Mega Man X Legacy Collection 2 brings together a much more uneven part of the series, but I still think it is an excellent package. X5, X6, X7 and X8 do not represent four versions of the same quality or even the same approach. They show a franchise trying to continue, expand and recover across two console generations.

I completed these games on their original hardware, so returning to them is not just a chance to discover famous names for the first time. It is an opportunity to revisit experiences I know well and reconsider how their strengths and weaknesses fit together. Add the collection's new modes and historical extras, and there is a lot here that I value.

X5 gives the collection a strong starting point

Mega Man X5 is the game that most immediately justifies this lineup for me. I consider it almost impeccable, with the major limitation being some uneven choices in the level design. Its two protagonists, equipment and larger narrative stakes make it a substantial adventure that I still enjoy enormously.

That matters because a collection needs games I actually want to play. Historical coverage is useful, but it is not the only reason to return. X5 gives this package a very strong center, and its presence makes the transition from the first Legacy Collection feel connected rather than arbitrary.

The story also establishes how complicated the following years become for the franchise. Moving through these four entries in sequence makes the changes more visible. The appeal is partly in seeing that development, but it begins with the simple fact that I think X5 is a terrific game.

X6 and X7 show different kinds of trouble

X6 remains a game I enjoy despite significant frustrations. The stage design takes a step backward, the story becomes confused and Zero does not provide the experience I want. Yet the core action and progression still give me enough enjoyment to call it a very good entry overall.

X7 is a much harder game for me to defend. Its changes in perspective weaken the precision and rhythm I associate with the series. The introduction of Axl is excellent, and I like the soundtrack and effects, but those qualities sit inside an adventure that disappoints me as a whole.

Putting these games in a collection does not make those criticisms disappear. Their inclusion is valuable because the package preserves this part of the numbered sequence, not because every experiment suddenly becomes successful. I want the games available together, including the awkward chapters, while remaining free to judge them very differently.

X8 gives the package another worthwhile destination

X8 is an important part of why my overall opinion of this collection remains so positive. I strongly dislike its visual and character design, but I enjoy its story, music, gameplay and overall stage design. The return to predominantly side-scrolling action gives the franchise a much clearer foundation after X7.

The three-character structure works better for me in that context. X, Zero and Axl have different roles, and the game offers a more satisfying environment in which to use them. It is a reminder that a promising idea can benefit enormously from a better surrounding game.

This also gives Collection 2 a sense of movement rather than a simple decline from its first title. I do not see the lineup as four interchangeable disappointments. It contains games I rate very differently, and X8 ends this particular sequence on a much stronger note than X7 would have.

Extras that give veterans something else to do

X Challenge is a welcome addition because it asks a new question of familiar material. Paired boss encounters change the way knowledge is applied. A player can recognize an attack and still need another plan because a second boss is shaping the space at the same time.

That is more interesting to me than an extra that exists only to advertise a larger feature count. It gives the collection something playable beyond launching the original campaigns. The preparation and repeated attempts can become their own reason to spend more time with the package.

The museum and music material are useful for another reason. This period of Mega Man X has a strong visual identity even when I dislike particular design choices. Being able to explore the art and sound around the games makes the collection feel more complete as a retrospective. The history matters alongside the playable content.

A collection score is a different judgment

My 9/10 for this package does not mean X7 suddenly receives the same score, or that I have forgotten the problems in X6. It means I value what the collection provides: a connected lineup, convenient access and worthwhile additions around games that remain important to my relationship with the franchise.

Rookie Hunter mode also gives players another way to approach difficult or frustrating sections. That option cannot redesign a stage, but it can make the process of revisiting the games less restrictive. I like a collection that provides room for different levels of familiarity without pretending the original design has been rebuilt.

There is enough variety here to make the package substantial. The move from PlayStation-era sprites to 3D presentation, the introduction of Axl and the changing use of multiple characters give these four games different identities. Even the failures have a clear place in the sequence.

Verdict

Mega Man X Legacy Collection 2 is an excellent collection of an uneven but important period. X5 is a major highlight, X6 remains enjoyable, X7 introduces a character I love inside a weak game, and X8 provides a much better adventure. The extra modes and historical material strengthen the package without erasing the individual flaws. For me, there is more than enough here to make it worth revisiting.

Final score: 9/10.

Review written and game played by Andrew Louis.
Played on original hardware. Completed 100%.