Mega Man Zero 2
- October 14, 2003 11:19 AM PST
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The sequel to the most insanely difficult Mega Man game ever is still insanely difficult, but?
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Upgrade Node The original Mega Man Zero for the GBA was a great title nearly destroyed by a few sincerely frustrating flaws, but Mega Man Zero 2 improves on the original game in several key ways. First off, you no longer have to worry about the prospect of ?permanent failure.? In the original, you got three continues, and when they were gone, the game was over forever. When you screwed up a mission, you failed that mission for good. Here, while the stages are still among the most insanely difficult you?ll ever play, the game no longer limits the amount of continues, and the game?s mission structure is much more forgiving. Secondly, while Mega Man?s staple rock-paper-scissors-kumquat-puppy weapon-gathering is still MIA, the new weapon scheme is much more interesting, clear-cut, and fun. You now have a Chain Rod, which serves as both Belmont whip and Bionic Commando grappling hook, and a Shield Boomerang, which is exactly what it sounds like. The presentation is standard Mega Man with colorful backgrounds and neat-o boss designs, replete with familiar future songs, klaxons, and Buster sounds. The control is as tight as ever, but it can get confusing since you?re allowed to freely mix and match your main and sub weapons.
Zero Warning No, this is not a game for everyone; it?s very demanding and frequently frustrating, but it?s a lot of fun (more fun than the original, for sure) for those who have what it takes. The game also rewards the elite more than any other game of its type?beating bosses while in a state of zen-like Mega Mannery grants you great stuff like their powers and elements, among other things. Yeah, Mega Man Zero 2 hates you?but at least this time it?s not a sore loser.