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(Click for larger size image)

  Game Name: Mega Man Zero 2
System: Game Boy Advance
Genre: Action
Developer/Publisher: Capcom
Release Date:
Japan: May 2nd, 2003
United States: October 14th, 2003
United Kingdom: October 31st, 2003

Story:

Zero has been wandering around for a year since Mega Man Zero 1 (why is Capcom putting brown cloaks on everyone now?), and he hasn't been taking very good care of himself either. That's okay, though; he soon stumbles over Ciel, who takes him back in. But things have changed at the Resistance Base, chief among them being Elpizo who is now calling the shots...

Gameplay:

Pretty much identical to the first title. The Chain Rod is a little more difficult to use than the Triple Rod though...mostly because it's more critical. If you mess up, you could very likely land yourself in a pit, so...

I give the gameplay: 9/10

Graphics:

Pretty much the same here as well. The portraits and cut scene drawings are a bit cleaner, but still look like scans

I give the graphics: 8/10

Sound:

Some of the tunes are pretty nice, but they would have sounded better with stereo. I do like how the opening ties into the ending music, though.

I give the sound: 8/10

Replayability:

The clear-game save adds some amount of replay and at least addresses some of the more irritating aspects of this title (such as the fact that you can only earn certain items on your first run through a stage). In fact, this game appears to have been designed such that you aren't supposed to be able to obtain everything on a single play through...

I give the replayability: 7/10

Challenge:

The addition of extra lives does make it slightly easier (or at least less tedious) than the previous game, since now at least you don't have to replay stages from the very beginning every time you die. However the difficulty is still up there, particularly if you want to get EX Skills.

I give the challenge: 10/10

Frustration:

You'll probably end up dieing a lot seeing as how this game can be very hard at times( not to mention annoying ).

I give the frustration: 9/10

Value:

Ehh....15 dollars most of the time and that's only pre-played.
There are tons of better games out there though.

I give the value: 7/10

Overall:

I think I would have enjoyed this game more if it wasn't necessary to rush through stages just to get a high rank. I only have fun after the fact, when I am able to go back into stages and explore them properly--but of course, this makes the first trip through completely pointless. Overall, this game, like its predecessor, seems to relish in giving the player disincentives to really enjoying it. For example, a lot of the Cyber-elves are quite entertaining to use, but of course, they come in such a limited quantity that the player will never be able to fully appreciate them. And putting the stages on timers means you cannot take your time and explore, at least not the first time through. And so forth. Someday, maybe developers will realize that the goal of playing a game is to have fun...

I give Mega Man Zero 2: 7/10

Written By: Adam
E-Mail:
adamgach@gmail.com
Date Submitted: November 16th, 2005

Click Here to go to Adam's Mega Man Zero 3 Review

Click Here to see other things Adam has sent in.

 

 
 

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