use  his weakness, Ray Splasher to kill him,   otherwise he will run away when his health bar is  depleted. Either way, you have to then escape the   area before it explodes. Why this matters now is  for what might be the most convoluted item unlock   in Mega Man history. X1 and X2 had these Street  Fighter Super power moves that killed bosses in   one hit. X3 has a super power move, but instead  of a Street Fighter technique, it is Zero’s Z   Saber. To get this, you have to first...kill  Vile in the Maverick Stages. Then, you need   to make sure Zero is alive, so never use him.  Reach Doppler 2, make it to this mini boss door,   switch to Zero and then battle the mini boss as  him, if you die Zero is gone just like the rest of   the game, but if you win, Zero gets battle damaged  and gives you his Z Saber, which kills bosses in   two hits when you fully charge your buster. Recall  what I said before, this game is ass-backwards.   I suppose this isn’t more convoluted than the  Haduken in X1, but there’s just so many steps here   that are completely unrelated. And then asking  you to fight a mini boss as Zero is ridiculous   when the whole game has been telling you it  can’t be done, I really have no idea how anyone   was supposed to find this without Nintendo Power  or whatever. Although, props to the Zero Project   again, at this point in that game, if you meet all  these conditions and try to walk into this boss   door as Zero, X will warn you to be careful, just  to remind players who might have forgotten, that   the Z Saber is still in the game, and is still  gotten the same way. Whenever I play this game, I   usually just skip past this upgrade since it gives  the bad ending, and I like getting the best ending   if I can. At the end of Doppler 2, you have what  belongs on the list of worst Mega Man segments.   This snail section where you have to wait on robot  snails that will take you up this shaft. Need I   say more? I get you can easily get past it if you  master Neon Jumping, but I won’t be doing that.   After the one time I spent like an hour trying to  do the iceless jump in Boomer Kunwager’s stage in   X1, I gave up on speedrunning strats. As I was  saying, I usually don’t get the Z Saber, and you   really feel it in this awful boss rush stage where  you...have to refight these long battles and watch   their long explosion animations. Which reminds  me...this game has a real hard on for those damn   explosions, now even mini bosses take 15 seconds  to explode! But once that drag ends, you fight   Doppler who reveals Sigma controlled everything  and that he’s got a new battle body. The story   of X3 is a real nothing burger…I mean, nothing  of consequence happens in this game, so...   This final boss segment is pretty infamous. The  first phase is actually pretty fun to do on a   buster only run as you can clearly tell there is  a pattern to his attacks, they just move too fast   to dodge. But the strat is to cling onto the wall  until his third to last shot where you jump down,   avoid the last two blasts and get a charge shot  in, repeat until you win. Or just cheese it with   the spinning blade. The final boss is the real  challenge as Sigma will drain your subtanks,   even with all the unlockables you have at this  point, since everything from the missiles to   the bombs to the lasers just hits well...like  an X3 boss. Worst part being how you need to   shoot him at this precise angle, or else the shot  won’t do any damage. As if that wasn’t enough,   you then need to escape a rising fire sequence and  if you fail because of a cheap shot from Sigma,   you need to do the whole thing again with no sub  tanks. However, if you make it you get one of two   endings, if Zero is alive then he will defeat the  Sigma virus, and if he’s not, Doppler will destroy   the Sigma virus. Either way, the text of the  ending is the same. I love the music here, it’s   really melancholic. Don’t have anything to say on  the ending itself since...it pretty much is the   same thing as the last two games, just now it sets  up some kind of X vs Zero fight for a later game.   And that was...Mega Man X3. What I find  so interesting about this game is that, as   stated at the top of the video, this is one of my  favorite games of all time, and yet, here we are,   reviewing it for the second time and...almost  nothing has changed from the original review.   I think X3 is the opposite side of the coin from  X2. At the end of the X2 review that just came   out, I said that X2 is a game that got unfairly  maligned by me in 2016 thanks to my incredibly   bad attitude towards making videos at the time.  In the X3 review, I said this: “but the foundation   it was built on was perfect so by no means was  Mega Man X3 a POORLY designed game, far from it,   the game just has problems that cannot be ignored,  and I believe I’m a competent enough reviewer to   segregate how much fun I have while playing a  game, from the actual quality of the design.”   Like I said, little about this has changed. In  both that review and this one, I don’t wish to   tell you why Mega Man X games are fun to play  because I have already laid that groundwork   in the X1 review. Both of them. So saying any of  that again would be redundant, to say the least.   Instead we are left with what is unique about  Mega Man X3 and in that case, I just think most of   these systems don’t really work, like Enhancement  Chips, Ride Armors, that sort of stuff.   They crammed a lot of mechanics in this game  and most of the new ones aren’t very good.   Despite the fact that the game is fun at  it’s core because it’s a Mega Man X game.   So, regardless of the attitude I carry into videos  now, X3 still comes out in an unfavorable position   from a scripting standpoint. But here is where  the difference lies between the two videos.   Mr Analytical over there thought he was being  smart by casting aside the emotional stuff   and just roasting X3 for it’s faults. It’s a  difference in attitude, like I said. I have   absolutely ZERO shame in saying that I love Mega  Man X3 because guess what? I don’t care that this   game has Enhancement Chips that are designed in an  odd fashion or that you need the Chimera Armor to   use any Ride Armors, because I already know all  of that stuff so my playthrough is not affected   by that at all. It’s not just a case of my having  played so many times that I am numb to the flaws,   what it really is, is that I know all of these  problems, but in the case of X3, this game means   a lot more to me than I could properly explain,  but I will try and I will try to do it briefly   since I don’t really want to recount many details.  When I got into the Mega Man X series in 2015,   it was 8th grade, by that point, I’d say I was  liked by most people around me, however I didn’t   keep that many close friends. I’d say I had two  people who I talked to more than anybody else.   If you watched my video “Why I stopped Making  Mega Man Videos” You’d know this story already,   one of those friends stopped talking to me  completely. 8th grade shit, what can I say?   Like I said in the aforementioned video, it really  did a number on me at the time. My other best   friend was super busy at the time, so I couldn’t  hang out with him. What I chose to turn to,   was the Mega Man series, and in particular,  replaying the X games I already got into.   I remember that after my first playthroughs of X1  - X5, I decided that every run after that I would   just use cheats and passwords to unlock everything  from the start and have a grand old time.   But then one day, I decided I wanted to go further  with it, I wanted to actually learn how to 100%   the game for myself. It was in that moment when I  tore up the paper I had all the passwords written   on, because I was never gonna use them again.  This is when my interest in least backtracking   runs started. But like I said, X3 was the most  rewarding because it was also the most difficult.   It felt great. I had uncovered the secret  to X3. A game I really didn’t like at first,   but had grown on me through all this. But all my  favorite youtubers still don’t like it, so I’ve   got to tell the world about this, then everyone  will enjoy this game as much as me! I can’t speak   for everyone here, but for myself, as a 14 year  old content consumer, you want your favorite   youtubers to share all of your opinions because  then they can convince everyone to think like you.   When they don’t, you want them to see it your way.  This led to an embarrassing moment in 2015 that   I still cringe at the thought of to this day.  Looking back on this almost seven years later,   it’s interesting how things turn out... I kind  of get that same thing from 2000s Sonic fans   in my comments who feel betrayed by my not  giving them the Colors and Generations rant   videos they wanted. I can only imagine that with  all the build up I put into bashing those games,   people felt let down by my just...having a change  of heart and not wanting to do that anymore. But   here’s my message to everyone. This is why  I tell people to just make their own videos,   because it’s completely free to do. When  I started doing youtube, my attitude on   a lot of things had changed, including this  nonsense about hoping youtubers think like me,   because I don’t need to do that, I mean, I hope  I would have stopped being an annoying 14 year   old without YouTube, but still, my point is that  I will use my own platform to spread my thoughts   out there, and that’s what I have been doing,  for better or for worse, since 2015. My opinions   not being represented in videos online is what  got me fired up to really want to do it myself,   and now I have 100K subscribers, thanks for  that, genuinely, to all the people who continue   to watch all these videos. And you can do it too,  maybe your channel won’t blow up overnight, but I   am just saying, if you have a passion for sharing  your opinions, like I have since I was like 2   years old, then start doing it. It’s free. Anyway,  I can never dislike Mega Man X3, or say anything   bad about it in passing because this is one of the  most important games in my life. Got me through   a really bad depressive episode, it and the other  X games, taught me an important lesson when going   from content consumer to content creator. And  it has kept bringing me entertainment...and you   guys I suppose...for the years that have come  after that. Which is why I love Mega Man X3,   even though if I were to review it a million  times, it would always turn out like this, because   this game is very flawed. It’s imperfect. But  it’s perfect for me. It’s Imperfect...Perfection.
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Channel: J's Reviews
Views: 217,791
Rating: undefined out of 5
Keywords: mega man x3 review, mega man x review, mega man review, j's reviews mega man x3, review mega man x, mega man x2 review, j's reviews, mega man x series review, j's reviews mega man x, mega man x collection review, j’s reviews, j's reviews x, megaman x3 review, j's reviews mega man, j's reviews all inclusive, mega man, mega man x3, mega man x3 ps1, mega man x3 snes, snes megaman x3, megaman x3 100%, mega man x3 rare, mega man x3 zero, mega man x3 intro, megaman x3 sigma
Id: D3LQnCEYRug
Channel Id: undefined
Length: 32min 36sec (1956 seconds)
Published: Thu Oct 21 2021
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