Let's Talk - Plot holes and the "Rule of Cool"

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Mega Man is a video game series that started as an arguably shameless rip-off of the then more popular, now just as popular, Astro-Boy franchise. The Blue Bomber was a staple of the NES library with a plethora of 6 classic games, ranging from the console's release in 1985 to the end of its life in the mid-90s.

Mega Man X, initially released on a then-newer SNES console, later took a more modern, darker, and more shonen-ish take on its character and storytelling while keeping continuity with the good-humored "Classic" series.

With the unelucidated death of its former protagonist, a newer hero appears almost one hundred years after the events of the classic series. This new and instantly familiar protagonist, conveniently named "Mega Man X," is the ultimate creation of the late Dr. Thomas Light, discovered by a world-renowned archaeologist, Dr. Cain, and used to create a race of advanced robots known as the Reploids. The world is at peace, with newfound prosperity attributed to the technological leap from Dr. Cain's discovery.

However, not long after their creation, Reploids begin to revolt against their human benefactors. Prompted by the arrival of this new "Maverick" virus, Dr. Cain forms a special unit of Reploids to put an end to the newfound menace.

Dr. Cain is seen only three times in the X series, 
he is, however, referenced in the game manuals 

The story is often criticized, with reasons, for its many inconsistencies, plot holes, and storyboarding issues. As a long fan of the blue bomber, this left me to ask myself about what exactly makes an enjoyable storytelling experience in video games or any media. I will also elaborate on the many themes that make Mega Man X an enjoyable piece of media, as well as the many issues encountered by Inafune during the storyboarding of his games.
 
Conveniently, some of the trickier plot holes 
were lazily corrected in some re-releases.

The Good, the Bad, and the Returning Big Bad

Despite the many unique themes and individual stories explored by Mega Man X throughout its games and its many "guest villains," the main antagonist, Sigma, never seemed to die. He was behind the original game, as well as the puppeteers of the X-Hunters, Dr. Doppler, Repliforce, Earth Crisis, the Nightmare Virus, the Spiders, as well as Lumine.

All of these main plots, following the first game, could have easily gone without Sigma as the main antagonist.


A villain that never dies, always in the shadows,
Baldie is one we could have generally gone without.

Sigma is indeed an important thematic villain in the Mega Man X series. He starts as Dr. Cain's finest creation and the leader of the Maverick Hunters, designed to be unwaveringly loyal and follow commands without hesitation. However, the Zero virus, sealed within Zero's capsule, infects Sigma and gradually drives him to madness.

Initially, Sigma's goal is to see Reploids thrive and reach their full potential. He admires X for his unlimited potential, but as the virus takes hold, his vision becomes warped. He starts the "Maverick Wars," a war against mankind, in his pursuit of evolving Reploids. This leads to his conflict with X, whom he once admired, but now resents for not sharing his potential.

Throughout the series, Sigma is defeated multiple times but keeps coming back, with his sanity deteriorating after each appearance. His motives become increasingly enigmatic, but his overall desire seems to be chaos and destruction. While Sigma is a compelling villain and represents the epitome of Reploids, he can never truly rival X and Zero, as they possess the ability to hesitate and make choices, unlike Sigma, who is bound by his programming.

Sigma and X are thematically linked, closer than one would expect.

Emphasis on Lore, Theme, and Narrative, over Story
Mega Man X is quite the tone shift, letting go of the "Saturday morning cartoon" touch of the classic Mega Man series and expanding on grittier, more complex subjects. Mega Man X is a deconstruction of Mega Man, set in its not-so-distant future following the "Wily Wars". This series inevitably contrasts with the lighter and softer classic, the heroes are conflicted by their moral choices or meanings.
 
Mega Man scratched simple themes such as the three laws of robotics, self-preservation, and jealousy.
Mega Man X is about the evil within artificial intelligence, the place of robots in human society, the meaning of consciousness and its importance, as well as the limits of mechanical evolution. Human questions and dilemmas are applied to robots to make an interesting dirty future setting. Humans rarely play a role in the Mega Man X narrative, it is a story about robots discovering their humanity, or struggling with their lack thereof.
 
Zero and X show compassion and feeling not seen in other Reploids

Grittier themes introduced by the Mega Man X series were also expanded upon in the "Zero" series, one being the characterization of one of its main villains: Copy X - a faulty clone of the late X serving as the ruler of a dictatorial dystopia called "Neo-Arcadia".

Unlike the original, Copy X is a Reploid without consciousness, merely following his programming. Being the copy of a legendary robot, he felt his moral code was infallible, emulating a higher good which he could not grasp, his ultimate armor being a seraph. His obsession with perfection and purity, enabling his warped sense of justice, caused his inevitable downfall. Yet, even though you don't see much of him throughout the game, you can make a lot from his views. 
 
After his defeat in "Mega Man Zero", Zero calls X "naive" for the first time, as he would know that the original X was always conflicted about his own moral choices, which allowed him to be truly just. It goes well with Zero’s last words in the series finale, "never caring about justice or being a hero but rather fending for those he loves", a direct contrast to the cold, binary approach to "good" found in Copy X.

Copy X - the trope of the fallen angel

Capcom's Betrayal: the double canon
The characterization of Copy X would have certainly been different, had X5 ended the X series as planned by Inafune's original vision. Capcom had lobbied toward following the Mega Man X series past its intended closure with the promise of a sixth installment. Fortunately, this happened midway through Mega Man Zero's early conceptualization. In the now-canon ending, prior to the events of "Mega Man Zero", the untimely death of Zero matured X's morality, delaying the creation of "Neo-Arcadia". This ending later forked toward X6, followed by X7 and X8.

Zero's death in X5 was later revised to be a canon ending.
 
However, another ending called "Zero Awakened", was initially the intended canon ending of the Mega Man X series: an amnesiac X loses any memory of Zero and follows a newfound purpose that would inevitably go awry, the creation of "Neo Arcadia" would come to fruition sooner than expected, and all within his extended lifespan. This ending was intended to fork toward the Zero series, as the original X was, then, intended to be the main villain of the Zero series up until Capcom's aforementioned intervention. 

The "Zero Awakened" ending, used to be canon.

Fear of the unknown: the plot holes
In defence of the criticism targeted toward the X's series, the main and most important aspect to understand about the series is that not everything has to be explained explicitly but shown, or rather referenced, which I assume would be not to slow down the pace of its action-oriented games. 
You get an intro scene that sets the scene for why you've got to go fight these villains, you will fight for a good long while, then once you beat the final boss, there'll be an outro that sets the plot of its next game. Simple enough, we have a hero, a villain, and characters in a setting, much like an action figure set of the 80s such as "He-Man and the Master of the Universe", the Mega Man characters are above all else action heroes with their own action figure lines, the rest.. is ultimately up for you to decide.
As a result, the player theorized many plot holes, such that a lot of the game's flawed story-telling makes clearer sense once you make light of them using your own's imagination.

Certain characters, such as Alia, are invited, but unintroduced.
Even going as far as the fifth or seventh installment

Fan Theories are connecting the dots
Dr. Wily Lives - through robotic avatars:
The earliest clue to Dr. Wily's existence appeared as early as the arrival of the three X-Hunters seeking to repair Zero following his demise, more specifically their leader, a Reploid named "Serges". Strikingly similar to Dr. Wily in appearance, his interest in Zero, and his disdain for X. As he is ultimately defeated, cursing Dr. Light in his dying breath: 
"Am I to perish here? Defeated by Light’s memento robot again…how regretful…".

Serges' death was lost in translation in the English release 

Mega Man X5 notoriously ends with Sigma "finding a friend in an old man", possibly referring to Dr. Wily. In the prototypal story of Mega Man Zero, some even suggested that Dr. Weil was meant to be Dr. Wily's final robotic avatar, he is however named "Dr. Vile" in the Japanese version and the proof seemed rather inconclusive.

Wily Symbols are also found throughout the game during boss fights

Following up with Mega Man X6, a new character approaches Zero again with the same pride and an unexplained disdain for X as Serges... and not unlike Dr. Wily. He claims to know Zero "inside out" and that he could "capture him at any time" as he saw fit.  Isoc's voice actor is also the same as Dr. Wily's, strengthening our suspicion.

Isoc, another of Wily's avatars?

So where am I going with this exactly? Ultimately Keiji Inafune was asked if Serges was Dr. Wily, to wish he replied: “He might be... he might not be.”. Inafune thinks this is “one of those things that are best left without an official comment.”, believing in “planting seeds of imagination in players and letting them come to their own conclusions.”. Thus, according to him, the many plot holes of the X series simply fuels the imagination of players. This brings us to our final point.

Cool guys!

Conclusion: All-in on the "Rule of Cool"
To understand "Rule of Cool", think "Jojo's Bizarre Adventure". As the name implies, it is bizarre, often nonsensical, its plot points revolving around instant gratification in the form of jaw-dropping action scenes. It is by definition, giving the story a chance to perform ridiculous stunts or bend every rule for the sake of more action, or humour. That being said, Mega Man X's story is not meant to be taken seriously in any way but could be enjoyed in every way. It is to be "cool".