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Is 2D gaming dead? No, of course it isn't. Recent titles like Sammy's intricate
Guilty Gear X games have proven that 2D titles are still as valid today as they
were ten years ago, and often have stylistic artistry that 3D visuals can't match.
However, when a developer like Capcom, who were resolutely opposed to taking some
of its most well-known 2D franchises into the third-dimension several years ago,
decide to unleash its well-loved Rockman (Megaman in the West) series into the
world of polygons and light sourcing, you do begin to wonder if 2D gaming has
had its day.
To be fair, X7 isn't Rockman's first foray into 3D gaming. 1997's Rockman Dash
(and its sequel) both placed Rockman into a complete 3D environment. However,
these games were more adventure style experiences, with RPG undertones, rather
than the traditional reaction-based platformers that were synonymous with the
series. X7 is the first 3D Rockman game that embraces the platforming principles
of the earlier games in the series.
And initial impressions of the game are incredibly favourable. After a beauftiful
anime-style intro that introduces many of the central protagonists of the story,
backed with a traditional Japanese-style rock track, you are thrown into the
game's opening section. The bold visuals prove to be immediately striking, employing
a combination of the popular Cel-Shading technique for main character models,
and more traditional stylings for the stage backgrounds. The results are undeniably
beautiful. Cel-Shading may have become a cliche through lazy overuse in the
course of the last couple of years, yet there is no denying that when effort
is placed into its use, the results can be astonishing, and that is certainly
the case here. Character models are bright and dynamic, looking as intricate
as Capcom's best 2D designs. Similarly, the stage backgrounds are well-built
and solid, flaunting an incredible sense of depth and perspective.
However, to describe this as a 3D game is somewhat misleading, as the game
encompasses a mix of different playing styles and viewing perspectives. Traditional
2D side-on platforming is well-represented and is inarguably the strongest part
of the game. Whilst every platform game cliche is thrown at the player, from
fiery lava pits to precarious moving/disappearing platforms, the level design
of the these sections, topped-off with some exciting set-piece moments, and
the pixel-perfect controls ensuring that the player is at fault when lives are
lost, all helps to create a satisfying gameplay experience. The only downside
to the 2D areas are sections where the camera decides to rotate 45 degrees,
to an isometric perspective. Whilst they control identically to the traditional
2D sections, the forced perspective can make platform jumping tricky, taking
the blame for mistakes away from the player and putting it back in the hands
of bad game design. Thankfully, these sections are few and far between, and
are generally pretty short.
The other half of the game is what the developers themselves would refer to
as 3D sections. However, the simplistic level design does not afford the user
the opportunity to explore the environments at will. In fact, many of the early
3D sections are almost tunnel-like, with a pre-defined path being set and the
player simply able to move left and right across the width of the screen. Later
levels afford the player more freedom, scrolling in 8 directions, but the feeling
that you are simply moving along a predetermined route still remains. Think
more Crash Bandicoot rather than Super Mario 64.
Certainly this wouldn't be a problem in itself; if the level design was kept
lively and interesting with unrelenting enemy attack waves and elaborate set
pieces requiring dexterous mastery of the controls, the lack of scope could
have been unnoticeable. But the simplistic enemy attacks and lack of variety
mean the 3D sections lack a sense of vitality. Problems are further compounded
with the poor in-game camera. For the most part, the game retains control of
the perspective and can often be slow at providing the best view of the action.
One section in the game sees you taking control of a giant mecha-style walker
and traversing through a complex of tunnels. However, the camera is often slow
in pointing in the direction you are moving, leading to enemy attacks hitting
you from off-screen. Certain parts of the game provide the player with the option
to rotate the camera with the L1 and R1 buttons, but this is slow and cumbersome,
proving a major hinderance when trying to deal with enemy attacks.
It's a shame that the 3D sections of the game let down the package as a whole,
as Rockman X7 is not without its strong points. Three different playable characters
are available, each with their own skills and abilities, although only two are
initially selectable. New boy AXL plays like traditional Rockman of old, whose
weapon is an underpowered laser pistol (with the advantage of range) who obtains
new weaponary from defeated bosses. The second initial character is laser blade
wielding ZERO. Somewhat of a canon favourite amongst fans, what his attacks
lack in range they make for in power, with his blade attacks proving especially
satisfactory up close, along with the ability to deflect enemy bullets back
at the attacker. Third character, X, is available once specific in-game conditions
are met. The game implements a character switching system allowing players to
change character mid-level. Whilst not a major addition, it does lend a touch
of strategy to proceedings with specific sections best tackled with AXL's ranged
attacks, whilst other parts best traversed with ZERO's double-jump to name but
two (limited) examples.
Each stage also contains sixteen hostages which can be rescued. Whilst not
vital to plot progression, each rescued provides a powerchip at the end of the
stage granted benefits ranging from extra lives to the ability to improve each
character's Power, Speed and Special statistics. However, whilst only a few
of the hostages are hidden in the deepest crevices of the stages, even those
that are in clear view can prove tricky to rescue as any contact with enemy
attacks leads to them disappearing for good, meaning speed is of the essence.
The desire to rescue all hostages, along with a ranking system that rates each
character's performance in a stage, ensure that longevity is assured for those
wishing to perfect the game.
Yet the good aspects to the game are outweighed by the bad. The lock-on targeting
of AXL's weaponry often focuses on completely the wrong enemy and whilst it
can be manually overridden this is slow and unwieldy. This is made worse in
the 3D sections whereby any movement to the left or right (in order to avoid
enemy attacks) results in the targeting being lost and desperate zig-zagging
used in order to reacquire it. Also, after repeat play, even the initially strong
2D sections start to feel repetitive. To overcome this, Capcom decided to include
levels that eschew the traditional platforming focus for more gimmicky sections
such as the aforementioned mecha level, or a rudimentary driving section. However,
these feel tacked-on and offer nothing to the overall experience.
It's a shame Capcom didn't have greater confidence in the 2D game dynamic,
as these parts are undoubtedly the strongest element, yet feel cheapened by
the redundant 3D sections. If the stylish 3D graphics had been paired with a
resolutely 2D game, with further time spent on level design, the end result
could have been much greater than the uninspiring package present here.
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