Reviews from

in the past


Sands off much of the rough edges of the first, but doesn’t innovate massively either, mostly ending up as a more comfortable trek through old ideas.

For instance, I didn’t mention the issues with screen crunch with the original, with lots of blind drops into instant-death spike traps, but it’s mostly remedied here with much of the stage design leaning into the hazards that will damage you and eat away at your overall rank- but not kill you. While getting bombarded by offscreen enemies is still a pain, overall the threats here a much better fit for the dimensions of the GBA screen and the tremendous mobility of your character. Gimmicks like timing your jumps to avoid geysers of frozen air or speeding across a minefield are relatively simple, but they are a huge step up from the first game, which seemed almost willfully designed not to account for any of these limitations.

The idea of tying your score at the end of levels to gaining new moves is a cool one too, and while its another system that the series would toy around with further (in this iteration it’s an all-or-nothing: you have to come into a level with an “A” rank or above to unlock a new move) it’s a powerful incentive to replay and really learn levels. With so many scoring systems, there’s a fundamental question of “why even engage with it,” and this gives clear answer to that: because you’ll miss out on the full range of your kit if you decide not to (and also because you’ll get called mean names like [SLUGGISH EDGE])

That said, for the mechanical improvements it does make, 2 is way too familiar in its scenarios- retreading through much of the first game only without the same curveballs in its mission design, and further compounded by the fact that it’s hitting all the notes of a regular Megaman title. Realizing that the back half of the game was going to be spent fighting the Guardians from 1, and then going into the formality of its boss rushes and final gauntlet made the game feel deeply inessential- like a Black Label version of the first. (This all might be due to the fact that the first Zero was meant to be a self-contained game, while 2 and 3 were developed together, the sophomore effort seemingly saddled with the baggage of vindicating its own existence in the wake of the first and laying the foundation for more interesting titles ahead.)

The best moment here is probably its midpoint, with a pair of missions where you’ll first run through the wreckage of the failed assault on Neo Arcadia, a pretty easy but very atmospheric section that calls to mind some of the best upsets of 1, and then racing your way through an airborne armada to defuse a bomb before it hits the resistance base, rapidly working your way through a succession of boss fights and some of the better platforming sections. This sequence doesn't just work because of the strong execution, but because it feels like the game is finally throwing off its comfortable template for a moment and really committing to a standout set of levels that are totally their own.

Otherwise, it’s a decent obstacle course, but not an essential one.

///

References:

"When we first created Mega Man Zero, we were not planning to make sequels," says Aizu. "After Zero's release, the sales were strong enough that Capcom wanted us to create the sequel. When we began planning the sequel, we decided to make two games. So as we began developing Mega Man Zero 2, we also had the story for Mega Man Zero 3 in mind for the series." - From "Companions Through Life and Death: The Story of Inti Creates and Mega Man," Jeremy Parish, writing for USGamer

This review contains spoilers

A really solid step up from Zero 1 in pretty much every regard. The level design is more enjoyable to go through, even if it has some Inti Creates quirks, and the bosses are especially better than the 1st. I also liked the story as a continuation of Zero 1, and I'm excited to see how the remaining two games follow up on it.

Elpizo is an... alright antagonist. I felt that his motivations were fairly interesting, especially at the halfway point where he's broken up over his failure to attack Neo Arcadia, but it felt like he leaned a bit too much into the moustache-twirling side of villains until the finale. Gonna give him extra points for being a final boss that wasn't absolutely miserable to fight, though. Can't wait to play Zero 3.

Inti Creates might be the master at crafting fantastic games, then hampering them with the most confounding, pernicious, thoughtless, counter-productive, anti-fun design decisions.

Consider this, Zero 2's newest addition: EX skills. These are widely derivative of Zero's moves from the Rockman X series. In those games, you simply obtained new moves after defeating the corresponding boss. In Zero 2, you obtain EX skills by defeating a boss with an A or S rank, but not the rank acquired on the current stage (that would be too simple), but rather whatever your rank was the previous stage. By the time you've obtained an A-rank on every stage for the EX skill, you certainly proven you don't need these skills, and have likely played the game enough.
Simple things such as health upgrades fall against the same hurdle, unnecessary gatekeeping. In the X series you found a health upgrade. Your health was then increased. In Zero 2 you find a health upgrade, take it back to base, feed it energy crystals (should you have enough in the first place), transfer it from one menu to another, then you can finally improve your HP a solid 4 pixels. This feels like X5 syndrome all over again.

And you will need those health upgrades because, dear God, why. At the start of the game Zero can be described as a glass canon, minus the latter part, stemming from his pitful damage and dearth of moves. Basic attacks like charging the buster or swinging Zero's saber more than once need to be unlocked. It's MUCH briefer unlocking moves than it was in the first game, but... that just highlights how Inti Creates recognised what a pointless hassle it was. Why keep it? For the love of Ciel do not pick Flaming Flamingo as your first boss. Fighting a potential first boss should not be more difficult than all the end-game bosses. For a game which splits the Rockman series' traditional 8-stage layout into two-halves, why is (by far) the most difficult boss & stage in the first half? Fervent Falcon is even one of the better bosses in the series, he's just set horridly early. Potentially running into him before Zero musters up the immense dexterity to swing his sabre twice in a row is a recipe for agony.

The game's hard, but that's not really the problem. On my recent playthrough, I didn't die until an insta-kill in the boss rush. These are still issues. Locking out so much that makes the game fun to play is simply baffling. The problems don't cease there.
Some sections of the game just flat-out suck. There's no elegant way to say Inti Creates should've deleted spikes from their level editor. I love Frost Kibatodos' theme Ice Brain, but his stage is about negotiating ice physics with bizarre momentum, avoiding accelerating at high velocity into a spiked wall within the purview of a squashed GBA screen. A few stages (such as the train and Sake Harpoon's) are interesting in concept, but more tedious to play for not evolving much behind the concept. I'm convinced Power Room (more accurately called Pain Room) was Inti Creates way of deliberately demoralising the player. Coincidentally this is also Fervid Falklanders' stage.

Despite the amount of bullshit fitted onto an 8MB cartridge, I still am fond of Zero 2. There's a lot of love. Theming the stages as missions is a great way to inject a feeling of purpose into them, as well as affording some in-stage objectives. Every boss feels ground-up built to be a unique encounter, rather than designed from some generic template (though admittedly a couple of them don't mesh well with the aforementioned small screen estate of the GBA), and the end result is a game surging with memorable boss fights. The chain rod opens paths for unorthodox platforming challenges, and surprising works well. You can even skip entire portions when you acclimate yourself to the rhythm of the weapon. The story & setting are leagues above the X-series. While the X-series was content to pit X against Sigma and his latest Hollywood-induced weapon fascination that week, followed by X staring into the sunset, the Zero series has real emotional pieces. It's not particularly incredible, but it's competent. The game might be worth completing solely for the end credit's theme, Awakening Will. In a franchise renowned for its music, Awakening Will is one of its best songs (give a listen to the official remastered version if you've already beat the game https://youtu.be/rDHSYrkHIFU).

There's a lot to love about Rockman Zero 2; there's a lot to despise about Rockman Zero 2. Even if someone patched the game so the distribution of EX & weapon skills less stupid, and Cyber Elves less grindy, the game would still have annoying shortfalls. It's less a diamond in a rough, more a ruby someone flung poop upon for no good reason. Despite my predisposition toward games of this nature and this series, it's a tough sell. I like it. I also acknowledge it can be total horse shit. Inti Creates created Zero 2 in one year. And while the only thing I can make in a year is failed New Year's resolution, that doesn't excuse all the problems present.

For the most part an improvement on the first. It still has the first game’s weapon level grinding and cyber elf system, but they’ve been streamlined this time around, so they’re far more manageable. Only real downstep is how the level design chooses to double down on cheap enemy placements and instakill hazards, the whole Polar Kamrous stage can get bent. And I’ll admit I’m kind of terrible with the grappling hook. But with the return of a proper continue system like in Mega Man games of the past, it isn’t quite as unforgiving as it was before.

I don't know how anyone can make a departure look cool, but Zero finds a way. Mega Man Zero 2; a slight improvement over its predecessor, but still fumbles in certain areas. Weapon grinding has been reduced, the bosses are fun to fight against, the music is far more memorable than the first, and the levels are decently well designed... in the first half because the second half has its fair share of moments. Screen crunch is still prevalent throughout Zero 2, as enemies sometimes pop up out of nowhere, giving you little time to react like with the robot fishes at the beginning of Poler Kamrous' stage and those damn spike balls that can be found in multiple areas.

Zero has access to multiple forms in this game allowing him to perform certain abilities while playing through missions. These are unlocked by doing various things like defeating 50 enemies in a mission to obtain the X Form for example, that increases the damage of the Buster Shot and can fire more bullets at a time. These forms vary in power, defense, and speed; encouraging replayability in New Game+ playthroughs as each has distinct strengths and weaknesses. I can sort of say the same thing with the EX Skills, but these require getting an A or S Rank when clearing levels for the first time. At least the ranking system has a purpose rather than just bragging rights, but I don't think it's something you should worry about in your first playthrough. If you're curious, try getting at least a few skills to help you out like I have, but the basic sword slashing and elemental weaknesses are more than enough.

In exchange for the Triple Rod, we have the Chain Rod. Great as a weapon, but not great as a grappling hook. It feels unintuitive as the hitbox for this thing is utterly bizarre, leading to occasional moments where the rod should've clung onto ceilings, but didn't register for some ungodly reason. It's even worse when the game requires you to use it to reach across spikes and bottomless pits like in the final level, so I had to execute this cautiously. If this had some fine-tuning, I'm sure the Chain Rod would've been a worthy replacement, but it was more of a mixed bag than anything. The same thing applies to Elpizo; the main antagonist of Zero 2. He has decent motivations, but found him to be utterly predictable given his antagonistic nature and cocky demeanor toward Zero in the beginning; so I didn't feel anything toward the end when we encounter him. His fight is cool though, and I do love his voice lines, so that's some praise I could give.

There's not much more for me to say about Mega Man Zero 2. It ameliorates some things that were present in the first game, but at the same time, created its own set of problems that could've been fixed with minor adjustments, but I still enjoyed it for what it is.

Final Codename: Wounded Warrior


A step in the right direction compared to the original game, but still was brutally painful to finish. Ice Brain lives in my mind rent-free, such a bop!

If we can expect anything from a game that has "2" in its title, it's that the game is "more and better" than its predecessor. It's strange, but Mega Man Zero 2 fulfills this very well, but that doesn't exempt it from some stumbles.

The story takes place a year after the end of the previous installment, Mega Man Zero 2 presents us with a story where Zero and the Resistance are more established and strengthened, all thanks to the leadership of its new commander, Elpizo. However, Elpizo's boundless ambition makes him want to take on more than he should and this triggers a bunch of unfortunate events. In itself, this story is quite interesting and better compared to the previous game and even better than other Mega Man games. Elpizo's character moves away from the typical villain who wants to conquer everything and has understandable motivations, which makes him more remarkable.

Not only the story has a quality boost, but all aspects in this game improve considerably compared to Mega Man Zero 1. The levels have a pretty good design, and although they are very difficult and require a lot of skill and patience from the player, most of them have a good design, which makes them very fun to play. There is a greater variety of enemies, and their design and behavior make weapons like the shield really useful and convenient to use. Boss battles are a lot of fun, even though there are fewer of them. I especially like how in some levels we can interact with elements of the environment, like burning the leaves of the trees to clear the view, pulling giant blocks with the Chain Rod, or destroying some walls by throwing bombs at them. Weapons still have the leveling system, but leveling up requires less experience, and obtaining Cyber-Elves is cheaper as well, which makes progression feel more natural. The graphics also have an improvement, which makes the levels more memorable overall, and the music is good, at first it might not seem like it since there aren't many standout songs because of how the music sounds on the GBA, but I guess it's up to your taste. If I had to make a top 5 it would be this one:
- Departure (Yes, this choice is quite cliché, but I couldn't help it).
- Ice Brain
- Power Bom
- Silver Wolf - Yggr-drasill
- Sand Triangle

Something that comes back from the classic games are the powers that the bosses give you when you defeat them, in this game they are called EX Skills and they are very reminiscent to the powers that Zero could get in MMX4. The thing here is that this novelty has a big "but", because to get them you must obtain an A/S rank when you finish the missions, which is very complicated because of how difficult the levels are, so you could say that the EX Skills are designed to be obtained in a New Game + game, since that way you can play the game with Zero having many improvements and you would also be familiar with the design of the levels, also the use of the EX Skills is totally optional, but I will not deny that obtaining them expands a little Zero's attack possibilities. I do not recommend trying to get A/S rank in a first playthorugh (although I have done it), it is much better to play the game at your own pace without giving importance to the rank, as if it were a common Mega Man game where you will die many times, so use any Cyber-Elf you feel like. I say this because many levels are so hard that you will almost certainly die in them. Dying penalizes a lot the rank you can get, but don't feel bad, after all it's just a rank, it's normal to lose in a game, and this game gives you many options to overcome its levels. Anyway, although I like the idea of having a replayable game, I'll just say that I find it funny how from here on "replayable" will become a hallmark for all future Inti Creates games.

Finally, there are the Forms, which basically serve to broadly change some of Zero's attributes at the expense of others. It's supposed to be designed to make the play style more customizable, but to be honest it's poorly executed, as the way they are unlocked is quite arbitrary. I think you'll get further if you focus on mastering Zero with his default form, and from there you can try to experience the Forms in future playthoughs.

Conclusion
I have to say that Mega Man Zero 2 improves many of the things seen in MMZ1 and expands on the gameplay, however it takes a step back and removes many of the innovations that MMZ1 had brought with it in order to be more like a traditional Mega Man game. It's a bit disappointing that concepts like interconnected maps or the way missions were presented to us are no longer there, yes, but at the same time I think that thanks to this we got better things, like more varied scenarios, a more interesting story and better level design in general.

Mega Man Zero 2 ends up being a pretty competent sequel that takes what was already great and makes it even cooler. It will offer you many hours of fun by being very replayable. Although regarding the amount of content, I feel that Mega Man Zero 2 leaves a little to owe, mainly because many things are reused from the first game, even so the quality presented is so good that I can not complain too much. Anyway, what really makes this game important to me is that it establishes everything necessary to build the perfect Mega Man game; Mega Man Zero 3, but that's a review for another day.

Great game. Easily a step up from the first entry as well as fixing a lot of my issues with the game. Only complaint is that there was like 1 level I got really annoyed with.

Bom? ruim? Eu esperava mais...

O jogo é sim bom, apresenta diversas melhorias se comparado ao primeiro, mas também defeitos.
A dificuldade é alta, algo esperado de Mega Man, porém de uma forma suja, os desafios se focam muito em perder a vida diretamente, principalmente em espinhos, algo que deixa o jogo muito frustrante e injusto, uma queda MUITO GRANDE de level design, a Rod não é nenhum pouco precisa e muitas vezes é fácil de morrer por conta dela, o escudo é algo que não senti necessidade de usar em nenhum momento, muitos levels tem ao menos uma parte que enganam o jogador, sendo impossível não tomar dano ou morrer. Aliás, ainda tem farming de arma.
Agora as qualidades, o jogo tem um Hud mais bem feito, as bordas de dialogo também, o jogo tem um avanço gráfico em comparação ao primeiro, ele voltou com a escolha de bosses(mas ainda mantendo as missões), as EX Skills e as formas de Zero que são um sistema bem divertido e dão mais diversidade pra jogabilidade, sem dizer que.. na metade do jogo, ele passa a ter fases mais criativas, menos momentos frustrantes, é mais dinâmico e no geral, ELE FICA BOM!!!

Mega Man Zero 2 não começa bem, obvio que ainda tem suas qualidades, mas no geral é um jogo frustrante e uma grande queda de diversão em comparação ao primeiro, porém depois da metade e na reta final ele volta com tudo, se tornando um jogo no nível de seu antecessor e trazendo diversas qualidades que seriam usadas e aprimoradas no Zero 3.
No geral, apesar de seus defeitos, é um jogo interessante.

Es una mejora considerable respecto a la primera entrega, teniendo un mejor diseño de niveles, mucho más variado y memorables cada uno de ellos, además, pese a conservar el mismo sistema de leveado este no se llega a sentir tan pesado por lo mencionado sobre los stages. El sistema de elfos sigue igual solo que la cantidad de cristales requeridos se ve reducido, aún así sigue siendo un despropósito su uso ya que te restan puntos en los niveles, siendo honesto nunca los utilicé y no sentí su ausencia.

Ahora con las Ex Skills, estas hacen que Zero tenga una mayor variedad a la hora de enfrentar a los enemigos, la forma de obtenerlas igual es bastante justa, sacando un rango A o S en cada nivel, no es demasiado complicado y con un poco de práctica se puede lograr, a no ser que apestes jugando.

Weapon leveling and the system for gaining EX Skills are bad mechanics, and I'm tired of pretending they're not.

Still love this series with my heart, I just wish its first half wasn't so rough around the edges.

Rarely does a game hook me as much as Zero 2 did and that's probably down to how satisfying the gameplay feels.

Initially the game absolutely kicked my ass. I'd die repeatedly, get frustrated and annoyed, but I never felt compelled to stop playing because when I died it felt like it was my fault. The game is challenging but rarely does it feel cheap and because of this, beating the levels and taking down the bosses that gave me an initially tough time such as Phoenix Magnion or Kuwagust Anchus felt incredibly satisfying. The majority of bossfights here are well done with them all having recognizable patterns and telegraphed attacks that are still hard to dodge, the only exception being the Anchus brothers since fighting two bosses at once was just a mess.

The level design on the other hand is probably my main issue with the game mainly due to how the difficulty between the stages is so inconsistent. Some can be difficult like Fenrir's stage which has lava everywhere and requires tight platforming skills whereas others like Leviathan's stage are surprisingly easy with the entire level consisting of dodging mines that are clearly visible and easy to avoid. Overall I'd say the level design is hit and miss because for every fun one like the forest levels that require using the chain rod to swing around there's a stage like the aircraft one where I swear you're forced to take damage at points because of the bombs.

Regardless, I still had a lot of fun with the levels due to how the game lessens the need for grinding that Zero 1 had so this game flows much better. Here, I got the weapon abilities naturally and actually got use out of cyber-elves this time. The game also introduces the Form system, if you fulfill certain requirements during a stage like using the Chain Rod 30 times, you get a form that slightly alters Zero's stats. I never felt like they were necessary to beat the game but they were a welcome addition even though they vary in terms of usefulness. The Defense form is worthless since, while you do take less damage, you also deal so little damage that every enemy becomes harder to kill and you end up getting hit way more often. My favourite was the Active form since the Rolling Slash just looks so cool but I liked using the Rise, X and Power form too on the rare occasion.

The story I'd say is also a step up from Zero 1. Elpizo is a great villain since he's well meaning but ultimately too reckless in his actions and the build-up to his bossfight during the game's second half is something I wish Zero 1 had with Copy X. The entire story just feels way more fleshed out

Overall, I beat the game in a single day, I think that about says everything. Aside from the inconsistent level design, there really wasn't anything I had major issues with. The forms are fun, the game feels more streamlined and the story kept me engaged throughout. I had a lot of fun with it, but if someone didn't enjoy Zero 1, I don't think Zero 2 is worth playing since it doesn't make any drastic improvements outside of the grinding.

Despite my relatively low ranking, I find Mega Man Zero 2 to be a vast step-up from its predecessor. While the first game was highly limited in its ability to produce the difficult to grasp concept of “fun,” the sequel actually attempts to be an enjoyable game–and even partially succeeds. Mega Man Zero 2 has, despite some bizarre design decisions, much more coherent and structured level design alongside a marginally better upgrade system.

However, that upgrade system is limited by the fact that the game only allows you to obtain better weapons and upgraded forms by getting high scores and fulfilling arbitrary achievement requirements on your first try through levels. While I can see the appeal in a challenge based game where replayability is clearly a focus, it is brought down by an exceedingly wordy story that has no love for the time of the player. While I played the (graciously added) save-assist version of Zero 2 via the Legacy Collection, I still found myself infuriated at how long dialogue would play before fights.

I am excited to play Zero 3 next, as that might be the ultimate culmination of a series that’s main inspiration seems to be Mega Man X6 for some reason.

Zero 2 review:


This reivew will be based on a recently finished replay:

I’m not really sure why, but Zero 2 really hit me hard this time in the feels. My original sentiment of it being a considerable improvement to 1 still stays true for me, and I feel I come to appreciate its story and characters even more now:

Introduction stage:
Ok, first off, I have to mention the introduction stage, Sand Wilderness. It's probably one of the best starting levels I’ve ever seen in a megaman game, and I even want to say any platformer I’ve played really. Continuing from the ending of 1, we see a now weak Zero with his weapons at the point of breaking and his skills all but gone, amazingly represented through the now worn-out sunscreen from Zero 1; he needs to find the Resistance to have any chance to survive and to find a new purpose. The stage is good at allowing the player to become familiar with the platforming basics and to become accustomed to the Z-saber and Buster quick, with two mini-bosses and one final boss. After the stage, you’re now at the new resistance base, fixed up and with a new subscreen, allowing for a good transition from “old” to “new”.

The major appeal of this stage for me probably has to be the music: the stage theme, Departure, is absolutely beautiful, giving a sense of hope and letting you know that even in his current condition, Zero is still a badass. And I absolutely love the Crash remix they used for the scorpion boss of this stage; it's a bit funny, with how it sounds like it has a banjo incorporated into it now, but it's still a bop to listen to.

Honestly, I’m not sure what else to say about this level: it’s just one of the most incredible opening stages I’ve seen, especially for a sequel.

Gameplay:
Gameplay is solid as usual, similar to Zero 1. Fast paced with the mission requirements for A or S rank providing further incentive to improve. Some new features and changes were however introduced to further enhance the gameplay:

Firstly, the upgrade system of weapons was reworked a bit, with most of the upgrades being related to providing a charge attack and increasing the speed of it.. These aren’t too difficult to obtain depending on how frequently you use these weapons.

Forms were now introduced, each one improving aspects of Zero or providing new skills at the expense of something else being decreased. I find this feature to be great, as it can easily work into a playstyle you’re attempting to achieve or enhance the kind of weapons you typically use with Zero. The X-form for example improves the buster’s damage output while the Active Form increases Zero’s speed and gives him two Z-Saber skills. You do have to work to obtain these forms, usually some form of requirement that needs to be completed by the end of the stage to obtain it. With multiple forms you’re also able to switch between to better fit the situation you’re in during a level.

EX-skills were now also introduced. These are skills you obtain from bosses when you beat them at A or S rank, and can be activated from the sub screen. Another great addition, as it further provides motivation to improve your rank and adds more variety to the gameplay.

Cyber-Elves are the same as they were in Zero 1, with some new cyber elves and others being replaced. The biggest change is that the Energy Crystal requirement was significantly lowered for evolving cyber-elves, making it easier to utilize their help.

There’s better level design generally as well as better level gimmicks compared to Z1, making it really fun to go through them and get to the boss. Difficulty I feel also has increased but aside from a few specific cases the game provides a satisfactory challenge.

Mission structure and World:
Unlike Zero 1, Zero 2 opts for a mission structure more similar to the X and classic games. You’re provided a set of 4 missions to complete each time, with the boss icon, boss name, and area name being shown.

Further significant changes relate to the game world in general: in Zero 1, most areas were connected and so you could traverse them outside missions (with Trans Servers acting as fast travel). Here, you’re only able to explore the resistance base outside missions, with the Command Room allowing you to go through levels you’ve already done before by speaking to the operator to use the Trans Server. I prefer this new change, as I usually didn’t have much incentive to explore outside the resistance base in zero 1 anyways aside from crystal hunting. As such, the resistance base is the main area you can explore outside missions, allowing you to talk to old and new faces since the first game.

This removal of an interconnected world also means that each level acts as its own area with its own unique stage theme, which I personally prefer more. Some stages technically share the same area as a previous level, but you usually explore a completely separate part of that same area that the level still remains unique. The main exception are two forest levels that share the same stage theme, for whatever reason.

Overall, the new mission structure does give off more of a professional or organized feel now, relating to the new and improved resistance base.

Music and Visuals:
My complaint with Zero 1’s music was that in general most of its tracks were good but rather unmemorable. Zero 2 rectifies that issue, with most of its soundtrack being quite memorable and with the change in mission structure providing more focused pieces for specific areas. It hits hard and each track fits the situation they’re used in.
Visuals are mostly the same from Zero 1, sprites and backgrounds are all appealing to look at. A significant change they did do however was change the text box and decrease portrait size, which was for the better and allowed for easier reading.

Story and Characters:
The zero series continues to provide more of a focus on its story and characters, with Zero 2 providing an enjoyable, decent plot with compelling characters and villains. Zero’s a badass, Ciel’s sweet, the remaining Guardians are still interesting, the bosses are cool, the resistance members are all likeable; I especially love Elpizo, the initial resistance leader turned main antagonist. Suiting an awesome design, Elpizo is just a really fun character for me, a person who desires power and eventually becomes corrupted by his desire, realizing how truly pathetic he was. I love him aaaaa

The story also furthers the overall plot, and leaves at a cliffhanger that left me with the urgent desire to immediately start replaying Zero 3. It’s good stuff.

Complaints:
Again, I think the upgrade system could have been removed entirely, but it's less of a hassle in this game I find. The Chain Rod I unfortunately don’t think was a good enough replacement for the Triple Rod. It feels underutilized, and I can only really call using it for really specific situations. I really think they should have implemented it in a better way that allowed for more usage of it.

The forms system, as cool as it is, does feel unbalanced. Some of the requirements for them feel like you can only accomplish through only certain stages or to really commit to it at the possible expense of affecting your rank. Furthermore their usefulness compared to each other feels unbalanced, and made me feel less incentivized to try certain ones out e.g. Active Form felt better to use than say Erase or Power form; admittedly though this I think this also depends on your own playstyle and what weapons you typically use.

NPC dialogue doesn’t seem to advance as much as it did in Zero 1, so for several missions they’re usually stuck with the same dialogue. This is more of a nitpick though I suppose.

While I like the difficulty, there does seem to be some inconsistency with it between levels and bosses. Seriously why is Phoenix Magnion so ruthless lmao. Regardless, I feel it’s more of a nitpick on my part yet again.

Other Notes:
I absolutely love love LOVE Elpizo

Awakening Will as the credits theme was SUCH a good choice.

Conclusion:
Overall, Zero 2 is a considerable improvement over 1 and I think is where the series really started to get its fame of being absolutely great. It's a blast, and if you liked 1 then you’ll definitely love Zero 2.

every now and again there is a take that is so catastrophically mediocre, mild, and innocuous that irks you the wrong way. if you're used to using the internet and have the mental maturity over 7 years old, you just simply tell the person that said that take to kill himself and call it a day.
then theres this group of the biggest pansies ever created. the ones who believe themselves to be on some moral and mental high ground untouchable by the common folk, despite being nothing more than a prude.
thats right, im talkin about public discord server mods.
however, even these "people" (dare i call them that. they are more of an extension to their chairs if anything) have their limits. there has to be some take that is simply not worth a second thought that you can have that can get them to snap and say "kys", as is par for the course of any internet dialogue with someone that doesnt have a lamp post stuck up their ass.
i have miraculously managed to make this rare phenomena occur twice, with one simple sentence, one that i didnt even think was all too controversial:
"i think mega man zero 2 is better than mega man zero 3"

I have gone on record saying that I firmly believe that Zero 1 is better than 2. I first tried playing the DS version of Zero 2 on the Mega Man Zero Collection, and this time I tried the Switch version, which has the save state checkpoints, because some of my issues with Zero II came with its rather obnoxious difficulty. Unfortunately however, my opinion on Zero II hasn't changed much from the last time I played it. I find Zero 2 to be a downgrade in several ways, first being the level design. I have very mixed opinions on Zero 2’s level design. On one hand, Zero 2 eliminates most of the cheap stuff about Zero 1’s level design, but it's bogged down by some really finicky gimmicks. Zero 1’s level design didn't have many gimmicks from what I remember, but Zero 2 really dives into this concept a whole lot more, to mediocre results. The level concepts are mostly fine, but in execution they're more tedious than fun. For example, the factory has you hitting bombs to explode areas of a wall, but more often than not, the bombs don't travel where you want them to go, which gets annoying pretty fast. Occasionally, the level design does actually take good advantage of the gimmicks, however. For example, in the Arctic stage, the ice is used in the intro to build up momentum so you can get a Cyber Elf, which is a nice test of skills. But examples of this are few and far between, unfortunately. The level design also occasionally uses the Chain Rod, a hook shot that just feels so god awful to use. It transfers your momentum awfully, and it just feels forced whenever used. You also have to use it in a lot of do-or-die scenarios, and combined with the poor momentum translation, it gets annoying really fast. This is kind of a nitpick and doesn't make sense with Zero 2’s levels, but something I really liked about Zero 1 is the interconnected world. Not only did this encourage exploration outside of levels so you could memorize the layout before heading into the mission, but it gave Zero 1 a great sense of worldbuilding. It made all the stages feel like they mattered, but this is all but gone in Zero 2. Once again, since you teleport to stages in Zero 2, it wouldn't make sense, but then again, Mega Man X did this, even though each area wasn't interconnected. Once again, a nitpick, but still. My mixed opinions of the stage design also translates into the bosses, unfortunately. They're not awful, but some of these fights get super fucking annoying. Jesus christ, actually ASS FUCK the Phoenix boss, and I hope it never rises from the ashes of hell ever again.

Occasionally, Zero 2 can be an improvement over its predecessor. For one, the level up system from Zero 1 is much, much faster, cutting down on the grinding in the game. A much needed improvement overall. I also like the forms and EX Skills, as well as the fact that the Sword now ignores i-frames, which kind of made it harder to go back to Zero 1 TBH. But in my humble opinion, Zero 2 is a bit of a step back from Zero 1. It's not awful, but once I beat it the first time, it felt like a lot could've been done better.

Honestly preferred the first game. Everything relating to plot was far less engaging this time and I didn't really feel any major differences in how it played compared to the original. Some stage layouts and bosses might honestly be a step down imo. Whatever the case, they're still close, still decent, etc. Maybe the differences in their average ratings led me to expect a bigger change.

Pretty good, a tiny bit better than the first game.

“Ciel.
Trans me now.”
Congrats Zero 🏳️‍⚧️!

Only docking a half star because the forms are a cool feature but getting some of them is just asking to get your rank docked.

This goes back to the later classic games with 4 separate stages to pick from into the midpoint and then 4 more separate stages. While I do miss how unique the previous game was, I don't really mind that they went back to this.

One of the big new additions in this one is that Zero can acquire different forms. These change how you look, and come with their own strengths and weaknesses. Some are clearly better than others, but there is still a lot of variety to be had here, especially with the order you unlock them. I really liked how to unlock a form. You generally needed to lean towards one certain playstyle for that stage, such as lots of buster kills, dash slashes, air slashes, etc. The stages in general felt a bit longer, each with their own little gimmick, making them memorable. Going for S ranks though was much easier as they increased the amount of damage you can take before failing. There are even more incentives in this one, as you gain EX skills from each boss if you get to their stage as an A/S rank. While these EX skills are not required, they do give you more options for your playstyle. Elves still seem to be the same, so it's pretty useless, but they also added subtanks without needing them if you're really struggling. They also fixed the continue system, so you don't screw yourself the entire game if you just want to play it straight.

It easily beats the first game(even though it's great!) for me, as I loved replaying this with the different forms. I thought the music in the first game was great, but this was even better. The only real complaint is that the home base was a bit of a downgrade.

The best way I can describe Megaman Zero 2 in comparison to the first game is that it basically kicks this shit into overdrive. Z2 manages to fix a good number of issues I had with the prior game, and as a result I'm happy to say it's better than it.

Zero 2 is insanely difficult; the level design in this game can be brutal, but it's incredibly satisfying to overcome when done right. Although there are still some stinkers, it's overall an improvement over the first game. I see myself using the other weapons in my arsenal far more than I did in Zero 1; shit dude, it even got me to use the Shield Boomerang. This game also does away with the weird and unnecessarily tedious continues system from the first game in favor of the traditional Megaman continue system, which is a very good thing.

Zero 2 is also noticeably jacks up the presentation; whereas Zero 1 felt more relaxed and somber, Zero 2 pumps shit up and is way more action-packed. The music also kicks major ass; whereas I thought Zero 1's soundtrack was alright but kind of forgettable, Zero 2's soundtrack goes hard and a ton of tracks stuck with me.

Not to say Zero 2 is perfect; I do miss the Triple Rod and found it more fun to use than the Chain Rod, some levels really, really blow and feel more frustrating than anything, such as the airship stage where you're fucked over by the GBA screen size and strict timing with the electric switches. The bosses in this one are also unfortunately worse than in the first game. I do like a good few of them but some of them are kind of lame and not hard to take down at all. Especially the final boss, it's unfortunately way too easy.

Regardless, I really like Zero 2. These games seem to be getting better, and I'm super excited to see what Zero 3 has up its sleeve, especially considering its reputation.

Finished playing Mega Man Zero 2.
The first mega man zero is a pretty good game imo but if you've played that game then you know it has a decent amount of flaws which means that it had some room for improvement.Thankfully mmz2 is a clear improvement from the 1st game.
The combat is improved because at the start the game already gives you 2 new weapons which are the shield boomerang and the chain rod.
The shield boomerang is you guessed it a shield that you can use as a boomerang by charging it.
The chain rod can be used to draw in items, enemies and to hook onto ceilings.The shield boomerang is meh it can be useful against some enemies but it isn't that useful against bosses and i didn't find myself to be using it most of the time because the 3 other weapons are more useful and fun to use.
The buster shot is a pretty good weapon but not as fun as the chain rod and the z saber.
The chain rod is a great weapon its fun to use and its useful against both bosses and enemies.
Finally the z saber remains my fav weapon i found it to be the most fun to use and it is very useful but not op.
A new character that gets introduced is Elpizo he is the new commander of the resistance base but when his plan to attack neo arcadia goes to shit he turns into the antagonist.He is a really solid antag. and prolly the best part of the story imo. The boss lineup is great and unlike in the 1st game none of them have a bs healthpool.
1.Elpizo 1st phase
2.Fighting fefnir
3.Harpuia
4.Phoenix magnion
5.Fairy leviathan
6.Hyleg ourobockle
7.Harpuia 2nd form
8.Fairy leviathan 2nd form
9.Fighting fefnir 2nd form
10.Kuwagust
11.Kuwagust and herculious
12.Elpizo 2nd phase
13.Rainbow devil
14.Mega scorpia
15.Golem
16.Burble Hekelot
17.Poler kamrous
18.Panter flauclaws
A ranking of all the bosses and a lot of these are interchangeable. The graphics are basically the same as the 1st game which isn't a bad thing because i liked the graphics. The story is a huge improvement in mmz2 because Elpizo >:)
Zero 1 soundtrack was kinda forgettable but not bad mega man zero 2's soundtrack tho oh my lawd it KICKS ASS.
The pacing and controls were solid in both games but a problem that they both share is that near at the end of the game there's a part where you fight some bosses again which sucks. The final boss while not bad it was extremely dissapointing because of its lame moveset, easy difficulty and how the 1st phase was superior. The airship stage yeah it fricking stinks. Ciel was a lot less interesting in this game like is it just me who finds her very forgettable? Most levels in zero 2 were enjoyable and well designed and the character designs are awesome especially Zero and Elpizo. Overall Mega man zero 2 is a great game and a huge improvement from the first game because of the superior story, combat, bosses, levels and it was also less bullshit. 9/10

What does Capcom have against polar bears

My favorite zero, and one of my favorite games ever. I love this. The cyber elves are cool and help new comers get in. The levels are so well designed except for like one level. And the music is great. Wonderful game.

Mejora mucho con respecto al anterior, mejor diseño, menos grindeo de armas y cristales, la introducción de las Ex Skill y lo mejor de todo, un antagonista con un nombre que da para muchos chistes


Playing through as an adult via the Mega Man Zero/ZX collection on Switch.

MMZ 2 takes all of the excellent gameplay that the 1st entry had, but improves upon a lot of the issues that it has, though it does compound some as well.

The level design in 2 is much more exciting and interesting, possibly because they removed the inter-connected world that was a cool concept but completely under-utilized. The game also feels more balanced, with enemies and bosses still posing a threat but not doing an unfair amount of damage. The biggest improvement is with the cyber elf system. Cyber elves take much fewer crystals to raise in this one, requiring much less grinding!

Unfortunately, the rating system persists in much the same way, punishing you for using the cyber elves that the game encourages you to find. What's worse, the game has added EX Skills that you can get from beating bosses like classic Mega Man, but you only get them if you're at an A rank. That's so lame! So in order to get these skills you have to consistently speed through levels without dying and not use any elves. You're also penalized on your next mission even if you use an upgrade elf between missions! I still really do not like the ratings.

Another very welcome addition is the different forms. While very few of them end up being all that useful, everyone loves unlocking new stuff and dressing up your character in different outfits (or in this case, color schemes). I enjoyed unlocking all of them and particularly appreciated the Energy form which makes enemies drop more energy crystals. Though, funnily enough, there must be a translation error because the description makes it sound like they drop more HP refills, not EC.

The story continues to be one of the most interesting in the series, and I was very sad when a certain character was killed at the end.

All in all, MMZ 2 is a big improvement over the first game, which is already very fun. So we're just moving up in the world. On to number 3!

Um bom avanço da fórmula do primeiro jogo.

A gameplay continua com a mesma satisfação de sempre, e adiciona duas novas armas, o chicote, que serve pra se pendurar e puxar coisas, e o escudo, que serve pra defender tiros e ser útil em mais nada. Uma mecânica nova foi o EX skill, adicionando aqueles ataques diferentes do zero na saga X, apesar de ser legal, o problema delas é de só serem pegas caso estiver com rank A em uma fase, perdendo todo potencial de deixar a gameplay mais legal, já que vai ter muita gente que vai jogar e nem vai descobrir a existência delas. Outro argumento é delas servirem como recompensa por jogar bem, e incentivando aos jogadores à jogarem bem, mas acho isso idiotice já que o jogo não explica como pegar elas, e a pessoa provavelmente só vai sentir vontade de pegar na segunda jogatina. Outra questão é as armaduras, que aumentam os status de zero, elas aparecem de acordo da forma em que você joga o jogo, como matar 50 inimigos com a pistola, refletir 30 tiros, e esses tipo de conquista. Denovo, não são recompensas e sim uma forma de desperdiçar recursos que tornam o jogo mais satisfatório, não tem como descobrir isso casualmente, e teria que ver na Internet de como obter eles.

Aqui as fases deixaram de ser objetivos e virou uma fase de matar chefe, assim como os outros megaman. As fases tiveram uma evolução no level design, mas algumas ainda se manteve estranhas como o primeiro jogo, principalmente as finais que é intupida de espinhos, a única coisa que resolve isso nelas, é de ter várias vidas pelas fases, então eu aceito o abuso psicológico. A fase que é realmente paia, foi a dos avião, que tem um monte de pulo merda e eles não param de atirar, bem paia. Os chefes também teve uma melhoria, agora eles tem mais padrões e ataques difíceis de desviar, claro que teve uns 2 que dava pra matar parado, mas já foi de um avanço significativo.

A ost de megaman zero ficou banger nesse jogo, focando mais no rock pesado (não sei gênero de rock, me desculpa não binários), prefiro ela assim do que músicas assustadoras.

A história mesmo não tendo a mesma qualidade do primeiro, por conta dos temas legais, no mmz 2 ela ficou mais tensa, antes você não sentia que a cópia de X tava realmente causando malefícios para o mundo, a gente só tava dando um fim no império dele. Aqui graças a mente fraca do elpizo, ele quer libertar uma criatura que foi responsável pela maior guerra na lore de megaman, então há essa adrenalina de tentar parar ele, ver o que vai acontecer nas próximas missões. A história ficou muito mais imersivo do que no primeiro jogo.

Se não gostou do primeiro, ao ponto de dar rage quit, megaman zero 2 não vai te decepcionar... eu acho, sei lá, as vezes gosto de sofrer em jogos.

Uma bela evolução em relação em quesito gráfico ao primeiro jogo. A parte gráfica é super mais bem feita e superior ao primeiro jogo (um adendo a fase do Hyleg Ourobockle que é simplesmente maravilhosa de bonita). Apesar de tudo, não é um jogo perfeito, sinto que fica cansativo nas últimas 3 fases dos guardiões (poderiam ter só feito um bossrush em uma única fase como no primeiro), e também o level design das fases são piores que a do primeiro, e creio que tenha poucos saves em relação ao tamanho das fases. Tirando isso é um bom game.

Beat it in the Zero Collection on DS (via 3DS backwards compatibility). Didn't enjoy it as much as the first game. About the same, but the game is too hard in my opinion. It's still worth a play.