Let's take a look at their actual dimensions, in-game: And what you're looking at, in both cases, is a game that was originally designed for a 4:3 screen ratio, remade for a 16:9 one.Īnd which one of these guys do you suppose makes the transition better from 4:3 to 16:9 - the one who's short and squat, or the one who's tall and thin?Īt least, that's how it looks. Mega Man is fun and lighthearted X takes himself seriously.īut the thing is, those designs affect every aspect of the game's design. Now, these graphics tell you one thing right off the bat, and it's tone. Mega Man is short and squat, while X is tall and thin. One seems obvious - in fact, it's the very first thing you notice:
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Those changes and idiosyncrasies are glaring - and they're what this series of posts is about - but underneath them, it's a pretty solid remake of an excellent game.Īnd it's interesting to look at its immediate contemporary, Mega Man Powered Up, and see how much better Powered Up is than Maverick Hunter X. I decided to take another crack at the 2006 PSP remake, Mega Man: Maverick Hunter X it had disappointed me on my first playthrough, but I thought maybe I'd give it another chance.Īnd on a second playthrough, now that I'm familiar with its changes and idiosyncrasies, it went a lot smoother.
So the other day, I got to listening to OCRemix's Mega Man X: Maverick Hunter Rising album, and it got me jonesing to replay some Mega Man X. What Mega Man Powered Up Does Right and Mega Man: Maverick Hunter X Does Wrong, Part 1: Aspect RatioĬategories: Games, Stream of Consciousness, Tech