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. 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]
  2. The environment designs are not as creative, the stages are way too short, and the boss battles are surprisingly easy. [Feb 2002, p.94]
  3. 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.
  4. 80
    Ultimately, MMX6 will appeal to fans of the series, but gamers looking for more than strict jump-n-shoot fare should look elsewhere.
  5. If you're a Mega Man fan, then you've already purchased the game and have been playing to your hearts content. You can move on to other parts of the web-site.
  6. Despite these shortcomings, it's still Mega Man, and the gameplay is still entertaining, making X6 an attractive package for hard-core Mega Man fans.
  7. Full of great gameplay and action, great graphics, great sound, great control, and great frustration.
  8. The kind of game you can’t get out of your mind. Though frustration may make you set it down (I limited myself to about an hour a run) it’s a game you can always come back to.
  9. It’s not an intense game, but the decent 2D gameplay is as solid as ever.
  10. 80
    A bit of a step backwards in comparison to MMX5, which is still my current favorite in the Mega Man X series. That said it's still an excellent 2D action game that Mega Man fans won't be able to pass up.
  11. Actually worse than its recent predecessors. [Feb 2002, p.116]
  12. Decent-looking and extremely fun,, tough, fun and a solid 2D blast from the past that is priced just right at $30.
  13. The plot is in badly translated Japanese and makes little sense, but still the game is curiously 'unputdownable'.
  14. The once fresh and inviting Megaman franchise has grown putrid.
User Score

Mixed or average reviews- based on 31 Ratings

User score distribution:
  1. Positive: 7 out of 16
  2. Negative: 6 out of 16
  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 ofMegaman 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. Nov 15, 2014
    Level too easy? Just throw more enemies in it. Platforming not tight enough? Just throw in some enemies that don't have the same movementLevel too easy? Just throw more enemies in it. Platforming not tight enough? Just throw in some enemies that don't have the same movement restrictions. Player moving too slow for the enemy trigger traps? Just put in a collectable that both offers items (if any) unknown to the player at time of rescue and make it lost forever if the player can't get to it in time. Bosses too easy? Just give them more health. Minibosses not challenging enough? Give them tiny weak points. Level design or puzzle too basic? Instantly drop in about a dozen things that can damage the player.

    When a game causes you to lose, a good game will indirectly let you know what you did wrong. If you rushed the enemy and got gunned down, then you deserve to get gunned down. If you miss a powerup because you weren't skilled enough to take out a target while jumping, you don't deserve the powerup. If you miss a powerup and die because on your way to jumping to the powerup the RNG decided to have a rock fall in front of you from the top of the screen, then you just got screwed over.

    This game is brutal, and not in a good way. It has an unnatural affinity for spamming enemies and making the entire screen a "danger zone" where anything can hit you at any given moment (*cough* weapon center 2nd power core *cough*).

    The only reason why I pushed through the game was bragging rights to some friends. Honestly, I'd rather play X7 over this (even with all bad 3D sections and voice acting considered).
    Full Review »
  3. Apr 12, 2015
    The worst thing that can happen in a platformer, is when the developers cannot tell the difference between challenging, and cheap, Mega Man X6The worst thing that can happen in a platformer, is when the developers cannot tell the difference between challenging, and cheap, Mega Man X6 falls into the latter with level design filled with obstacles that are extremely difficult to dodge, and they're usually instant kills as well. The control is the same as previous games but the graphics, while visually similar to X5, are significantly lower quality. The story is, to put it simply, stupid, Zero died in X5, and it was something that had to happen to restore the balance, apparently, in this game, Zero apparently just hid himself away while he repaired himself, which is stupid. As for the Mavericks, well, you should always start with Commander Yammark who is extremely easy with any character, and his stage is rather easy, but going after any other maverick first is a really bad idea, because they can either destroy you like nothing (Infinity Majinion), or their stage is ridiculously hard and/or tedious (Blaze Heatnix). And then there's the nightmare system, which was made for a nice replay factor, but instead, it makes the game random everytime you play it, you never know how the game will be because one stage that was fairly nice the first time, could be either pitch black, full of annoying blocks, or could make you go to random rooms that you may not want to go to everytime you replay the game, meaning there's no way to plan how to play a stage because it could change up on you at any moment, not to mention the damn nightmare enemies that will kill the reploids forever, even if they had a part that you may need, needless to say, it's not fun. Full Review »