I think metroidvanias didn't have even half of their current popularity and presence in the game industry back when Mega Man X was relevant. X4 and Symphony of the Night were released for the same console in short timespans from one another, but SOTN was a standalone game of the formula. It was still good enough to inspire new metroidvanias, but you can count on your fingers those who weren't just new Metroid GBA titles. Later on, Metroid went on to focus on a first person shooter game approach and Castlevania had 3 Metroidvanias for the GBA as Megaman Zero's contemporaries, at the time the X series stopped. Then there were the 3 Metroidvanias for the Nintendo DS as ZX & ZXA contemporaries. Not nearly enough games of the metroidvania "genre" to compete that did the same thing.
Since 2007, there was a huge boost of metroidvania games, or just quick paced platformer games that play similarly or have similar elements. MMX will need to capitalize on the strengths of its formula to not become "generic" or "aged" compared to everything we've already seen (that was inspired by Mega Man, ironically). The issue is that it was a series left to sleep for too long while other people built over its legacy, so it has a lot to catch up to.
Of course, that doesn't mean MMX's formula is bad and needs to be reworked, because Mega Man's formula still works to this day. What I'm saying is that all the innovations from the past don't count nearly as much for a new X series game. They'll need to keep improving the formula and finding elements that fit with the new ages for a franchise that has been sleeping for over a decade. What X4 tried to be compared to the SNES games, what X8 tried to be compared to the PS1 games and what Mega Man 11 tried to be compared to the other tiles.
I agree it does, although it could just be a vague hint instead of a blatant answer to what beats what. Imagine there's a boss whose room darkens and they attack while you can't see and one of the navigators comment on how it'd be useful if you had something to light up the room.
I honestly prefer weapons to be "effective" on a boss based on what they do rather than giving specific weapons a damage boost and stunning the boss for 3 seconds. Like how using Homing Torpedo was good because it tracked and followed an invisible boss. I also hope boss weapons are more important for passing through stage sections, which is something I only remember the Wily Stages doing (and poorly, imo).
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I agree that multiplayer would be a genius move. I'd love to play a MP MMX game and the closest to it is 20XX and 30XX, although the experience is different since exploring the stages was such a big feature in MMX that procedurally generated stages just lack (and of course, the story, the setting, the characters, the OST etc.).
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Also, I was thinking here, the X series still has a lot to tell despite the forced continuation it had after X5. I think X6 picks off nicely on a post-apocalyptical world of sorts where humans and reploids are trying to rebuild but some people don't let go of their own prejudices (plus the virus making Gate mad) for them to settle disputes. If anything, X7 was the one who started screwing with the plans because suddenly we had the end of the world but now we have futuristic cities back, what a miracle!
I think the X series is ultimately about reploids and humans trying to coexist but there are always issues brought either by the former or the latter and the Maverick Hunters, as a policing institution, is hardly the one to gap that bridge (and sometimes they expand the gap, as issues with police brutality from the MHs arose). Sigma's legacy bites more in their asses than Sigma's returns, because he was the first one to object to following human orders and soon others followed by will. I'd like the X series to end with him realizing that, stepping down from the Maverick Hunters (or changing the MHs to something larger, as bad as the implications are) and serving as a figurehead for peace and union between the races.