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Mega Man Zero 2
 
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Mega Man Zero 2

by Capcom
Game Boy Advance Everyone
4.3 out of 5 stars  See all reviews (23 customer reviews)

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Product Features

  • A new organization named Neo Arcadia has tricked Mega Man Zero into helping them reach their goal -- total war between humans and reploids. Help him to put a stop to their plans before it's too late!
  • Zero has gained new latent powers, and depending on your playing style, they'll come out in unexpected ways
  • Use the new Chain Rod weapon system to grapple onto ledge & swing, or grab items from a distance
  • Connect Zero 2 to the original Mega Man Zero game for exciting two-player combat through a GameLink cable

Product Details

  • Shipping: This item is also available for shipping to select countries outside the U.S.
  • ASIN: B00009WAV4
  • Item Weight: 8 ounces
  • Media: Video Game
  • Release Date: October 14, 2003
  • Average Customer Review: 4.3 out of 5 stars  See all reviews (23 customer reviews)
  • Amazon Best Sellers Rank: #16,848 in Video Games (See Top 100 in Video Games)

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Product Description

Mega Man Zero 2 takes you back into the future, for a thrilling new adventure where Mega Man Zero must stop a world war!

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Customer Reviews

23 Reviews
5 star:
 (11)
4 star:
 (9)
3 star:
 (2)
2 star:
 (1)
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Average Customer Review
4.3 out of 5 stars (23 customer reviews)
 
 
 
 
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Most Helpful Customer Reviews

5 of 5 people found the following review helpful:
5.0 out of 5 stars Sweet Sequel, December 28, 2003
By 
Kyouryuu (Portland, Oregon United States) - See all my reviews
This review is from: Mega Man Zero 2 (Video Game)
Mega Man Zero 2 is a textbook example of how a good video game sequel should be done. Not only does it address the latent issues and problems with the first Zero game, but it goes one step further to make for a very strong platforming title skilled gamers should consider.

Zero 2 returns us to the distant future where Reploids (sentient robots) are the subject of genocide attempts by Neo Arcadia, a faction created by humans to eliminate the Reploids, whose free will they believe is a threat to their livelihood. A new commander for the Reploid resistance movement, Elpizo, goes on the warpath to bring Neo Arcadia down once and for all. The story presented in Zero 2 is a notably complicated one that links elements from the Mega Man X series and the previous Zero game.

Aside from the sinister new bosses and stages, there are a lot of things to find and collect. Zero 2 brings back the Cyber Elf system, where you can raise elves so you may take on special powers. Zero also has a Shield Boomerang (deflects shots back at enemies) and the Chain Rod (a grappling hook). There are also special Forms that change Zero's appearance and add special attributes tailored to your playing style. Finally, there are EX Skills, special attacks and moves, that are rewarded to the most hardcore of games. Clearly, there is a lot of incentive to replay the game.

Graphically, this game continues the high standard set forth in its predecessor for fluid and vibrant animation and design. Again, expect subtle use of "Mode 7" effects and transparency details to create rather compelling environments. Sound is one of the most improved aspects, with the music being more catchy and memorable than in the previous game. There is also a liberal use of voice effects (the final boss is particularly well done in this regard). The controls, as we would expect, are nearly flawless. However, I would echo the sentiment that the Chain Rod demands a little too much precision.

I had two complaints about the first Zero game, both of which are rectified in Zero 2. The primary complaint was that feeding Cyber Elves energy was a tedious process that bogged the game down. In this game, there are more locations with copious elf energy capsules such that this doesn't become a problem. The second was the overall difficulty and limited continues. Zero 2 goes back to the traditional Mega Man arrangement of limited lives, but unlimited continues, which greatly eases the game. Additionally, there are up to four Sub-Tanks (energy refillers), a 2x life meter upgrade in the game, and an upgrade that makes spikes and lava non-lethal. In other words, the Cyber Elf system works as it should - it can make the game much, much easier for the casual gamer while maintaining an extreme difficulty level for the diehard fan. For using elves, you are penalized by not getting a high rank for each stage, but this does not affect the ending - only the ability to get special EX Skills.

Drawbacks? I think that for casual gamers, the game is still a bit ruthless early on. Trying to beat your first boss can be challenging. There should be a pushover of a boss, along with a very easy stage, among the initial four. Second, compared to the Japanese-to-English translation of the first game, Capcom kinda' botched this one. Although the plot makes sense, there are a lot of unprofessional grammatical errors and mistakes that should have been caught by translators. But, clearly, these are minor problems to an otherwise great game.

If you think all of the Mega Man games are the same, or thought that Mega Man X7 was a disaster, Mega Man Zero 2 should restore your faith in the series. Even for newcomers, this is a great platform game - one of the best on the Game Boy Advance. Highly recommended.

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4 of 4 people found the following review helpful:
4.0 out of 5 stars Better than Zero, October 18, 2003
This review is from: Mega Man Zero 2 (Video Game)
The Game Boy Advance is quickly becoming the Mega Man system. In its less than three years on the market, not only has Capcom created two original Mega Man game series in the form of the Mega Man Battle Network and Mega Man Zero, but has also brought back a long-lost gone portable with Mega Man & Bass. But just as the company did back in the NES days with the original Mega Man series, Capcom's churning out sequels to its GBA series, creating new experiences by reusing assets from the past games in the series. It's certainly worked out for the company as it can produce sequels on a faster than yearly rate, and it's worked out for fans of Mega Man as they can get their hands on more of their favorite game franchises. Mega Man Zero 2 is definitely among this tradition. When the series was started last year, it was the first real and original Mega Man game for the Game Boy Advance, and because of that it definitely added to the game's excitement value. Mega Man Zero 2, a continuation of last year's adventure, builds upon everything already established in the original Zero, and though it definitely adds a few new elements to the mix, there really isn't anything here you haven't experienced already... it's just a lot more of it. More CyberElves, more abilities, and more frustratingly difficult level design. Mega Man fans know just what they're getting into, though, since Capcom's notorious for its almost evil level design, and in this sense, yes, Mega Man Zero 2 is a worthy follow-up to the Mega Man line. But it's not as special or as significant release as the original game was when it hit shelves last year. Mega Man Zero 2 is set a year after the ending of the original Mega Man Zero, in a world where reploids are unjustly attacked by an organization called 'Neo Arcadia.' Early in the game, Zero falls prey to a trap set by Neo Arcadia's ruthless and newly self-appointed commander. Though she appears on the surface to be fighting for the good of the world, she tricks Zero into helping her with her ultimate plan and use him to wreak chaos between reploids and humans. Players are faced with the same gameplay that was already established in the original Mega Man Zero: blast through run and jump, enemy infested areas and complete these missions in order to advance the story forward. Last year's game was a little sloppy in its mission layouts, but it's been tweaked better for the sequel since players now have unlimited continues to complete the specific level. But that doesn't make it any easier, since players still have to get through the challenges with their storage of extra lives (usually three in reserve)...and if the level challenges don't get you, the end level bosses -- these gigantic monstrosities with wildly varying attack patterns -- definitely will. Just as with most of the Mega Man action games, the game does really boil down to one specific pattern: waste your lives by memorizing the level layout and perfect your abilities until the end boss. Then, it's all a matter of losing your lives trying to defeat the end boss. Mega Man does rely heavily on hardcore gaming skill, but don't be naive...there's a ton of trial and error involved as well. Along with the player's standard blaster and sword abilities (both which upgrade in abilities the more you use them), players can also equip more "weapons." The most significant is the Chain Rod, which is essentially Capcom giving Zero the same ability as another one of the company's past videogame heroes, Bionic Commando. Players can utilize this chain to swing from ledges as well as grab out of reach items (or bring enemies up close). Level designs definitely put this Chain Rod to use in several places, which makes it a good thing that players can easily equip it as Zero's main or secondary weapon. The clean controller interface is definitely one of Mega Man Zero 2's strengths, but trying to use the Chain Rod is a little frustrating. It's a little stiff in its design, and collision has to be absolutely precise...and in many levels, if players can't get that Chain Rod off at the right time, it's a quick life lost thanks to the many, many, many bottomless pit deaths in Mega Man Zero 2. CyberElves also make a return in this sequel, and there are a lot more of them. CyberElves are Mega Man Zero's version of the Pokemon element of collection; if players find these fluttery little sprites after defeating an enemy, they can scoop them up and utilize their specific powers during the action. Some turn on-screen monsters into power-ups, others freeze them in place. Zero can only have one CyberElf equipped during a level, so it's a bit of a strategy for players to pick the right elf for the job. But their appearance is almost entirely random...though specific ones hang around the same area, they sometimes just refuse to appear. There are other enhanced elements in this game, including the Mega Man-esque ability to use acquired boss power-ups for a near perfect level run, as well as upgraded, palette-swapped forms players can collect throughout the game...there's not a whole lot in this sequel that makes it a whole new adventure. Except for maybe the multiplayer support; find a friend with a copy of the game and you can go head-to-head with them in three different "race" type modes. It's definitely a neat and welcome inclusion, adding a little more competition to the game design. Yes, this game is hard. Like the other members of the Mega Man franchise, Zero 2 features some of the most challenging videogaming you'll ever experience because the designers never let up on the difficulty. It's meant to be a tough game, possibly to give players a real sense of accomplishment defeating these level creations. But it certainly wouldn't hurt the game if the creators sloped the difficulty curve a little more in the player's favor, especially early in the game. If you're frustrated easily, this game is not for you. If you loved the original Mega Man Zero there is absolutely no reason why you won't love this sequel...unless, of course, you're looking for a brand new gaming experience. What it lacks in new elements it makes up for it in tighter design and more ass-kicking level designs...don't think for a second that this game is going to be a simple trek through. If anything, it's an excuse to see just how much patience you have, and just how much gaming skill oozes from your fingertips.
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3 of 3 people found the following review helpful:
4.0 out of 5 stars A pretty satisfying sequel, January 8, 2004
By 
David Harvey (Ann Arbor, MI USA) - See all my reviews
(REAL NAME)   
This review is from: Mega Man Zero 2 (Video Game)
As good a game as the original Mega Man Zero was, this sequel improves upon it in every way. The most welcome change is that Zero is now given "lives" to complete a level compared to only one try per area in the original. This is good, because Capcom didn't let up on the difficulty. This game is HARD, and although it didn't keep me from playing and enjoying it, it probably wouldn't be appropriate for younger players. Personally, I thought the old Mega Man/Mega Man X games were too easy and like the added challenge. The Cyber Elves, which help Zero out in various ways, are there in case things get too difficult.
Zero's new weapon, a chain rod which Zero can use to reel in items and enemies and swing from obstacles, adds a fun new element, but using it successfully can be frustrating.
Fun for old-school Mega Man fans and action lovers, but make sure you can take the heat.
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