Mega Man X6 PlayStation
  • Publisher: Capcom
  • Release Date: Dec 4, 2001

Mixed or average reviews - based on 14 Critics

Critic score distribution:
  1. Positive: 6 out of 14
  2. Negative: 3 out of 14
  1. A game rusted stiff by recycling and repetition. The gameplay is still there and the challenge has taken some steroids, but there's no heart.
  2. I thought I’d sooner see Sasquatch ride a Chimera bareback through the streets than a bland series like Mega Man X last through six installments. [Feb 2002, p.172]
  3. The once fresh and inviting Megaman franchise has grown putrid.
User Score

Mixed or average reviews- based on 20 Ratings

User score distribution:
  1. Positive: 6 out of 11
  2. Negative: 2 out of 11
  1. Mar 26, 2012
    Megaman X6, the chink in the chain of the X series. All was going well until this game came along. Though the sprite animations are some of the best seen in the series, X6 has many flaws and outweigh what good was done. I felt the puzzles and difficulty in X6 were quite a bit harder and less sophisticated than previous X games. Even though some times the goals felt impossible in a cheap kind of way, X6 was hard to put down. I give it a base score of 6 point for consistent solid game mechanics. Level progression was interesting and much more dynamic. So far it is my favourite evolution of the original MegaMan formula that I've seen. The formula that was tried and true for So many iterations. I'll give them a point for trying something other than the usual and in my opinion succeeding. The Nightmare system is something that add's a sense of urgency to game progression. Emergencies and secret bosses are always getting in the way of your master plan. It really makes me feel like there's a crisis at hand. The music was bogus. Nothing compared to the standards of composure set by the original X. It sounded like it was produced entirely on someone's home keyboard, which in an 8bit world is fine. When your playback is full digital audio, synthesizer strings and percussion just sound ugly. I found at critical points the atmosphere didn't fit the moment. The Dr Light moments are noteworthy. I also got the impression that it was trying to dynamically change the music as I went through the level and it just wasn't working for me. The music direction really didn't work. 2 points from X6. Music is really important factor for my immersion, and if it doesn't fit well, it chafes me. As far as story went, it's like the entire thing was a denouement. Where ever there was build up, it was always very anti climatic. Though playing as zero was a good time and all, it messed the canon up. I would've rather you had a different mystery partner the whole time, because with x6 ruined series creator's plans for the Zero series. What would have come of the next evolution if X6 left canon as canon. The Bosses. No style. Pretty flat and easy to be fair. I hardly even remember what bosses were there, because they were boring and flat. What difficulty was created was with cheap patterns that weren't memorable to who they were at all. Pretty much the only reason this game got any points at all was due to the fact the mechanics are fun to control and the sprites were always very responsive to my input. They made me feel powerful like I could take on those impossible challenges... Standing there thinking "Are you kidding me?" while still knowing it was possible with X's upgrades. They did that well. For these reasons, I couldn't put this one down despite it's flaws. Full Review »
  2. Oct 11, 2014
    Mega Man X6 is a misery to play from start to finish. The litany of sins includes boring, tedious level design that relies on cheap insta-kill gimmicks rather than creative or engaging enemy/platform layouts. The graphics use a muddy, ugly color palette that often makes walls and floors blend in with backgrounds (the Central Museum stage is an especially heinous offender in this regard). In contrast to the frustrating deathtrap filled levels, the bosses are pathetically easy and bland to the point of not posing any kind of challenge.

    You wouldn't think a game built on something so fundamental as "jump and shoot" could get bolloxed up so badly, but it can! The Magma Area stage earns a special shout-out for combining lazy, boring enemy design in the form of the stupid ring miniboss you fight FOUR TIMES with onerous instant-kill **** in the form of the purple magma waves(?). Seriously, it looks like you're being drowned in grape jelly or something. Why are the only colors in the "Magma Area" black and purple? I know Capcom knows what magma and fire look like; previous lava stages (Magma Dragoon in MMX4 and Mattrex in MMX5) prove as much.

    An infinitely frustrating "permadeath" system for rescuable Reploid characters can result in some vital items (e.g. "Jumper") being missed forever due to bad luck. The translation is incompetent and incoherent, resulting in a baffling and opaque plot. Even if the dialogue/cutscenes were translated perfectly, the story is still a train wreck. The music, which is normally a high point of any Mega Man title for me, is bland and uninspired.

    The single nice thing I can say about this game is that the navigator Alia's useless advice (carried over from MMX5) is no longer forced on the player; you have to hit "Select" to read her nattering. Oh, I should try to *avoid* being crushed by falling ice blocks, you say? THANKS FOR THE TIP.
    Full Review »
  3. Jul 14, 2011
    Weird, but still the Mega man that we enjoy and hope too see to come in the next couple years, the Japanese translation feels awkward, and do not feel appealing for an already known franchise. But thats not a flaw, the only flaw was the level design and little annoying trends. Full Review »