Hi, in case you didn't know, kills with the ice weapon will always drop health pick ups. You don't need to stand still for 5 minutes to refill the sub tanks ;)
My biggest issue with X3 is that it started the bad camera trend that just never left the PS1, and came back for Xtreme 2. Looking straight at a section near the end if Toxic Seahorse's and Neon Tiger's stages. You can very easily fall onto insta death spikes (though, the spikes I'm talking about in Neon Tiger's stage look like the ones made by some enemies, of which do not cause instant death. However, I didn't get hit by those, having died to the bs spikes in TS's and deciding to always slide down walls).
X3 is not only my favourite of the SNES games but also my favourite Mega Man game period. It's the most rewarding to get good at to me and it's also incredibly replayable with all the stuff you can collect, meaning you can do so many routes deciding what to get
Mega Man X3 is the hardest in terms of doing the mavericks buster only. I haven't done X4-X8 yet, but as now, I can safely say X3 has the hardest mavericks in the series and it's mostly because of the damage output. While on the topic of difficulty, the third game in a series is usually when games take a step up in difficulty such as Castlevania III: Dracula's Curse which is the definition of NES hard.
For Castlevania 3, I did a shameful amount of save scumming and it made me question some of my life choices. And yet, there still is a part of me that wants to give it another go.
@@ExploDjinn i suggest to try the Japanese version. The American version was made artificially harder to incourage buying the game and not just renting it. The original is much more fair and has better music
While Inafune was in charge of the game, much of it was designed by a company that made Wily Wars and a bunch of Game Boy Mega Man games, so that would be why things don't feel quite the same. A big hit to the game for me is the music. There are some songs I like, but there are also so many that bore me. It's distracting how much better X1's soundtrack is. Many of the songs are flat and repetitive; they don't last long, and the compositions will be the same note being played multiple times in a row or switching between the same 2 notes. Compare it to X1 where the songs are so much more lively. Something I just noticed is the lack of stage gimmicks. Something that X2 improved upon is the addition of set pieces, like how Flame Stag had you riding through the sky on giant beetle robots and jumping up an erupting volcano, Overdrive Ostrich had you riding a speeder bike with a gun and blowing a large rocket out of the sky while riding it, and Bubble Crab had that giant fish going through the level. X3 doesn't have a whole lot of this. Something else I just noticed is the game doesn't have a whole lot of slopes. The 1st 2 games have more. This is minor, but it makes the levels look and feel just a bit more generic. A complaint I've heard people say which is that there are a number of sections of just you running down straight hallways, sometimes with nothing to do. I'm looking at maps from both games, and X3's levels are definitely more straightforward. All 3 of these things make it seem like they took the level design back to basics. In some ways, below X1. I don't think it was intentional. I'm disappointed in the PS1 port because it's just a port of the SNES version. I wish they completely redid the graphics to be 32-bit like the other PS1 X games. Also, I don't like their instrument choices. You would think the instruments would either be the uncompressed SNES instruments (look up the DKC restored soundtracks to see what I mean) or they would just pick better versions of those types of instruments, so the soundtrack would maintain its rock&roll feel, just better, but they changed it from rock&roll. I dislike how if you kill Bit or Bite before Doppler's fortress, you still fight Godkarmachine O Inary. I think there should've been a 3rd, different boss fight. Something interesting about Godkarmachine O Inary is that you can still shoot the lower half, and it makes the "shot being absorbed" sound even though the life bar doesn't deplete, and if you keep shooting, it eventually stops making that sound, almost as if it has a secret, 2nd life bar that does nothing when depleted. I wonder what the point of this is.
Outside of some endgame stuff, he might be the hardest. While his weakness helps, honestly the best strat is compensating with Subtanks, which kind of says a lot.
@@ExploDjinn yea man, I had the cart for snes summer 1996 and I remember trading it in because I wanted a sega saturn. That dude was super tough to me lol- I really tried countless times, the game punked me lmao!!!
I have said it before and I will say it again. Mega Man X3 was a cash grab. I don't have problems with anyone who DO like this game as well as people who DO consider this video game. The creators didn't put their hearts into this one. This game is very very shallow with no personality. The stages don't have any interesting gimmicks or set pieces. And the stages repeat 5 or 6 enemies over and over again in uninteresting corridors. And if were to play this game once, and you ask me tell the stages, I will struggle with it. About enemy diversity. Enemy diversity is not determined by how many enemies are there in the game but how they are put. If a game has say 40 enemies but only 5 of them are put throughout and 35 appear only once, then the enemy diversity will feel short. There are a lot of ways that make enemy diversity feel short even if that's not the case. Of course, half of this video is about X3's artificial difficulty. And that's by biggest grudge against this game. Since you talked about this in too much depth, I will not talk about it.
To a degree, all sequels could be considered cash grabs. It sold once, so let's sell it again. I enjoy X3, though, so whether their motive was to just rack in some extra cash before they ditched the SNES or if they were trying to create their Magnum Opus for the trilogy, I don't really worry about it too much.
Hi, in case you didn't know, kills with the ice weapon will always drop health pick ups. You don't need to stand still for 5 minutes to refill the sub tanks ;)
My biggest issue with X3 is that it started the bad camera trend that just never left the PS1, and came back for Xtreme 2.
Looking straight at a section near the end if Toxic Seahorse's and Neon Tiger's stages. You can very easily fall onto insta death spikes (though, the spikes I'm talking about in Neon Tiger's stage look like the ones made by some enemies, of which do not cause instant death. However, I didn't get hit by those, having died to the bs spikes in TS's and deciding to always slide down walls).
X3 is not only my favourite of the SNES games but also my favourite Mega Man game period. It's the most rewarding to get good at to me and it's also incredibly replayable with all the stuff you can collect, meaning you can do so many routes deciding what to get
I was blown away by the insane difficulty when it dropped
Mega Man X3 is the hardest in terms of doing the mavericks buster only. I haven't done X4-X8 yet, but as now, I can safely say X3 has the hardest mavericks in the series and it's mostly because of the damage output. While on the topic of difficulty, the third game in a series is usually when games take a step up in difficulty such as Castlevania III: Dracula's Curse which is the definition of NES hard.
For Castlevania 3, I did a shameful amount of save scumming and it made me question some of my life choices. And yet, there still is a part of me that wants to give it another go.
I love the 3rd so much though... it has my favorite boss theme
@@ExploDjinn i suggest to try the Japanese version. The American version was made artificially harder to incourage buying the game and not just renting it. The original is much more fair and has better music
This game was brutal the first time I played it
X3 is close to my heart, I had it summer 96' but traded it in due to it being too difficult, never thgt the value would go up🤦🏾♂️😮💨
I think a lot of us are guilty of that. I try not to think about what some of my childhood toys would be worth now.
@@ExploDjinn OMG lol just makes me wanna cry lol
While Inafune was in charge of the game, much of it was designed by a company that made Wily Wars and a bunch of Game Boy Mega Man games, so that would be why things don't feel quite the same.
A big hit to the game for me is the music. There are some songs I like, but there are also so many that bore me. It's distracting how much better X1's soundtrack is. Many of the songs are flat and repetitive; they don't last long, and the compositions will be the same note being played multiple times in a row or switching between the same 2 notes. Compare it to X1 where the songs are so much more lively.
Something I just noticed is the lack of stage gimmicks. Something that X2 improved upon is the addition of set pieces, like how Flame Stag had you riding through the sky on giant beetle robots and jumping up an erupting volcano, Overdrive Ostrich had you riding a speeder bike with a gun and blowing a large rocket out of the sky while riding it, and Bubble Crab had that giant fish going through the level. X3 doesn't have a whole lot of this.
Something else I just noticed is the game doesn't have a whole lot of slopes. The 1st 2 games have more. This is minor, but it makes the levels look and feel just a bit more generic.
A complaint I've heard people say which is that there are a number of sections of just you running down straight hallways, sometimes with nothing to do. I'm looking at maps from both games, and X3's levels are definitely more straightforward. All 3 of these things make it seem like they took the level design back to basics. In some ways, below X1. I don't think it was intentional.
I'm disappointed in the PS1 port because it's just a port of the SNES version. I wish they completely redid the graphics to be 32-bit like the other PS1 X games. Also, I don't like their instrument choices. You would think the instruments would either be the uncompressed SNES instruments (look up the DKC restored soundtracks to see what I mean) or they would just pick better versions of those types of instruments, so the soundtrack would maintain its rock&roll feel, just better, but they changed it from rock&roll.
I dislike how if you kill Bit or Bite before Doppler's fortress, you still fight Godkarmachine O Inary. I think there should've been a 3rd, different boss fight.
Something interesting about Godkarmachine O Inary is that you can still shoot the lower half, and it makes the "shot being absorbed" sound even though the life bar doesn't deplete, and if you keep shooting, it eventually stops making that sound, almost as if it has a secret, 2nd life bar that does nothing when depleted. I wonder what the point of this is.
10:52 I sold my game because of this boss... he was just too difficult man
Outside of some endgame stuff, he might be the hardest. While his weakness helps, honestly the best strat is compensating with Subtanks, which kind of says a lot.
@@ExploDjinn yea man, I had the cart for snes summer 1996 and I remember trading it in because I wanted a sega saturn. That dude was super tough to me lol- I really tried countless times, the game punked me lmao!!!
@@ExploDjinn it's like playing Marvel vs Capcom but you can't block lol... You have to stay moving!
I like this comment chain was written with spoilers in mind.
I have said it before and I will say it again. Mega Man X3 was a cash grab. I don't have problems with anyone who DO like this game as well as people who DO consider this video game. The creators didn't put their hearts into this one.
This game is very very shallow with no personality. The stages don't have any interesting gimmicks or set pieces. And the stages repeat 5 or 6 enemies over and over again in uninteresting corridors. And if were to play this game once, and you ask me tell the stages, I will struggle with it.
About enemy diversity. Enemy diversity is not determined by how many enemies are there in the game but how they are put. If a game has say 40 enemies but only 5 of them are put throughout and 35 appear only once, then the enemy diversity will feel short. There are a lot of ways that make enemy diversity feel short even if that's not the case.
Of course, half of this video is about X3's artificial difficulty. And that's by biggest grudge against this game. Since you talked about this in too much depth, I will not talk about it.
To a degree, all sequels could be considered cash grabs. It sold once, so let's sell it again. I enjoy X3, though, so whether their motive was to just rack in some extra cash before they ditched the SNES or if they were trying to create their Magnum Opus for the trilogy, I don't really worry about it too much.
now will you do X6?
At some point I will, though I still need three Hunter Medals for that one.
if love mmx3 play rom hack zero project
imo this game wasnt that much harder than x1 and x2