Command Mission marked the series' foray into a more traditional JRPG - a Mega Man X side story told through a simple, linear, level-based 3D dungeon crawler. If a few mechanics (transformations, turn order bar + party rotation) seem like photocopies, the rest are a bit more original, namely its arsenal of bonus action-esque Sub-Weapons (set to button commands and mediated by a regenerating MP bar) as well as the character-exclusive minigame skills of Action Triggers. No less notable are Force Metals, menu-defined wearable stat boosts that owed equally to FFIX and Battle Network 3. On the other hand, the gameplay is often too straightforward for its own good, lacking the challenge (that's mainly reduced to type-matching) required for these ideas to make a huge impression.
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I like this game so much more in concept than execution. I love the idea behind characters like Maximo, Spider and Marino, but all of them are barely characterized or used outside of the one chapter that introduces them. I love the idea of a story-heavy MMX game where each of the maverick bosses are actually fleshed out and used as a little arc villain, but they still barely have much identity to them and I honestly struggle to remember all but like half of them only a month or two after finishing the game. The endgame twists all come across as very poorly set up and end up having pretty minimal explanations, meaning moments that are supposed to have whole-plot implications really just feel kind of arbitrary and last-minute. All that said though, I really wish this game had been more successful, because they could have done so much more with a Mega Man RPG had they had another chance to make improvements on this one.