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  Mega Man Zero 2 (GBA)


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       Review by: Jake Delfeir

       Reviewers Score:  8 / 10

Posted: November 28, 2005

Megaman Zero 2
System: GBA
Genre: Action/Side-scroller
Difficulty: Medium
Rating: 8/10

Once again, I find myself confronted with the review of a Megaman game. Much like its predecessor, Megaman Zero 2 is a suitably fun game in the newest branch of the Megaman series. Read on to get all the details.


Graphics (9/10)

Little has changed here since the previous game, though there have been some touches. The character pictures, which looked somewhat rough in the earlier game, have been improved upon slightly to make them look a little better. The sprites are all fairly similar once again, with a few extras here and there, and there's a slew of backgrounds both old and new. Once again, the graphics are good stuff and suitable for the situation, but there's nothing amazingly new or ground-breaking here.


Sound (8/10)

We have a new soundtrack here, though a few of the songs return or sound similar to previous ones. Like before, these are pretty good songs, but hearing them too much wears a bit thin. Also, the sound effects are mostly carbon copies of the previous game, so that tends to annoy as well. All in all, nothing has really changed here - you might like the sound at first, but it doesn't last.


Storyline (8/10)

The storyline of Megaman Zero 2 takes off... well, not immediately after the first. There's a year in between the two. The events between the two are mentioned at the beginning, and it goes like this - Zero has left the Reploid Resistance for the time being to search for himself. He's still fighting Neo Arcadia, but he's understandably sick of these meaningless battles, and he's pretty much worn down to exhaustion. He uses the last of his strength to survive in the opening stage, but then he is saved by none other than Harpuia, one of the Guardians of Neo Arcadia from Zero 1. Hmm...

Anyway, he's dropped off at the new Resistance base. And here we find a new leader - a weird Reploid called Elpizo. He's decided that the only way to save Reploids is to destroy Neo Arcadia, rather than use pacifistic methods that Ciel is working on making. In short, a new energy source to end the energy crisis. Zero is found, fixed up and put back on his feet - and now you're doing missions for Elpizo. You'll assist their efforts to de-stabilise Neo Arcadia, as well as help Ciel's research a bit. That's how the game starts, but more will unfold in just a while. Like the previous game, the story is alright and is a little more deep this time around, but it's hardly brilliant. Just typical Megaman fare... which isn't a bad thing at all.


Gameplay (9/10)

Again, everything is pretty much taken directly from the predecessor. There are a few changes, however. The basic gameplay remains the same - you have to go through levels and do missions, while dispatching a boss as well. You have a change in the basic arsenal of last game, however - while the Z Saber, Buster, and Shield Boomerang all remain, the Triple Rod has now been replaced with the Chain Rod. This alters things a little, since the Chain Rod can pull things towards Zero, be it enemies or dropped items. This makes it possible to get some tough-to-get items that are scattered around, which are only collectible that way. Also, the Chain Rod acts like a grappling rod, meaning that Zero can use it to stick to walls and swing between big gaps, or catch himself against a surface to make a jump to a higher place. It makes things a bit more interesting.

The famous boss abilities now make their return to the franchise as well, which is a welcome return. Beating a boss will net you an EX Skill, which allows Zero to expand his repertoire of abilities. You can turn them on or off at any time, depending on your play style. These include things like an uppercut with the Z-Saber, or an exploding flame shot with the Buster. Some of these need the Element Chips to use, which make a return from Megaman Zero as well. The big catch with this, however, is that you have to get a high score in the level to earn the EX Skill. You must get an A or S rank in EVERY STAGE to get them all, which can be pretty challenging for the average joe. Along with the EX Skills, it's also possible to collect new Forms. Forms will change Zero's colour and alter his stats a little bit, as well as alter the play style for him considerably. These are achieved by using a certain weapon or trick often, or by meeting certain conditions. These include beating up lots of enemies in one stage with the Z-Saber, or pulling lots of items and enemies to you with the Chain Rod, or deflecting a certain amount of bullets with the Shield Boomerang. It's not much, but it's something for the perfectionists to dig up. Though they're not really well-documented... I didn't even know they existed until my second playthrough.

The Cyber Elves are back, and they play exactly the same as they did the first time. You feed them with Energy Crystals, then you equip a few and let them loose to power you up. Aside from these little changes and new features, the gameplay is pretty much exactly the same as the first. This isn't such a bad thing, though, and it's good to have new bosses and new stages to party on. The only real downside is that the bosses are somewhat less difficult this time, especially the final one - the easiest final boss in the series. Nonetheless, it's a good game for those who are at least a little fond of the franchise or game style.


Replayability (5/10)

Once again, the replayability is minimal here. It's an improvement, however, since getting all the Forms and EX Skills might draw a few players back. Apart from that, though, there's only an extra difficulty mode to unlock, and the game itself is fairly short. So this won't last you long, and you won't be coming back unless you're like me and desire a regular Megaman Zero fix.


Overall (8/10)

This was a new look and approach to the Megaman franchise, but since it's the second game, that's not so true anymore. Instead, it's a solid game that continues to provide plenty of entertainment for a series that is well past its prime, but still going strong. If you liked the previous one, or any Megaman game, or even any game of this type, then you should like this one. Just be warned - like its predecessor, it won't keep you captivated for too long.
 
 
 

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