Mega Man Zero 2
- September 05, 2003 13:14 PM PST
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The most challenging chunk of the Mega Man franchise tries to get a little more user-friendly.
Look around you. See anyone bald? Chances are they got that way playing the original Mega Man Zero for Game Boy Advance?it was easily the most frustrating entry in the never-been-easy Mega Man franchise, a game so unforgiving and weird it got in the way of all the good parts of the game. A shame, too, ?cuz there were a lot of them.With Mega Man Zero 2, Capcom is trying to remedy the situation?while this GBA sequel is still shaping up to be a hellishly tough time, some of the biggest annoyance factors are being chucked out the window, and some cool new touches are being added to make the Reploid Resistance movement all the better.
Mega Man Zero 2 picks up not too long after the original left off, with Zero the sword-wielding hero touching base with a government resistance movement after learning the true nature of X. The gameplay structure is very similar to the first?Zero takes 2D side-scrolling missions from an RPG-lite hub world and collects ?Cyber-Elves? to help him kill really tough bosses?but the continue structure and mission failure consequences are a lot less stringent. If you die in Zero 2, you haven?t completely ruined your game like you did in the first one.
The biggest changes in Zero 2 come in the form of Zero?s weapons. While he?s got his sword and buster shot, he?s also go two new cool weapons?a chain rod (which he uses to swing on ceilings and pull blocks) and a shield boomerang that back be used to deflect bullets or hurled behind foes to get around their own shields. Both weapons seem to go a long way.
Right now, Mega Man Zero?s looking like it will make an awesome addition to the Mega Man franchise, the game that the original should have been. Tough, yes?but fair.