Megaman X Tutorial Level Analysis
Jarod Reizian Frank
The structuring of
the game is fantastic, giving the player plenty of time to learn the controls
of the game without invasive “tool hints” or an annoying dialogue chain. The
game starts out with simple, ground based enemies that don’t require you to
aim, and then introduces the concept of jumping with small gaps, two very
simple, hard to mess up repeatable tasks. But then it teaches you the concept
of jumping and shooting at the same time by having flying enemies, along with
walker enemies. The walker enemies in particular display how certain enemies
can only be hit in certain weak spots (their glowing giant orb eyes) but
introduces you to the concept at a slow pace, not only taking time to unroll
and deploy, but also with a relatively slow walking animation. The difficulty
is in how the game combines obstacles, flying enemies over gaps that can knock
you to your death, mini-bosses combined with walkers to protect them, and even
some mobile enemies in cars. But through all of this you are shown an example
of what’s to come in a stable, non-threatening environment where you can
observe and learn how to beat a single type of obstacle. Then, using the
knowledge YOU discovered, overcome enhanced versions of those obstacles, the
difficulty is increasing over the level surly but you never feel like the game
threw something at you at random. Throughout all of this the basic story of
“the robot apocalypse” is very prevalent, even if you do assume Megaman is a
man, (he’s not) the countless robots firing on you with missiles and electric based
weapons combined with the ruined city in the background AND the collapsing
bridge under you give you the idea that things are not great. Possibly my
favorite narrative concept of Megaman X is, (excluding encounters with Vile and
Dr. Light) its dedication to showing and never telling; lengthy dialogue
talking about how bad the future is isn’t necessary when your surrounded by all
the visuals you need to figure it out on your own! The game doesn’t hold your
hand in many scenarios, but rather shows you a few dangers in isolated
instances and then leaves it up to you to learn; a model that respects the
basic reasoning of human beings.
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