One instance of going backwards is ditching the animated cutscenes, as mentioned before. That, by itself, is not a deal breaker, but I'm going to use it as an example of the greater problem. When I popped in X5 ages ago and saw those still frames, I was like, "WTF!?!? Why would you do that!? Unless... you just weren't trying as hard and not putting as much into the games!?!?"
You do know it costs money to make animated cutscenes right? Especially back when they were all hand made like 8 and X4. (X3 only had them in the rerelease PSX edition, and they were minimalistic, so I dont really count those) They probably saw it wasnt worth it. I disliked the lack of cutscenes myself, but at least they were well drawn. Sensei really outdoes himself with his art in X4-6. Besides, X7 reintroduced partially animated cutscenes in game, with a still image, and the two character images that moved to express emotions. And then a full CG scene at the start and the end. Then X8 outright brought them back full force. Command mission is a different type of game though, so it just uses the in game models to act out scenes. But it did have a really cool scene at the very end.
The duck was stupid, near pointless, and didn't really need to be there. I don't think anyone was asking for it and it really didn't add much.
It wasnt insanely useful, but it was certainly a welcome Idea. It should always have been there. Go play X8. the lack of a duck is sorely missed.
- The armor sucked.
Are you fucking kidding me here? You MUST be off your rocker if you think an armor- the ONLY armor in the series mind you- that allowed complete free flight sucked. Gaia armor was terribly handicapped by it;s speed and lack of special weapons, but it certainly made up for it by having very strong attack power. And it was immune to spikes, as well as allowing you to stick to walls without sliding. X6 DID outdo it however, by introducing the Shadow armor, which was much more stage friendly, being not only immune to spikes and wall sliding, but being very mobile as well. Allowing for a super jump, and the ability to stick to ceilings. As well as the saber being a much better close range attack than the Gaia Armor's short range buster. It's giga attack was also much better than Gaia's.
And dont forget both games featured the Ultimate armor as well. X5 is the only game where you can get it legit without cheating.
- Having the option to play as X or Zero from stage to stage was a surprisingly bad idea. Or at least it wasn't handled well.
Dont know what you are talking about. it should have ALWAYS been like that. X4's split game was terrible, because then it creates a timeline split. Plus the whole idea is they are partners. the best of partners. they SHOULD be fighting together. not one stays at base while the other goes out, which is what X4 implies.
- Out of all the Mavericks, I felt only a few of them were cool ideas and had fun stages,
thing about X5's stages, is the at least 2 of them are based on X4 stages. My favorite stage was actually the Izzy Glow's laboratory. Had kickass music too.
- The music, while not bad, was disappointing. It just didn't live up to its legacy.
really though, to each his own, but I wouldnt call the music Dull. I dont recall any soundtracks to be dull. In fact, the only one that was forgettable, was X8's.
And I beg to differ. X5 had a great soundtrack. all because it 'wasnt X4" doesnt mean it was bad. Izzy glow's stage had a kickass theme, so did Grizzly's, Sunhouse mountain's theme was cool, it really felt like a "heat" theme.
the repiforce air base theme was alright. catchy if anything. then theres the final stages. while the theme for the first 3 stages was somewhat repetitive, it was still nice music. calming almost. And the final stage theme itself was like, disco sigma shit. it was a remix of Quickmans theme.
- Dodging purple Sigma viruses? No thanks.
plot related gameplay gimmick. if X became infected, he steaily lost health. if Zero became infected, he became invincible for the duration.