Mega Man X4
Reviewed by Marcus Webb & Elena Castillo ·
The best-received Mega Man X game after the original, X4 is the series' PS1 debut and the first to offer Zero as a fully playable alternative protagonist. With two complete campaigns, anime cutscenes, and the finest level design in the PS1-era X series, Mega Man X4 is the entry point most Mega Man fans recommend.
💡 Mega Man X4 — Key Facts
- → Mega Man X4 was developed by Capcom and published by Capcom
- → Released in 1997 on PLAYSTATION and SEGA-SATURN
- → Genre: Platformer, Action
- → We rate it 9.2/10 — an absolute classic
- → Part of the Mega Man X franchise
- → The best-received Mega Man X game after the original, X4 is the series' PS1 debut and the first to offer Zero as a fully playable alternative protagonist. With two complete campaigns, anime cutscenes, and the finest level design in the PS1-era X series, Mega Man X4 is the entry point most Mega Man fans recommend.
Overview
The Mega Man X series had established its formula on the SNES: eight stages, eight bosses, weapon collection, armor upgrades, and increasingly spectacular final boss sequences. By 1997, when the series moved to PlayStation and Saturn hardware for the first time, the question was how much the 32-bit generation would change what the X formula was.
The answer, with Mega Man X4, was: a lot.
Two Campaigns
The most significant structural change was Zero. Previous X games had included Zero as a supporting character who sometimes helped X in cutscenes. Mega Man X4 made him a fully playable alternative protagonist with an entirely different campaign — not a palette swap of X’s stages, but a parallel story with different cutscenes, different character interactions, and a different ending.
More importantly, Zero plays completely differently. Where X maintains the buster-shot mechanic from Mega Man 1 through every subsequent X entry, Zero uses a Z-Saber — a close-range melee sword that requires fighting within striking distance of enemies. Zero’s EX Skills (special techniques acquired by defeating bosses, analogous to X’s boss weapons) are all melee-range or short-range techniques rather than projectile options.
This creates a different cognitive experience. X’s campaign asks players to read bullet patterns and find the optimal range for specific weapons. Zero’s campaign asks players to be where the enemy is, read attack patterns, and create openings for combo attacks. The two campaigns share a world but not a play style.
Zero’s Story
Zero’s campaign carries the emotional weight of the game’s narrative. The story involves the Repliforce — an elite robot military unit — being blamed for a space colony incident and refusing to submit to government orders they consider unjust. Zero’s commanding officer and his relationships with Repliforce members, particularly a colonel’s assistant named Iris, drive the personal stakes.
The climax of Zero’s campaign, where Iris is mortally wounded after Zero is forced into combat with Repliforce members, delivers genuine emotional impact — unusual for the franchise’s storytelling. The English voice acting that follows (“WHAT AM I FIGHTING FOOOOOOOR?!”) became immediately iconic for different reasons than intended, but the scene’s intent — establishing Zero as a character with genuine grief and a meaningful existential question — reaches its goal despite the vocal performance’s legendary status.
Zero’s campaign is generally considered the better of the two, and his popularity here led directly to the Mega Man Zero series (2002-2005), which gave him four consecutive solo games on Game Boy Advance.
The Soundtrack
Mega Man X4’s music is widely considered the best in the X series. The composer team created stage themes with the energy and memorability of the SNES trilogy while taking advantage of CD-quality audio to add layers and range unavailable before.
Jet Stingray’s stage theme, the final boss music, Zero’s character theme, and the opening stage compositions are standouts that hold up outside the game as music. The X series had always valued its soundtracks; X4 delivered the version of the franchise’s music that most fully realized its potential.
Legacy
Mega Man X4 is the recommended entry point for new players coming to the X series without nostalgia investment in the SNES games. Its production values are more accessible to modern sensibilities, Zero’s campaign is arguably the most mechanically refined in the franchise, and the emotional story stakes are more clearly developed than any of the SNES entries.
Its inclusion in Mega Man X Legacy Collection 2 (2018) made it widely available and introduced it to a generation of players who hadn’t been gaming in 1997. Its reputation as the series’ best 32-bit entry remains consistent across player assessments across decades.
Our Review
Gameplay
Mega Man X4 provides two complete, distinct campaigns: X's campaign uses the dash, wall-jump, and charged X-Buster shots familiar from earlier entries, while Zero's campaign replaces the buster with a Z-Saber combo sword system and a set of special techniques (EX Skills) acquired from defeated bosses. Zero's campaign in particular offers some of the finest Capcom platforming of the 32-bit era — melee combat requiring precise positioning creates a different rhythm than X's ranged gameplay. Eight Maverick bosses each offer unique stage designs and weapon rewards. Anime FMV cutscenes tell a story with significantly more emotional weight than earlier entries.
Graphics
X4 leverages PS1/Saturn hardware for detailed sprite work that builds on the Super NES X trilogy while adding CD-ROM quality anime cutscenes for story sequences. Character models are larger and more detailed than SNES counterparts. Stage environments are visually distinct and technically impressive — the jungle stage, the underwater stage, and the aerial stages each demonstrate different visual approaches.
Audio
Mega Man X4's soundtrack is widely considered the best in the X series. 'The Skiver' (Jet Stingray's theme), 'Zero's theme,' and 'Web Spider's stage' are standout compositions. Zero's 'Mission Get!' voice line is infamous. The arranged and original versions of boss and stage themes achieve an energy and emotional resonance the SNES hardware couldn't have produced.
Replayability
Two complete campaigns with different mechanics, four difficulty settings, and the challenge of S-ranking all stages provide substantial replay depth. Zero's campaign adds a genuinely different gameplay experience compared to X's route. Finding all Heart Tanks, Sub Tanks, and armor capsules provides completionist goals.
Historical Significance
Mega Man X4 marked the series' debut on 32-bit hardware and is widely considered the peak of the PS1-era Mega Man X games (X4-X6). It introduced Zero as a fully realized alternative protagonist, a role he would maintain in the subsequent Zero series spinoffs. The 'WHAT AM I FIGHTING FOOOOOR' vocal line in Zero's ending became one of gaming's most quoted moments. The game served as many Western players' introduction to anime-style storytelling in action games.
✅ Pros
- + Two complete, distinct campaigns with different mechanics
- + Zero's saber combat is among Capcom's finest 32-bit gameplay
- + Best-in-class X series soundtrack
- + Emotional story with genuine stakes in Zero's campaign
- + Eight memorable Maverick bosses with inventive stage designs
❌ Cons
- - X's campaign is weaker than Zero's — somewhat outclassed by its companion story
- - English voice acting (anime cutscenes) is famously bad
- - Some armor upgrades for X require specific action sequences to unlock
- - Not currently on Nintendo Switch Online