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GBA Mega Man Zero Developer: Capcom | Publisher: Capcom
Rating: B+EveryoneHero
Type: Action Players: 1
Difficulty: Advanced Released: 9-10-02

For anyone who has ever complained about the weak nature of today's games, for anyone who has ever moaned about 2D being a dead art form . . . well, here's your game.

But, it's on GBA.

Don't even let that sway you. Yes, the newest and best 2D action platformer to come out in ages is a handheld game. Not to mention it's a Megaman game - a franchise many would like to see either in a new suit of 3D or six feet under. Nevertheless, one of the last bastions of side-scrolling, hack-and-slash gameplay is based on a series that has done it all and been back - would you be surprised if I said it even managed to pull out a few new tricks?

First off, Megaman Zero has nothing to do with Megaman (well, almost). The storyline is 100 years past all the events of the Megaman X series, with the world in ruin and Reploids on the run. A zealous genius is on the hunt for every last robotic being, hoping to cleanse the earth of any possible chance of future Mavericks, Hunters, wars - and Zero. This is exactly where the game starts, as scientist Ciel comes across the legendary Zero in an abandoned lab. She reactivates our hero, enlists him in to aid the small force of Reploid resistance, and thus the game truly begins.

Just like any underground task force, the game is divided into "missions." Rather than the traditional stages known in the Megaman lineage, Zero has a list of objectives to carry out in any order you choose. These range from run-and-gun missions where you have to retrieve information to stopping a train within two minutes, and then some. Be careful what you tackle first, since you can actually "fail" a mission. That's right - if you don't finish a stage, bail out, or fail to follow up on the mission objective, the whole deal is aborted and you can't try it again. Don't stress, though - there are continues and saves to help out, but always be mindful of what you have to do and whether you can finish a level or not.

So there's another big departure from Megaman games - or a return to its roots, depending on who you ask: the advanced difficulty. Not only are there pressures for time and success in a mission, but the mission itself is no picnic. Waves of enemies thwart Zero from the get-go and the chaos never lets up. Bosses have insane attacks with their own patterns to weave through, with a complete randomness that will have you guessing what attack will follow what. Hidden items, pickups, power ups, and the like will have you in a frenzy to get everything, everywhere, and to do it as fast as you can. Not to mention the new ranking mission which give a title and letter grade according to how fast a mission is finished, how many Cyber Elves (more on that in a sec) you get, how damage Zero takes, and on and on. Anyone with a penchant for perfection will be hard-pressed to put the game down.

Though there's more changes to the Megaman formula in Zero than just difficulty. A new "item" that plays a huge role is Cyber Elves. These guys can be found by doing anything from defeating a certain number enemies to finishing a mission to looking in hidden-away areas in stages. Elves play a support role to Zero and can be equipped and used for things such as cover fire, health boosts, and time slowing. The best of the bunch involve permanent-effect Elves - they will give Zero added abilities, a larger life bar, and even energy tanks. As for the traditional Megaman weapon system - forget it. Zero doesn't gain different weapons by defeating themed bosses; instead he has two main staples - the Buster and Z Saber. These can be increased in ability the more they're used and, as you go through the game, can be modified with elemental properties. Overall, Megaman Zero is related by name alone, but when it comes to pure challenge, it's just as good as any other Megaman before it.

The surprises just roll along, and needless to say, Zero retains a look that also sets itself apart from its forefathers. Little things such as explosions, dashes, and other touches here and there are reminders that this is indeed a Megaman game, but everything else will sing a different tune. The landscapes are post-apocalyptic, Zero can literally cut enemies down in two, and characters you talk to breathe a life of desperate struggle and jaded apathy that will have you wondering about what had happened in those hundred years. The whole aesthetic is just downright dismal and, like any 2D Capcom game, the graphics push that as far as possible. Enemies are void of cute and vibrant tones; instead we're treated to a grittier look on Megaman foes. Heck, even the bosses, based on animal-esque themes and all, are menacing. Not to mention the animation is fluid and the colors are rich . . . as rich as dreary can get anyway.

A truly dismal aspect to Zero, if there can be any, is the music. It's quite drab and uninspired, not to mention repetitive. All the other sound bites are exquisite though - from the explosions of enemies followed by the clinks of falling shrapnel, to the clean voices. Yet the music can be summed up best in one word: yawn.

(Wait, is that a word...?)

No matter, since I'm sure you're all convinced by now that Megaman Zero is the game for you. Tough as nails, gritty as any next-gen wonder, and pretty, to boot - what else could you ask for? Oh, how about a $30 price tag? Now I know you have no reason to pass it up.

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Rating: B+Hero
Graphics: 9 Sound: 7
Gameplay: 9 Replay: 10
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