Mega Man X Has Been Getting the Job Done for 30 Years

Maybe it’s a little tough to believe if you weren’t there for it, but there was once a time when there were arguably too many Mega Man games releasing at once. Whereas in more modern times, Mega Man 9, Mega Man 10, and Mega Man 11 were released over the course of an entire decade, it didn’t used to be like that. Mega Man was one of Capcom’s most successful home franchises in the late ‘80s and ‘90s, and they beat it into the ground basically from the moment that success began.
In 1993, the same year Mega Man X originally released in Japan, Mega Man 6 for the NES and Mega Man IV for the Game Boy were also released. Consider: Mega Man had debuted in both Japan and North America in December of 1987, while Mega Man 3 didn’t even come out until 1990, and yet, by 1993, the NES series was on its sixth entry, and the spinoff portable series was on its fourth. And those Game Boy games were very much just rehashes of the NES games that had come before, using a mix of robot masters from those titles but in a new—but not that new—context. While games like Mega Man 5 and Mega Man 6, the last two NES entries, weren’t bad by any means, they were also struggling to be anywhere near as interesting and innovative as earlier titles, like the game-changing Mega Man 2.
Capcom had multiple teams cranking out Mega Man games to try to get something going. There was the core Capcom team working on the first six NES titles, then Minakuchi Engineering on all but the second of the Game Boy ones, which was handled by Thinking Rabbit. Mega Man: Dr. Wily’s Revenge and its sequel, Mega Man II, released five months apart in 1991 for the same platform, which is why Capcom had briefly switched developers. The intense, shortened development cycle of II led to a subpar game, the soundtrack of which suffered due to what was either a programming error or a tonal overcorrection—either way, there was no time to fix it before shipping the game out.
The point is that Capcom needed to let off the gas a little and truly change things up if they were going to be able to make Mega Man as enjoyable as it was back when Mega Man 2 reached what ended up being, for quite some time, the high point of that core series. Mega Man X ended up being that opportunity.
No more humanoid robot masters, as the series would shift to animal inspiration, vastly changing the design opportunities of the major foes while doing away with the [Power] Man naming convention, too. All I’m saying is that the previous Mega Man games weren’t going to make room for “Boomer Kuwanger,” but Mega Man X could. No more Dr. Wily, as he would be replaced as antagonist by a genocidal robot—or reploid, in Mega Man X parlance—known as Sigma. The game would be set in a different time period, and would revolve around Dr. Light’s final creation: X, a robot with the capacity for war, yes, but who was designed to be able to live out a life of peace, if only the world would grant him the opportunity. When Sigma decided that the problem with the world was all of the humans in it, well, X’s potential life of peace had to be put on the back burner, since his options were to either join Sigma in ridding the planet of its non-reploid citizenry along with the other Mavericks, or fight back.
A fresh setting meant more than just new robot designs and a new antagonist, though. It also meant that X didn’t have to be the strongest robot around, either: that designation, at the game’s start, went to Zero, who was an experienced Maverick Hunter whom X could look up to. You spend Mega Man X building up both X’s confidence in his abilities and his actual abilities, until he’s ready to have the proverbial torch passed to him. The stories of Mega Man games could sometimes be a little nonsensical—or, at least, their localizations made them that way—but the first X kept it simple and human in a way that allowed for actual emotional and narrative beats.