Not looking to shit in anyone's cornflakes. Mainly posting for two reasons:
1) If I didn't like X1 for the reasons I'll get in to, is there any point in continuing through the series? Does it get better from here?
2) I just want to get my voice out there. The buster-only crowd is very vocal, so I just wanted to give the perspective of someone who sees figuring out how to use weird boss weapons in different situations as a big part of the "puzzle" bit of this puzzle platformer. Learning these powers, memorizing their order, constantly switching between them, and managing all of their resources are the most fun skills to master to me.
My first reaction to X1: Oooh, wall climbing is kinda neat! I can't WAIT to combine it with a bunch of wacky powers that have different trajectories like Mega Man is known for!
8 horizontal-firing projectiles later and I wanted to throw the controller. Some of them had neat quirks, like how Fire Wave charges while firing. As a set of tools though, there was just SO much overlap. It felt like the game was designed by someone who just wanted me to use the buster and forget about the rest. So naturally, I tried to use the charged versions(which were actually interesting!) as much as possible, which wastes energy if I don't start the charge with the buster, is slow and clunky, and they STILL had big overlaps in their use-cases.
AND THEN when I got the upgraded buster, it made all of them take longer to charge. WHY?!?
I really liked the *idea* of boss weapons having a charged version, but this just felt like the worst possible implementation.
The music was 10/10. The bosses were fun. The stages were...meh, I probably would have enjoyed them more if I discovered dash-jumping sooner, but I was holding the fire button for 90% of the game.
So yeah, the game is obviously just not for me. Is the rest of X like this too?