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GameBoy Advance : Mega Man Zero 2 Reviews

Gas Gauge: 82
Gas Gauge 82
Below are user reviews of Mega Man Zero 2 and on the right are links to professionally written reviews. The summary of review scores shows the distribution of scores given by the professional reviewers for Mega Man Zero 2. Column height indicates the number of reviews with a score within the range shown at the bottom of the column. Higher scores (columns further towards the right) are better.

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Game Spot 86
IGN 80
GameSpy 80






User Reviews (1 - 11 of 19)

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Sweet Sequel

5 Rating: 5, Useful: 4 / 4
Date: December 29, 2003
Author: Amazon User

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.

Better than Zero

4 Rating: 4, Useful: 3 / 3
Date: October 18, 2003
Author: Amazon User

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.

A pretty satisfying sequel

4 Rating: 4, Useful: 3 / 3
Date: January 08, 2004
Author: Amazon User

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.

A stunningly well done game.

5 Rating: 5, Useful: 2 / 2
Date: December 31, 2004
Author: Amazon User

The Megaman Zero series is Capcom's attempt to revive the beloved Megaman X series. However, instead of X you get to play as Zero. But what is the game really like? Well, that's easy. It's unbelievably good, and much better than Mega Man Zero. All the tough, retarded stuff in Zero 1 is reworked, from the crappily done Cyber Elf system to the linear, one boss at a time and never get to try again level select system. Now you select a boss from among the four "current bosses" (don't worry, there's only two sets) and play the level over and over until you beat him. Although you can't return to the stage select screen, it's much better than in Zero 1 where if you got game over on a level, you could never play it again and were basically screwed. The Cyber Elves are now fed and downloaded by talking to Ciel, and they are also much easier to level up as well, in terms of Energy Crystals.

The game is much easier than its predecessor, a good thing since I personally found Zero 1 to be frustratingly cheap at times. Although people who mastered Zero 1 will probably breeze through it in a couple hours, newcomers to the series will be amply challenged yet given a good chance to succeed once they have figured out the order in chich to defeat the first four bosses (trust me, there is one. You COULD beat the bosses in whichever order you please, but the game will be quite a bit more difficult). Individual enemies are simple to defeat; you can shoot them a few times or slice 'em in half with your
Z-saber. However, both the bosses and the minibosses require clever combo attacks to beat, as well as a good understanding of their attack patterns. Perhaps the only time the difficulty is messed up is the last boss, who is one of the easiest in the game.

And maybe because the difficulty is so well balanced, this is an easy game to enjoy. RPG gamers will like the plot twists and move varieties while action lovers will derive pure joy out of such moments as pulling an enemy right next to you with the Grappling hook only to cut them in two with the Z-saber. It's also great when you feel that rush of satisfaction after killing a particularly hard boss and watching the two halves of him drift apart from the effects of your Z-saber.

Visually and in terms of sound the game shines. I've probably mentioned about three times already that when you slice and enemy with your sword it actually slices him into two parts, and for a brief moment you can see the circuitry inside him before the two parts clatter to the floor and explode. Everything else also animates extremely smoothly, and the backgrounds are vibrant and well drawn. The sound effects are about average, but the music is really good. The music always fits the mood of the scene, and the background music in the levels themselves pumps you up and almost improves your reflexes (or maybe it's just the sweat running down your back after playing for two hours and trying to get an A rank in every level). I cannot remember a time when the graphics or sound effects didn't satisfy me.

Overall, this is a gem of a game that should appeal to a wide variety of different gamers. Unless you despise having fun, you'll probably like this game. And by the way, the ultimate bad guy turns out to be one of the last people you'd expect, mainly because once you beat him, if you think about it, it's really obvious why that person is bad enough to be the last boss. That obviousness will proabably having you scratching your head up until the last minute. This game is some tight stuff; enjoy.

Sage, Fairy, Fighting

5 Rating: 5, Useful: 2 / 2
Date: February 23, 2006
Author: Amazon User

Are you all kidding or what? In the context of the game's release, Mega Man Zero 2 is the best in the series! Just compare and contrast the original with this sequel, and the results are obvious. GameSpot's review on this game is accurate, but it harshly condemns this game for being so difficult. The difficulty, most would concur, is pronunciated in the beginning, where Zero has little health and must fight two Golems and a Mecha Scorpion...and survive the onslaught! I admit I was a bit daunted by the number of mini-bosses in the game's onset, but after the first batch of bosses (namely after Phoenix Magnion) the game does not hate you as much.

The game's sprites look wonderful. Mega Man Zero features more hand-drawn characters and landscapes, and that is okay, but Zero 2's looks are simply amazing for a handheld game. Not only have the graphics sharpened, but the quality of the game's music has improved greatly. Some of the stand-out tracks include the Train level, the Computer Zone (both the Rooftop and the base) and the Neo Arcadia Temple. How can reviewers say that the graphics have been recycled from Mega Man Zero, when plainly the characters look more vibrant and well-animated?

The difficulty in the game is also increased by the number of levels where you largely depend on the Chain Rod to traverse. The Forest of Dysis, for instance, got on my nerves because I had to jump a certain distance in order for my Chain Rod to grapple on the floating machine. You can't get too close to the agent you wish to latch on to. I learned that the hard way. Another thing is to swing to the other side correctly. In a very realistic manner, you to have swing back and forth to gain momentum prior to leaping across, or you may find yourself exploding to bits after 4 or 5 tries.

The cyber-elf system is a little easier to use, but it's not dramatically different from the first game's system. Basically you talk to Ciel if you want to download a cyber-elf (they're basically sprites that endow Zero with upgrades and abilities), but some cyber-elves require that you feed them Energy Crystals, or you can't transfer them. As the game progresses, you might want to consider downloading the cyber-elves that increase your MAX energy because the bosses get bigger (but not always badder). Too bad this affects your Mission Result ranking permanently, for the rest of the game. I can't complain however, because even though I finished the game with a C Rank, I obtained 99% of the EX Skills after each Boss Battle.

Cutscenes are considerably more abundant in this game than in any of the other Mega Man Zero installments. Particularly astouding graphics are what makes this game such an enjoyable experience, in spite of the difficulty setting and the acquisition of Zero's forms, which is my subsequent topic.

Zero grows stronger not only by the collection of EX Skills he absorbs from his adversaries, but also by obtaining "Forms." These forms are like a physical evolution. They can only be attained when you embark on a Mission: That means you CANNOT obtain a form on an already completed mission!!! That makes forms a rarity, because you get them only by performing certain kinds of actions. For example, you get the X Form (so called because of X's weapon of choice, the Buster, and by the Form's color, blue) by KILLING 50 enemies with your Buster before the Mission ends. If you want to know about Zero's other forms, check out gamefaqs.com.

The plot that drives Mega Man Zero 2 is as engrossing as the first game's. After separating yourself from the Resistance Base for a time, Zero wants to find a purpose for living, as well as search for clues about his past. However, he's in a rut, and he looks for Ciel and the Resistance. When he is rescued by the Resistance Reploids, he discovers that the leadership and management of the Reploids has been passed down from Ciel to a mysterious figure named Elpizo. He was formerly from Neo Arcadia, but he was ostracized (kicked out) and is now the Commander of the Resistance. As Zero takes on Elpizo's orders to infiltrate Neo Arcadia and ultimately destroy it, we find that he's got a hidden agenda running. The Dark Elf, a creature that used to be benign and which was X's hope to ending the Elf Wars a 100 years ago, is now a source of evil energy. Elpizo is obsessed with the Dark Elf and will do anything to get his hands on its boundless power. While this game doesn't reveal TOO much about Zero's relationship to X or their past, it doesn't mean this game isn't good. It keeps you interested in what other things will transpire. Play Mega Man Zero 3 and you will come to learn a lot, but you might not think that game as challenging or as fun as Mega Man Zero 2...but that might just be my personal opinion. :) It's so much fun kicking the crap out of Leviathan, Fefnir and Harpuia, I'll tell you that much!

A Mega Man game has never been better.

5 Rating: 5, Useful: 2 / 2
Date: August 23, 2004
Author: Amazon User

Mega Man Zero 2 is one of the better GBA games to come in a while. It is also one of those rare moments where the sequel more than surpasses the original. In fact, Mega Man Zero 2 surpasses its predecessor in almost every way possible.

The game takes place one year after the first Mega Man Zero. The game begins with Zero wandering through the desert looking for the resistance base when he is suddenly ambushed by the enemy. He lives long enough to get to the resistance base where his weapons are fixed and he's ready to battle the threat of Neo Arcadia once more.

The game has a story similar to the Mega Man X series and the previous Mega Man Zero game. Neo Arcadia, a faction built by humans, wants to "retire" all the reploids (by retire they mean destroy) since they see the robots as a future threat. With peace nearly in reach, Elpizom the new resistance leader seems set on destroying Neo Arcadia. But Elpizo and Zero, you'll quickly learn have different views on what a Utopia should be.

The gameplay isn't much different from Mega Man Zero. Zero can do all the same abilities he did in the last one. He can dash, jump and use any of four weapons of his choice. Zero's four weapons consists of his Z-Buster, Z-Saber, Chain Rod and Shield Boomerang. Each has its own properties, for example the Z-Buster allows Zero to attack long range but the cost is he doesn't do much damage. The Z-Saber allows him to deal massive damage but he needs to be right in the enemies face. The Chain Rod allows Zero to hit enemies from a distance with medium damage. The Chain Rod also allows him to swing from ledges. The Shield Boomerang is a shield that deflects shots. Each wapon can also be charged up to do double the damage.

Each mission plays out similar, but they're not straightforward to defeating the boss. Some missions require you to rescue certain comrades, destroy certain objects and many other side objectives. Each mission has a boss as well.

Mega Man Zero 2 takes a small step above the first one with its Ranking System. After each mission you're graded on a scale that ranges from S to F. S being the highest. But there's more to it than just having a ranking and a nickname. If Zero should be at an A or S rank bosses will use a special attack that Zero can acquire called an "EX" skill. There are ten of these skills in all but new comers shouldn't attempt this until a few runs through the game.

Zero can also take on different "Forms". Each form gives him different properties. One could give him lots of defense and speed and limit his power. One could give him more power but limit other properties. Each form Zero takes changes his color.

The Cyber-Elf system is back and it remains unchanged. You find Cyber Elves in every level by defeating enemies, destroying containers or defeating the mini boss in a level. Cyber Elves are divided into three categories, Nurse (health), Animal (Enhance Abilities) and Hacker (Change level). Zero can also feed his elves and make them stronger. Some elves have permanent effects but Capcom makes sure that if you want all the EX skills and everything Mega Man Zero 2 has to offer then you must master going through the game without using the more powerful ones. Using the more powerful elves drops your ranking.

Visually, Mega Man Zero 2 looks great! Zero looks about the same as he did in the first one but backgrounds and levels are much more vividly detailed than before.

The game also sounds incredible! No Mega Man game has ever sounded this good. Remixing old tracks from the last installment and adding in several new tracks.

Its as if Capcom knew exactly what was wrong with the first one. This game is also much much longer than the first one and offers lots more to do. The game has more stages and they're much longer.

This game is also a CHALLENGE! We all know that once you got the hang of Mega Man Zero (or if you were a Mega Man X veteran) then Mega Man Zero was too easy. But when you first pop this in, even Mega Man veterans will find this new one to be a challenge! The challenge can be a little frustrating at times, especially when trying to maintain your A or S ranking but a good challenge always presents a good game.

Capcom went all out to make this better than the previous one by changing everything that was bad about the first one and keeping all that was good and the result is a well defined sequel that no Mega Man fan should miss!

The Good
+New improved gameplay
+So much more stuff to do
+Longer than the first one
+More challenging than the first one
+Music is better than the first one
+More abilities than in the first one
+Just all out BETTER than the first one

The Bad
-The game may be too challenging for those new to the Mega Man world

First Zero Game plus Frustration

3 Rating: 3, Useful: 2 / 3
Date: April 21, 2004
Author: Amazon User

This is the only thing I have much complaint about this game. The fairies are a little too frustrating at times to get. About those people that can't get through the first level, haha! I agree with you guys though, first level is A LOT harder than most would expect on the first, past it on my third try though, just got to use your memory and fix what you did wrong before. The reason why most people have problems with the first level is because of a couple of reasons. They tend rush head on, underestimating the difficulty, and the darn golems, which are extremely hard to hit without hurting yourself, very annoying. Try passing the level with an A or S level. As usual, difficulty also depends on the players point of view in most cases. Maybe this game isn't for you, back to mario hmm?

Anyways, the game isn't as straight forward as the first. The creator obviously wanted to make the game more challenging but, in my opinion, made it more frustrating as well. I never finished the game, got tired of it and ended up playing Megaman BattleNetwork. On my second one.

My least favorite in the series, but still a good game!

4 Rating: 4, Useful: 1 / 2
Date: December 05, 2005
Author: Amazon User

Mega Man Zero 2 is a fun game! It resembles to much of the original, but with a more in-depth storyline. But it is also the weakest in the whole series. First, there are a lot of typos in some of the dialogue. Since this is a translation from the original Japanese, it can be understandable but there's just so many that it becomes too noticeable and distracting at times! Secondly, the gameplay can be a little more frustrating than that of the original! Get ready to spend hours on end getting through some of the levels (with some booby-traps that can kill you in one hit and are also almost impossible to avoid sometimes)! However, it's not as good as the original, Mega Man Zero 3, or the recent Mega Man Zero 4! But it's still worth owning if you want to kill some time or if you're a Mega Man completist!

Great Game!!!!!!!!!!!

5 Rating: 5, Useful: 0 / 2
Date: December 05, 2003
Author: Amazon User

Wow this is a great game but not what I thought it would be like. Ok so its really really fun but its alot eazyer then the first mmz. Some of you people are probably saying right now what are you talking about it was hard!!!!!!! but really mmz1 was harder than mmz2. I hope they make a mmz3 because at the end of mmz2 when you beat it shows you a sound only box saying something but I for got since its been so long since I beat it. even though it was eazyer this was alot funer than mmz because of now armor and other stuff. THIS IS A MUST BUY GAME!!!!!!!!!!!!!!!

MMZ2 is great can't wait till MMZ3 comes out

4 Rating: 4, Useful: 0 / 1
Date: October 26, 2003
Author: Amazon User

The game is more difficult than the 1st but it give a lot more info on whats been happening in the world of mega man and I know there has to be a part three since at the end someone was talking about Omega X retruning and it seems that the Dark Elf and Zero know each other so more info will come when MMZ3 comes out hopefully


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